Equipment & Prices
Starting Equipment
A PC begins with 2d6 × 10 silver, a waterskin, and d4 days of food. The rest is rolled. From p.21–22:
Carrier (d6)
1–2. Nothing.
- Backpack (holds 7 normal-sized items).
- Sack (holds 10 normal-sized items).
- Small wagon, or one item from the d12 tables below.
- Donkey — not bad. Or one of the above.
Starting Items, First Roll (d12)
- Rope, 30 feet.
- Presence + 4 torches.
- Lantern with oil for Presence + 6 hours.
- Magnesium strip.
- A random unclean scroll. (See Powers.)
- Sharp needle.
- Medicine chest (Presence + 4 uses; stops bleeding/infection and heals d6 hp).
- Metal file and lockpicks.
- Bear trap (Presence DR14 to spot, d8 damage).
- Bomb — sealed bottle, d10 damage.
- A bottle of red poison, d4 doses (Toughness DR12 or d10 damage).
- Silver crucifix.
Starting Items, Second Roll (d12)
- Life elixir, d4 doses (heals d6 hp and removes infection).
- A random sacred scroll. (See Powers.)
- Small but vicious dog (d6+2 hp, bite d4; obeys only you).
- d4 monkeys that ignore but love you (d4+2 hp, punch/bite d4).
- Exquisite perfume worth 25s.
- Toolbox: 10 nails, tongs, hammer, small saw, drill.
- Heavy chain, 15 feet.
- Grappling hook.
- Shield (−1 damage, or break the shield to ignore one attack entirely).
- Crowbar (d4 damage).
- Lard (may function as 5 meals in a pinch).
- Tent.
Starting Armor (d4) — p.22
Roll d2 instead if you began with a scroll. Scrolls will never work in zweihand weapons or medium/heavy armor.
| d4 | Armor | Damage Reduction | Notes | Cost |
|---|---|---|---|---|
| 1 | No armor (tier 0) | — | — | — |
| 2 | Light (fur, padded cloth, leather) — tier 1 | −d2 | — | 20s |
| 3 | Medium (scale, mail) — tier 2 | −d4 | DR +2 on Agility tests, including defence | 100s |
| 4 | Heavy (splint, plate) — tier 3 | −d6 | DR +4 on Agility tests; defence at DR +2 | 200s |
A shield (20s) gives −1 damage on every attack. Or, break it to ignore one whole attack.
Equipment
| Item | Cost | Notes |
|---|---|---|
| Backpack | 6s | Holds 7 normal-sized items |
| Bear trap | 20s | Presence dr14 to spot, d8 damage |
| Blanket | 4s | |
| Caltrops | 7s | d4 damage + infection on 1 in 6 |
| Chalk | 1s | |
| Chewing tobacco | 1s | |
| Crowbar | 8s | (d4 damage as improvised weapon) |
| Crucifix, silver | 60s | |
| Crucifix, wood | 8s | |
| Dried food | 1s | 1 day |
| Exquisite perfume | 25s | |
| Firesteel | 4s | |
| Grappling hook | 12s | |
| Hammer | 8s | |
| Heavy chain | 10s | 15 feet |
| Iron nails | 10s | 10 nails |
| Ladder | 7s | |
| Lantern oil | 5s | Presence + 6 hours |
| Lard | 5s | May function as 5 meals |
| Large iron hook | 9s | |
| Lockpicks | 5s | |
| Magnesium strip | 4s | |
| Manacles | 10s | |
| Mattress | 3s | |
| Meat cleaver | 15s | |
| Medicine box | 15s | Stops bleeding/infection and +d6 hp. Presence + 4 uses |
| Metal file | 10s | |
| Mirror | 15s | |
| Muzzle | 6s | |
| Noose | 5s | |
| Oil lamp | 10s | |
| Poison (black) | 20s | Toughness dr14 or d6 damage + blind 1 hour. 3 doses |
| Poison (red) | 20s | Toughness dr12 or d10 damage. 3 doses |
| Preserved corpse | 66+d6s | |
| Rope | 4s | 30 feet |
| Small wagon | 25s | |
| Tent | 12s | |
| Toolbox | 20s | 10 nails, hammer, small saw, tongs |
| Torch | 2s | |
| Sack | 3s | Holds 10 normal-sized items |
| Salt | 4s | |
| Scissors | 9s | |
| Scroll | ~50s | To the right buyer |
| Sharp needle | 3s | |
| Waterskin | 4s | 4 days of water |
Services
| Service | Cost |
|---|---|
| Night in hospice | 3s |
| Drink | 1s |
| Steady meal | 2s |
| Bribe, guard | 20–40s |
| Bribe, clerk | 30–60s |
| Bribe, rabble | 5–15s |
| Repair armor — tier 1 to 2 | 25s |
| Repair armor — tier 2 to 3 | 40s |
Armor cannot be repaired to a tier higher than its original.
Weapons
| Damage | Weapon | Cost |
|---|---|---|
| d8 | Battle axe | 35s |
| d6 | Bow | 25s |
| d6 | Club | 10s |
| d8 | Crossbow | 40s |
| d8 | Flail | 35s |
| d4 | Femur | worthless |
| d6 | Handaxe | 15s |
| d4 | Knife | 10s |
| d6 | Mace | 25s |
| d4 | Shortbow | 13s |
| d4 | Shortsword | 20s |
| d4 | Sling | 8s |
| d4 | Staff | 5s |
| d6 | Sword | 30s |
| d6 | Warhammer | 30s |
| d2 | Whip | 5s |
| d10 | Zweihänder | 60s |
| — | 20 arrows | 10s |
| — | 10 bolts | 10s |
Improvised weapons do d4 damage. Who wouldn't forgo fisticuffs for a grappling hook?
Beasts
| Beast | Cost |
|---|---|
| Dog (trained) | 25s |
| Dog (wild) | 10s |
| Horse | 80s |
| Mule | 10s |
| Rat (tame) | 8s |
Connections
Powers (scroll prices), Armor system, see also Blackpowder Weapons (Cult expansion)
Gaps / Expansion Notes
Source is precise here. Cult expansions add new categories — see Blackpowder Weapons for firearms.