Wednesday 12 October 2016

Arms & Armour lists





































Here is my current weapons and armour list
I suggest going to the print options or use  pdf or cut n paste it as my renowned ugly layout on this blog came out a bit shitty with the table. Possibly get a better computer shortly.

Arms & Armour lists
Arms are weapons you use to fight enemies or hunt food with

Combat and Fighting and Dying
You roll a D20 vs the target number of the the defenders Armour Class (AC) score


If you succeed you get to roll the weapons damage 


The amount you roll comes off the defenders Hit Point (HP) score


At zero HP the wounded defender is unconscious

At negative HP (-1 or worse) you are dying and lose a extra HP per one minute combat round

At -10 HP or an amount = to the characters CON score as a negative number
(choose best score) the character dies
eg Constitution score of 15 means you can keep bleeding until HP are -15 until dead

First aid skill or magic can stop a character losing HP
A normal person gains 1 HP per day plus their constitution bonus if they rest
Without rest they regain this amount per week
First aid skill can stabilise a dying character from losing more HP in a round of care
Healing skills can only be applied once to any amount of wound from battle
Healing skill adds D3 to HP with a hours treatment or 1 HP with a ten minute turn
Herbalist skill helps +1 HP to a healing or first aid and adds D3 to weekly healing
A common cleric spell heals a d8+clerics level score to HP


Special Hits

A Critical hit is scored on a d20  if you have the skill
All fighters have this skill and can increase it
Other classes can take only once

Some weapons have special properties like that allow them to be used for special maneuvers. Entangle, knockback or disarm and some skills allow user to make special maneuvers like knockback that require a hit at -4 or a critical roll to achieve. Fighting a invisible creature or in darkness or blind is such a skill feat.


Arms

This table explains the basics of weapons

Weapon
name of common version
Damage
Some have damage based on range or how close to explosive centre
Many guns can be used as cubs, some can be used as spears with a bayonet (dagger)
RateHow often can be fired or thrown in a round, some cannot be thrown
Many one handed melee weapons can be thrown with non proficiency penalty
You take thrown and melee version of weapon as a seperate proficiency
Range
Short has no penalty, medeum -2, long -4 to hit
Melee weapons have range also
S = short weapons can be used in confined space like wrestling or when swallowed by a monster
M=medeum weapons need at least 3 foot space
L=weapons need at least 5 foot space or more to use
Longer weapons get initiative in first round
Some skills gain aditional advantages for weapon length
Some weapons can act as ranged and melee weapons
Some missile weapons have range as a melee weapon because of the room they need
Ammo 
Type of ammo required, some have a number indicating shots fired before reload
Self means the whole weapon is used as one shot missile
Type
Lists hands required to use then the class of weapon proficiency needed to operate the weapon
You can use similar weapons without a new proficiency slot
Specialization is only in one weapon type
Lb
Weight in lb
Gold Pieces
Standard price for weapon

Special Effects Explained


Fire weapons inflict one set of damage then keep burning for a point HP damage per round for usually a d6 rounds. Most creatures or people make a morale roll or they run around panicking possibly to water. If they save they can spend a round putting out the fire. Possibly a servant could put you out while the cool burning warrior keeps up the fight against the undead were dragon.

Explosions radiate damage with amounts of damage within various ranges from where the blast went off. Usually with three damage figures for various ranges in the description. 
It can be dangerous to carry and fire might set it off easily


Scatter attacks like blunderbuss or shotgun are cone shaped. Such guns can hit more targets in a 5 foot 
(D3 people) square at mdeum range or a 10 foot  square (D6) at long range. Sonic weapons might work like this also.


Black powder is scarce but available from the alchemists guild. It is illegal to sell home made powder or rival products outside the guild market. No smoking, avoid sparks and flame. Avoid getting wet also, weapons often cease to work in rain. 

Shell weapons are more advanced and have magazines or revolver chambers for fast fire. The have less problems of flintlocks and matchlocks with water or smoke or difficulty loading. These weapons typically come from other times or dimensions and are rare. Some may still manufacture them like machine ruins.

Energy weapons are even more advanced or even alien tech. Such destructive weapons are considered god like. Use expendable or rechargeable battery clips or hydrogen fuel plasma cells that can be refuelled. They are effective at melting armour and most materials of the pre modern era have half saving throws to resist. Gamma ray guns, xray lasers, masers, pulsars, arc guns, plasma, fusion, sonic disruptions, stunners or blasters and many more exotic energy weapons have been discovered. Usually the state will claim them and control who may have them (10th level typical).

Flexible weapons like whips, flails, chains and exotic martial art weapons might have options like entangle, bypass shield and others 



Elfmaids & Octopi Weapons
Weapon
Damage
Rate
Range
Ammo
Type
Lb
Gold Pieces
Arquebus
D10 (d8)
X1/3
M 8/16/24
Shot
2H long gun
10
1000 5/shot
Heavy primitive matchlock rifle, requires stand that takes one round to set up, a assistant speeds loading by one round, Fuse is lit with match or with hot coals or other open flame, D8 if used as a 2H club, makes lots of noise and smoke
Axe Battle
D8
X1
M 1
Self
1H axe
2
40
A large axe made for combat rather than chopping wood
Axe Hand
D6
X2
S 1/2/3
Self
1H axe
1
10
A small fighting axe or hatchet can be thrown also, tend to bounce wildly when miss
Blowpipe Hunting
D4
X1
L 2/4/6
Dart
2H blowpipe
3
20 1/dart
A long blow pipe almost 2 yards long that shoots possibly poison foot long darts
Blowpipe Light
1
X1
S 1/2/3
Dart
2H blowpipe
1
1 .1/dart
A foot long tube that silently inflicts only 1hp damage but can deliver poison
Blunderbuss
2D4/D4/1
X1/3
M 1/2/3
Shot
2H long gun
6
600 1/shot
A coach guard gun, can shoot scrap, nails, rocks, salt but needs powder.  Damage reduces with range but no range penalties. Medium range can effect two adjacent targets within 5 feet, long range 3 targets in 10 feet
Bola
D4
X1
1/2/3
Self
bola
-
8
Two stones linked by leather cord, can damage or entangle
Bow Composite
D8
X2
M 8/16/24
Arrow
2H bow
3
300 .05/shot
Difficult to make powerful bow, quite compact, requires 13 STR
Bow Light
D4
X2
S 5/10/15
Arrow
2H bow
1
20 .05/shot
Small compact easy to store bow can fit on belt, some use with poison
Bow Long
D8
X2
L 10/20/30
Arrow
2H bow
4
100 .05/shot
Huge difficult to use bow for war and long range, requires 13 STR
Bow Short
D6
X2
M 2/5/10
Arrow
2H bow
2
40 .05/shot
Standard easy to make and use bow for commoners to hunt or in war
Chain
D6
X1
SML 1/2/3
Self
chain
4
40
A length of chain with weights on end can be used in melee or as a ranged entangling weapon, can be used at short or medium or long melee range by skilled user requires 13 STR and DEX
Chainsword
2d6
X1
L
Self
2H blade
12
800+20 fuel
Rare ancient melee weapon can saw through doors, trees, fuel lasts 20 minutes, requires 13 STR
Chakra
D6
X2
S 2/4/6
Self
1H chakra
½
10
Razor sharp disc may be stacked for easy storage or concealment, requires 13 DEX
Club
D6
X2
M 1/2/3
Self
1H club
1
4
A common wooden club, some decorated and used as throwing weapons also
Crossbow Pistol
D4
X1
1/3/5
Bolt
2H crossbow
1
200 1/shot
A rare compact missile weapon, can be fired one hand but requires two to reload
Crossbow Heavy
D10
X1/3
5/10/20
Bolt
2H crossbow
12
350 .1/shot
Can be carried loaded, used for siege, requires hand cranked pulleys to load
Crossbow Light
D6+1
X1
3/5/10
Bolt
2H crossbow
3
100 .1/shot
Can be carried loaded, easily cocked with mechanism, popular for city guards
Crossbow Medium
2d4
X1/2
4/8/16
Bolt
2H crossbow
8
200 .1/shot
Can be carried loaded and ready, requires tool to pull back string to load with foot in stirrup on end,
Crossbow Repeater
D6
X2
2/4/8
10 Bolts
2H crossbow
4
600 1/load
Exotic crossbow with a hopper that bolts are dropped in, each pull of lever fires a shot and reloads, takes a round every 10 shots to load or helper can drop in while shooting uninterrupted
Dagger
D4
X2
S 1/2/3
Self
1H short blade
½
20
Large often foot long blade for fighting or survival
Dart
D3 x3
X3
S 2/4/6
Self
1H spear
1
10
Yard long pointed sticks with feathers on end for rapidly throwing, often used to incapacitate shields by sticking in and reducing effectiveness, easy to carry and throw
Dragonfire Tube
2d6
X1/3
L 1/2/4
Fuel 1
2H flamer
12
800+10 fuel
A primitive flaming oil sprayer often decorated as a dragon, uses piston to squirt liquid, keeps burning for 1d6 rounds taking one damage per round, victim can spend round extinguishing with a DEX save
Dynamite Bundle
6D6
X1/3
M 1/2/3
Self
2H -
6
1200
Explosive bundle of dynamite for demolitions, 6d6 within 1”, 3d6 up to 2” inches, 1d6 up to 3” radius
Dynamite Stick
D6
X1/2
S 1/3/5
Self
2H -
1
200
Explosive bundle of dynamite for demolitions, d6 within 1” radius
Energysword
3d6
X1
M
Self
1H blade
1
3000+300 clip
High tech hand grip with stud when pressed makes a three foot long blade of fire, clip lasts 10 minutes
Flail  Great
D10

L
Self
2H Flail
6
85
Iron shod staff with a linked spiked articulated head, often used by peasant soldiers
Flail
D6
X1
M 1
Self
1H Flail
2
10
Two cord or chain linked pieces of wood used to thresh grain and sometimes fight, requires 13 DEX
Flail Military
2d4

M 1
Self
!H Flail
4
75
A spiked ball or several attached to a haft. On a roll of 1 to hit strike self or ally, requires 13 STR and DEX
Flamer
3d6
X1
L 2/5/7
Fuel
2H flamer
60
3000+140 fuel
Advanced flame thrower backpack, keeps burning for 1d6 rounds taking one damage per round, victim can spend round extinguishing with a DEX save. Can spray fuel without igniting then set off whole lot with last shot, will use up oxygen in confined spaces, weapon vulnerable to fire attacks explodes for d6 per shot left
Flaming Oil Bomb
2d4
X1/2
S 1/2/3
Self
2H thrown
2
20
A bottle of fuel with a fuse that must be lit before throwing, keeps burning for 1d6 rounds taking one damage per round, victim can spend round extinguishing with a DEX save, for 50 you can get a holy version
Flintlock Musket
D6+1
X1/2
M 6/9/15
Shot
2H long gun
4
400 1/shot
Blackpowder fire arm, can be used as a club or with a bayonet as a spear, noisy and makes smoke
Flintlock Pistol
D6
X1/2
S 3/6/9
Shot
1H handgun
4
400 1/shot
Black powder pistol often carry several at a time, can be used as clubs
Flintlock Pocket
D4
X1
1/2/3
Shot
1H handgun
1
500 1/shot
Tiny concealable pistol can be hidden in sleeve, some have multiple barrels which doubles the cost per barrel up tp six, other guns may have one extra barrel
Grenade Frag
3/2/1D6
X1/2
S  3/6/9
Self
1H thrown
1
300
Pull pin and throw explodes on target start of following round, target can save or flee. Within 1” 3D6 damage, 2D6 within next inch and on D6 up to three inches
Grenade Gas
-
X1/2
S  3/6/9
Self
1H thrown
1
100-300
Pull pin and throw explodes on target start of following round, target can save or flee. Smoke 100gp, knock out  gas 300gp, tear gas 100gp, vomit gas 200gp, poison 300gp, plague 300gp, other exotic types possible
Grenade Incendiary
2D6+
X1/2
S  3/6/9
Self
2H thrown
1
300
Pull pin and throw explodes on target start of following round, target can save or flee, targets in 2” take 2D6 flame or D6 next inch. Those inside 2” keep burning for 1d6 rounds taking one damage per round, victim can spend round extinguishing with a DEX save
Grenade Iron
2D4/D4
X1/2
1/2/3
Self
2H thrown
1
100
Cast iron ball with fuse full of black powder, light fuse and throw explodes on target start of following round, target can save or flee, targets in 1” take 2D4 next inch take D4
Holy Water
2d4
X1
S 1/2/3
Self
1H Thrown
1
30
Small bottle of blessed water can harm any undead or evil planar creatures hit directly or splash several within 5 feet for d4. Unholy water heals beings of evil instead and harms good planar beings
Javelin
D6
X2
M 3/5/7
Self
1H spear
2
20
A small spear made to be thrown great distances usually before enemy gets close, carry 3 in off hand
Knife
D3
X3
S 1/2/3
Self
1H short blade
.1
10
Small blade mostly a tool for cutting food and work but compact and concealable. Throwing versions available also. Often the only acceptable weapon in public
Laser Pistol
2d6
2
10/50/100
Clip 10
1H handgun
2
3000 300/clip
Advanced technology of the ancients fires a coloured ray, rare and fragile, hard to recharge
Laser Pistol Heavy
5d6
1
20/75/150
Cell 10
1H handgun
4
10 000 1k/cell
A rarer and more powerful laser used by military, tougher can melt locks, uses ancient hydrogen fuel cell
Laser Rifle
2d8
2
50/150/300
Clip 10
2H long gun
6
4500 450/clip
Advanced technology of the ancients fires a coloured ray, rare and fragile, hard to recharge
Laser Rifle Heavy
7d6
1
100/300/1k
Cell 10
2H long gun
8
12 000 2k/cells
A rarer and more powerful laser used by military, tougher can melt locks, uses two ancient hydrogen fuel cells
Lasso
-
X1
1/2/3
Self
2H lasso
1
5
Used to entangle, often by farmers and horsemen on cattle, can be deadly if lasso rider has rope tied to horse and jolts entangled person or drags them for extra d6 damage for initial fall d3 per round being dragged
Mace
D8
X1
M 1
Self
1H club
2
30/100
A simple metal headed war club, more expensive are solid metal, spiked or flanged inflict 2d4 and weigh 4lb
Maul
D10
-
L
Self
2H polearm
8
40
Iron shod war staff with spike covered heavy head or more common workers tool for smashing rocks
Pistol Heavy
3D4
1
S 3/6/10
Shell 6
1H handgun
4
4000 20/shot
A huge pistol in revolver or automatic configuration with seven shot clips
Pistol Medeum
2D4
2
S 2/4/8
Shell 10
1H handgun
2
2000 10/shot
Standard automatic pistol with clips but revolver version with six shots common also
Pistol Small
D4
3
S 1/2/4
Shell 10
1H handgun
1
1000 5/shot
Compact pocket defence automatic pistol but revolver version with six shots common also
Polearm
D10
-
L
Self
2H polearm
4
50
Covers a vast variety of hafted weapons with axe, spear or sword like heads, some have hooks to trip or disarm, some have spear heads to set against a charge, requires 13 STR and 13 DEX with entangling versions
Powder Keg
5D6
X1/2
M
Self
2H -
12
300
A black powder keg that can have fuse lit and rolled or dropped or placed to explode start of following round or more with longer fuse. Does 5d6 within 1”, 4d6up to 2”, 3d6 up to 3”, 2d6 up to 4”, 1d6 up to 5”. A nearby target can spend action to save or flee if they see the keg. Noisy and makes lots of smoke
Power Mace
10d6
X1
M
Self
1H club
4
12000+1k cell
A hand held rod with a stud when pressed produces a crackling energy globe that smashes through armour plate, a deadly weapon of the ancients and fairly fragile with power for 10 minutes with hydrogen fuel cell
Rifle Automatic
2D6
X10
M 3/5/20
Shell 20
2H long gun
10
8000 25/shot
Ancient military weapon, larger magazines available but cost more and rarer. Larger machine gun weight 20 and has belt or cassette drums with 50 shots and cost double but only fire full rate burst fire, an assistant with a machine gun allows constant reloading. Weapon jams if roll a 1 to hit requiring repairs
Rifle Hunting
2D6
X2
M 5/10/50
Shell 10
2H long gun
8
2500 25/shot
Ancient 4 foot long hunting rifle, can be used as club or spear, range drops to 3/5/20 if sights damaged
Rifle Sniper
3D6
X1
M 10/50/100
Shell 6
2H long gun
12
5000 50/shot
Ancient rifle 5 feet long for shooting megafauna or light vehicles. range drops to 3/5/20 if sights damaged
Rifle Survival
D6
X3
M 3/5/20
Shell 10
2H long gun
6
1500 15/shot
A light short carbine 3 foot long, some versions have folding stock or brake up and can be stored in stock
Rock
D3 x3
X3
S
Self
1H Thrown
½
.1
Common fist sized stones that can be thrown by anybody
Shield Buckler
D4
X1
S 1
Self
1H shield
1
25
A small plate sized shield that allows user to hold another item in hand. Some hold with dagger or with a two handed weapon, or use them to punch with. Some have spikes. +1 AC vs melee
Shield Large
D6

S
Self
1H shield
4
40
Knight, hopolite or viking type shield used by professional warrior. Can be interlocked and provides better cover for allies vs arrows, even if slung on the back, +1 AC +2 vs arrows
Shield Target
D4
X1
S 1
Self
1H shield
2
20
A small shield often used by common soldiers, easy to carry or sling on back +1 AC vs melee and missile
Shield Tower
D6

S
Self
1H shield
8
60
Huge shield providing complete cover often used in sieges. Sometimes even carried by one person to protect archer or others behind them, +2AC or +4 vs missiles, bulky but can be used on horse, requires 13 STR
Shotgun
3/2/1 D4
1
M 1/3/5
Shell 5
2H long gun
8
3000 10/shot
A defensive or hunting weapon.  Damage reduces with range but no range penalties. Medium range can affect two adjacent targets within 5 feet, long range 3 targets in 10 feet. Can use 2d4 slugs which act more like rifle. Variants include sawn off with only short range, break open with only one shot ½ fire rate, double barrelled which are break open types but each has separate barrel to fire one or both rounds. Military ones have 10 or more shots with drum or magazines and even automatic ones. Some exotic ammo possible too
Shuriken
D3
X3
1/2/3
Self
shuriken
.1
5
Tiny sometimes poisoned throwing weapons in a variety of shapes, requires 13 DEX
Sling
D4 stone
D6 slug
X1
3/6/12
Stone
Slug
sling
.1
1 +.05 Stone
      1 Slug   
Common folk weapon for hunting but deadly. Typically throw stones but deadlier with more expensive lead shot. Some also heat clay bullets for incendiary effects
Sling Staff
D6 stone
D8 slug
X1
5/10/150
Stone
Slug
sling
½
5  1 stone
    1 slug
A deadlier heavier sling that can hurl half bricks, often used in sieges
SMG
2d4
x20
S 1/4/10
Shell 20
2H long gun
6
6000 10/shot
Ancient military weapon, larger magazines with 40 or 50 available but cost more and rarer and +1 Lb. Jams on a roll of one requiring repairs. Can set to normal fire with two shots per round. Often have folding stocks. Rare larger or smaller calibre versions fire d4 or rarer still fire 3d4 shells (+1 Lb)
Spear
D8
X1
L 1/2/3
Self
1H spear
2
10
A common weapon for hunters and soldiers, 2 yards long has advantage of reach and cheap, plus the standard spear can be thrown as enemy closes
Spear Long
D10
-
L
Self
2H polearm
3
40
A long over 10 foot long spear that can still be used with a shield even though two handed, some even longer and iron shod (16 foot long pike), also used on horseback as a lance, used en mass very effective to set vs cavalry or charging opponents. Requires 13 STR
Staff, Iron
D8
-
L
Self
2H polearm
3
50
A metal clad heavy staff for war requires 13 STR
Staff, Wood
D6
-
L
Self
2H polearm
2
5
Common wood staff can be used with a bundle or as a walking stick so not treated as a weapon by law
Stick
D4
X2
S 1/2/4
Self
1H club
½
1
A yard long thin club used for beatings or by children or small weak creatures and not a serious weapon of war. Some hunters throw them into legs of running creatures to trip them (make a entangle attack), they are easy to find and you can carry a bundle or 6 in one hand easily
Sword
D8
X1
M 1
Self
1H blade
3
50/100
Come in many shapes and forms, mostly 3 foot long, a standard military weapon useful for beheadings. With a 13 STR can use a bastard or long sword for 2d4 damage with cost of 100, four foot long and 4lb
Sword Great
D10
X1
L
Self
2H blade
6
100
A huge 5 or 6 foot long sword often handy to break through walls of spears and shields, requires 13 STR
Sword Rapier
D6
X1
M 1
Self
1H blade
2
50
A light 4 foot long sword with good reach requires 13 DEX
Sword Short
D6
X1
S 1
Self
1H short blade
1
30
A smaller more compact 2 foot long sword but more easily carried and concealed
Unarmed
Brawling
D2
D3

S
SM
Self
Self
None
Brawling


Unarmed kick, bite, punch, slap or headbutt anyone can use if unarmed.
With a brawling skill you can inflict more damage and reach further
A 3gp brass knuckles lets a unskilled  person inflict a D3 .1Lb +1 with brawling
A 10gp cestus or punching knife or scissors unskilled inflicts a D4 1Lb 
+1 with brawling
Whip
D3
X1
1
Self
1H Whip
1
5
A entangling weapon also good to grab things, punish and cause pain, can be used like a melee or short ranged missile weapon Requires 13 DEX, if you roll a 1 whip yourself or close friend

Armour

This explains the basics of armour and armour class AC

Armour type profile gives AC score, the modifiers to base movement rate and the price

Standard armours

No Armour AC1 Move 12 What wizard types use, anyone can use by default
Leather Armour AC13 Move 12 30gp What thieves use
Mail Armour AC15 Move 9(-3) 60gp What Clerics use
Plate Armour AC17 Move 6(-6) 300gp What Warrior use

Expanded Armour

Non Armour types

No Armour AC10 Move 12
Cloth AC11 Move 12 1gp
Padded AC12 Move 12 10gp

Light Armour types
Leather Armour 
AC13 Move 12 30gp
Ring or Scale 14  Move 9(-3) 45gp

Medium Armour
Mail Armour 
AC15 Move 9(-3) 60gp
Banded 16 Move 6(-6) 120gp

Heavy Armour
Plate Armour AC17 Move 6(-6) 300gp
Full Plate 18 Move 9(-3) 1000gp

Tech Armour
Jumpsuit 
AC11 Move 12 100gp basic bodysuit with belt, ready to have tech jacked in
Explorer suit  AC12 Move 12 250gp heavier padded suit with temperature regulation
Ballistic cloth AC13 Move 12 600gp bullet resistant cloth suit, is a anti energy silver version
Flak suit AC14 Move Move 12 1000gp military light combat dress to resist explosives
Riot Armour AC15 Move 9 1500gp bullet resistant semi rigid plastic police armour
Polymer Armour 
AC16 Move 9 2000gp rigid plastic armour for infantry
Reactive Armour AC17 Move 6 3000gp armour that reacts to impact and absorbs energy
Space Armour 
AC18 Move 6 5000gp armour designed for space armour covers a light duty suit
Molecular Plate armour AC19 Move 9 10000gp monomolecular crystalline mesh with rigid plates
Powered Space Marine armour AC20 Powered armour with weapon hardpoints and 18 STR

Dwarves base move is 9 not 12 but they get no MOV penalties for armour
A small species like gnome, hobbit, goat, miniature pony or normal dog can spend half
Huge dog or goat or nomad pony or small cow or dolphin same as a human
Warhorse or bull or polar bear costs triple
Ogre x5
Elephant x10


Basic Armour class plus the characters DEX bonus
Possible modifiers to attackers roll 

like weapon type and range from attacker Short - or Medium-2 or Long-4
Weather conditions -1 to -4 from rain or overcast to volcano or hurricane
Light conditions -1 to -4 from dusk or glaring to pitch black
Cover -1 to -4 from tall grass or bush to stone tower with arrow slits
Non proficiency mod for weapons unskilled in based on specific class
Damaged or broken or inferior weapon -1 to -4 also reduces damage
Victim asleep or unaware or ambushed +2 or +4 if a thief
Magical plus of a weapon +1-+5 to hit and damage
Spell effect +1 or more to hit and damageSpealist proficiencies for skill can add ddamage
STR bonus on melee attacks to hit and damage
DEX bonus on missile attacks
Level or HD of enemies give hem a to hit bonus, with monsters it is always +1/HD
Firing into a group  +1-4 shoot at several people a gang or squad or army not specific individual


Equipment


Tools of the murder hobo trade

Money
1pp = 5gp = 20sp = 200cp100 coins weigh 1lb
16.25 coins weigh a ounce

Standard Coins
PP platinum from the north 5pp = 1gp
GP gold from the empire to the south
EP epsilon from exile island 2ep=1gp
SP silver from the east 20sp=1gp
CP copper from the west 200cp=1gp

Special Ounce Coins about 1/16th of an pound
Platinum ounce = 180gp or 1lb of platinum = 2880gp
Gold ounce = 36gp or 1lb of gold = 576gp
Elecrtum ounce = 18gp or 1lb of electrum = 288gp
Silver ounce = 7gp  or 1lb of silver = 112gp
Copper ounce = .2gp  or 1lb of copper = 3.2gp

Other exotic currencies

Paper money from the secret empire worth 300 silver or 15gp
Hell money turns up occasionally and accepted double gold vaue
Clay tablet worth 30lb (talent of silver) worth 3000gp
Ancient lead coins from

Light 
range in inches, see that far again but dimly
Candle 1" diameter of light for 2 hours, can stick on helmet 1gp box of 20 small
Large candle 2" diameter of light for 24 hours 1gp
Torch 2" diameter of light 1gp for box of 10
Clay lamp 2" diameter Bottle of oil lasts 8 hours 1gp
Miners Headlamp 2" cone lasts 4 hours per unit of oil 3gP
Storm lamp or miners lamp  3" cone or diameter lasts 2 hours for 5gp
Electric torch 1" cone one hour per battery 50gp or some hand cranked 75gp
Flash light 3" cone 
one hour per battery,  holds 4-6 batteries 100gp
Oil flask 1lb 2gp

Chemical batterey .5lb 10gp

Storage
Sack holds 10 lb 1gp
Sack hold 50 lb 2gp
Sack holds 100 lb 3gp
Satchel 20 lb 4gp
Toolbelt 10 lb 10gp
Belt pouch 2lb 1gp
Purse 1lb 1gp
Backpack 40lb 5gp
Bottle 1lb 1gp
Keg 30lb 5gp
Barrel 120lb 10gp
Cup 1cp+
Bowl 1cp+
Wineskin 4lb 1gp

Holy Supplies
Holy Symbol .1 if metal or 1Lb wood 25gp
Holy water 1Lb 30gp
Holy water sprinkler 1Lb 10gp
Silver bucket for holy water 1Lb 20gp
Holy oil for rubbing, a drop for a spell or holy napalm 1Lb 50gp
Sheet music or prayer scroll 10gp
Prayer book .5Lb 100gp
Holybook 2Lb 500gp
Funeral urn 1gp+
Painted wooden icon 20gp
Small saintly body part in reliquary container 100gp
Burial 1sp cheap 1gp nice 10gp posh 100gp fancy 1000gp noble
Cure Light Wounds 100gp
Small clay or wood idol 1Lb or less 1gp
Large
 clay or wood idol 60Lb or less 10gp
Wooden grave memorial 1gp
Stone  grave memorial 10gp
Wood coffin 2gp
Wood fancy sarcophabi 100gp
Stone Statuette 10lb 50gp
Stone Statue 200lb 500gp
Menhir, needle or monolith 1000gp
Robes 1gp
Fancy robes 30gp
High priest robes100gp

Medical Suplies
First aid dressings 1cp per batch used in a first aid
Herbalist supplies 1sp per use or find your own in forest or grow own
Leech 1sp
Bleeding kit 1gp
Syringe 3gp

Surgeons tools 25gp
Garlic 1/2Lb 1cp scares vampires

Mistletoe 1/2Lb 1sp used as druidic holy symbol ten uses worth, also treats poison
Mandrake 1/2Lb 1gp used by wizards for fertility or luck potions (+1) but poison
Holy Moly bunch gp protects +1 vs magic once, halucinations, amnesia, delusions
Wolves Bane bunch 10gp scares were beasts and treats lycanthropy
Mugwart bunch 1gp anti insecticide and +1 on a save vs spirit possession or attack
Healing Potion D6 HP 1Lb 100gp
Sleeping Drug CON save 1/2Lb 20gp ten doses, edible or injected types
Poison Drug CON save+2 1/2Lb 40gp ten doses, edible or injected types 


Tools
Crowbar 4lb 10gp
Hammer 2lb 2gp
Iron Spikes 10 per Lb 1cp
Iron Nails 100 per lb 1gp
Bucket of paint 1gp
House painters brush 1gp
Sighnwriters brush 20gp
Quill 1gp
Ink bottle 2gp
20 sheets of vellum 1gp
200 sheets or cheap paper 1gp
Writing sets 1lb 5gp with pen, paper, wax, seal, quill, ink in box
Cargo Hook 1gp
Awlspike 1lb 1gp
Hand Saw 1lb 4gp
Hand Drill 2lb 8gp
Rope per 24lb half inch supports 1 tonne 200 yards 12gp or 1gp per 50 foot
Chain 1lb and gp per foot
Manacls with lock 5gp
Bolted on manacles 1gp
Cord per 100 yards 1gp
Sewing kit 4gp
Cooking stove and several pots 10lb 25gp
Lock pick set 25gp
Tinderbix 3gp
Match 1cp each or box of 10 for silver
Lighter 30gp

Wooden Pole 10 foot 1gp

Grooming Supplies

See this previous post on clothers
Filthy beggars or peasant rags 1cp
Commoners outfit with trews and shirt or dress and cloth hat 1sp
Merchant or crafters sunday clothes 1gp
Posh well to do outfit with ruffs, codpiece, curly shoes, the works10gp
Noble court clothes 100gpComb 1gp
Brush 12gp
Hand mirror 25gp
Cosmetic tin 1gp
Wig 12gp
Pig gut condom 1gp for tiny tin of 4
Fake moustache set 1gp
Disguise kit 2lb 25gp
Makeup kit 1lb 12gp
Eyepatch 1gp
Chastity belt 25gp or 40gp with secret release mechanism
Ring copper 1sp silver 10gp gold 50gp
Arm band copper 1gp silver 20gp gold 50gp
Necklace leather or cord 1gp copper 5pg silver 30gp gold 100gp
Torc or crown copper 20gp silver 300gp gold 1000gp
Cheap razor 1sp
Folding cutthroat razod D3 Damage 3gp
Soap 1cp
Electric razor 100 shaves on a battery 1Lb 40gp


Cheap Murder Hobo Vice and Vittles
Wine 4lb 1gp cup for a silver
Beer 4lb sp cup for a copper
Spirits 1lb gp cup for ep
Betel nut 1/2Lb for 1sp for 100 chews  - mild stimulant
Tea Leaves 1/2Lb for 1gp for 100 teas cup for a copper
Coffee beans 1/2lb for 1gp for 10 cup for silver - mild stimulant
Coca Leaves 1/2Lb for 1gp for 100 chews or teas copper a cup - mild stimulant
Tobbaco pouch 1/2Lb for 1sp for 10 smokes - stimulant
Opium resin block 1/2Lb for 5gp for 10 smokes - dreamy
Hash resin block 1/2Lb for 2gp for 10 smokes - relaxing

Shroom Dust 1/Lb for 5gp for 10 smokes helps comune with spirits
Soma 1Oz (1/16Lb) 1gp for one smoke - legal only for priests and nobles
Black lotus 1Oz (1/16Lb) 50gp for one smoke - illegal
China or wood pipe 1gp
Fancy Hookah 1gp
Cheap dinner like porridge, stew, bread n cheese, sausage and mash, sandwich 1cp
Good food like a mix grill, steak, 4 course meal, leg of meat, pie, chicken, kebab 1sp
Rich food like bear paws, goose, buffet feast, boars penis, suckling piglet 1gp
Wooden articylated toy 2gp
Stuffed leather ball 1gp
Pretty posies 1sp
Fabulous floral arangement 1gp
Honeycake or bun or sweet dumpling1cp
Bag of candy or tart or fruitcake o r nutloaf 1sp
Gourmet novelty cake 1gp
Painting (x2 if smut or illegal subject) small 10g medeum 50gp huge 300gp
Pornographic print or scroll 1gp
Flagellation receiving 1cp giving 1sp fancy flogging automaton 1gp
Knee tremble, filthy ally sex standing fully clothed 1cp 

Cheap bordello or graveyard prostitute for night 1sp
Classy mistress per day 1gp
Demonic drug orgy party 10gp CON save or die

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