Quicklinks: Basic Equipment / Tools and Kits / Weapons / Armor / Alchemy / Poisons / Pets and Mounts / Treasure / Mastercraft / Special Materials / Legacy Items / Repairing
Marketplace
This chapter covers everything outside of your character: items that they can own and interact with, such as money, weapons, armor, equipment, vehicles, and the environment itself, mundane or exceptional. Here also are rules for specialA special success if the roll is equal to or less than 1/5 t... More types of gear and how to handle equipment in play.
Equipment
The coins of Atheles are gold pieces (gp), silver pieces (sp), and copper pieces (cp). The exchange rates are 10sp=1gp, and 10cp=1sp. The most common coin is the gold drac, a very small golden coin with a dragon’s head on it. 50 gold dracs weights 1 lb.
Goods | Cost | Weight |
Adventurer’s clothing | 1 gp | 2 lbs |
Animal glue | 5 sp | 1/5 lb |
Astrolabe | 100 gp | 6 lbs |
Backpack (empty) | 2 gp | 2 lbs |
Backpack, mastercraft | 40 gp | 4 lbs |
Bedroll | 1 sp | 5 lbs |
Blanket, winter | 5 sp | 3 lbs |
Belt pouch | 1 gp | 1/5 lb |
Bottle | 2 gp | 1 lb |
Caltrops | 5 sp | 1 lb |
Candle | 1 cp | — |
Case, map or scroll | 1 gp | ½ lb |
Cauldron | 1 gp | 5 lbs |
Chain (10’) | 30 gp | 2 lbs |
Chalk | 1 cp | — |
Chest, small | 2 gp | 25 lbs |
Chest, large | 10 gp | 100 lbs |
Cloak | 2 gp | 2 lbs |
Cloak, leather | 10 gp | 5 lbs |
Compass | 80 gp | 1 lb |
Creature Compendium | 25 gp | 2 lbs |
Crowbar | 2 gp | 5 lbs |
Fishing kit | 5 sp | 3 lbs |
Flint and steel | 1 gp | — |
Grappling hook | 1 gp | 4 lbs |
Hammer | 5 sp | 2 lbs |
Hammock | 1 sp | 3 lbs |
Ink and quill | 8 gp | — |
Iron spike | 5 cp | 1 lb |
Journal | 10 gp | 1 lb |
Ladder | 1 gp | 20 lbs |
Lamp | 5 sp | 1 lb |
Lantern | 1 gp | 1 lb |
Lantern, bullseye | 12 gp | 3 lbs |
Lantern, hooded | 7 gp | 2 lbs |
Lock (very simple) | 20 gp | 1 lb |
Lock (average) | 40 gp | 1 lb |
Lock (very good) | 80 gp | 1 lb |
Magnifying glass | 100 gp | — |
Manacles | 15 gp | 2 lbs |
Map, local | 15 gp | — |
Map, world | 35 gp | — |
Mirror, small steel | 10 gp | ½ lb |
Mug | 2 sp | 1 lb |
Oil (1 pint) | 5 sp | 1 lb |
Paper | 1 sp | — |
Piton | 1 sp | 1/2 lb |
Pot | 8 sp | 4 lbs |
Rations, trail (per day) | 5 sp | 1 lb |
Rope, hemp (50’) | 1 gp | 10 lbs |
Rope, silk (50’) | 10 gp | 5 lbs |
Sack (empty) | 1 sp | ½ lb |
Salt (1lb) | 5 gp | 1 lb |
Saw | 4 sp | 2 lbs |
Sewing kit | 1 gp | 1 lb |
Signet ring | 5 gp | — |
Shovel | 2 gp | 8 lbs |
Sledgehammer | 1 gp | 10 lbs |
Spyglass | 100 gp | 1 lb |
Tent, small | 10 gp | 20 lbs |
Tent, medium | 15 gp | 30 lbs |
Tent, large | 30 gp | 40 lbs |
Tent, pavilion | 100 gp | 50 lbs |
Tent, leather (upgrade) | +20% base tent cost | +20% base tent weight |
Torch | 1 sp | 1 lbs |
Twine (50 ft) | 1 cp | 1/2 lb |
Vial, Glass | 1 gp | .2 lb |
Waterskin | 1 gp | 4 lbs |
Whetstone | 2 cp | 1 lb |
Equipment Descriptions
Adventurer’s clothing: Simple clothing for those who travel.
Animal glue: Glue made from natural substances. It can be used to hold things in place.
Astrolabe: An instrument used for navigating the sea. When used during seafaring, it gives +5% to any Skill checks involving navigation.
Backpack, mastercraft: A well crafted backpack that allows the user to carry an extra 20 lbs. without affecting encumbrance.
Caltrops: When dispersed on a surface, caltrops do 1d4 damage to anything that moves over them. Caltrops have a DC20 to be seen with an Awareness check.
Candle: A lit candle lights 10 ft. x 10 ft. space.
Cloak, leather: Leather cloaks are often used where acid rain falls. These cloaks prevent the damaging rain from harming the wearer.
Compass: A tool used to navigate the world. It gives a +5 to your Navigation skill while using one.
Creature Compendium: A book written by monster hunters Etahn and Delgon. Owners of the book gain +10% to Knowledge checks about creatures and monsters.
Crowbar: A crowbar gives an adventurer a +10% bonus to Str checks when prying openMana per Level: Varies Casting Time: 1 Standard Action Range... More objects.
Fishing kit: When near water, a fishing kit gives a +5% bonus to Survival checks when gathering food.
Grappling hook: A grappling hook is attached to the end of a rope and used for climbing. A Throw skill is used to determine the outcome of grappling hook use.
Ladder: A ladder gives a +30% bonus to climbing.
Lamp: A metal and glass lamp, filled with oil, illuminates a 30 ft x 30 ft area. Lamps are fragile and are meant to be stationery in a room. For travel, a lantern is recommended.
Lantern: A metal lightMana per Level: Varies Casting Time: 1 Standard Action Range... More source which uses oil as its fuel. It is easily carried and illuminates a 30 ft. x 30 ft. area.
Lantern, bullseye: A lantern with internal steel mirrors which focus the lightMana per Level: Varies Casting Time: 1 Standard Action Range... More into a beam. A bullseye lantern lights a 50 ft. cone from the bearer.
Lantern, hooded: A lantern with metal sliding plates that allow the lightMana per Level: Varies Casting Time: 1 Standard Action Range... More to be hidden at will.
Lock: A device used to fasten a door, lid, etc. closed.
Lock Quality | OpenMana per Level: Varies Casting Time: 1 Standard Action Range... More: Fine Manipulation | Break: Athletics | HP |
Very simple | EasyYour skill is doubled when a task is easier than normal. Eas... More | EasyYour skill is doubled when a task is easier than normal. Eas... More | 10 |
Average | Standard | Standard | 20 |
Very Good | DifficultYour skill is halved when a task is harder than average, whi... More | DifficultYour skill is halved when a task is harder than average, whi... More | 30 |
Magnifying glass: A magnifying glass gives a +5% bonus to Awareness checks while searching any area for small details.
Manacles: Iron or steel cuffs for fastening hands or feet. Manacles require a lock.
Map: A map gives a +5% bonus to any Skill checks involving geography, landmarks, or navigating the area in which the map illustrates.
Piton: A metal spike to aidMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More in climbing. A piton allows the player to climb without risk of damage from falling. On average, one piton must be used every 10 ft.
Rations, trail: Enough food for one person for one day. Often includes hardtack bread, jerked meat, and dried fruits or vegetables.
Rope: A rope gives a +20% bonus to climbing as long as it is securely attached.
Spyglass: A spyglass gives a +5% bonus to any Skill check used to spot or search at a distance.
Tent: A tent gives shelterMana per Level: 1 Casting Time: 1 Standard Action Range: 5... More to those who reside in it.
Tent, Leather: A leather tent is heavier but resists damage from the strange weather of Atheles.
Torch: A torch burns for 1 hour and illuminates a 20’ radius.
Goods or Services | Cost | Weight | Goods or Services | Cost | Weight |
Inn Food and Drink | Inn Food and Drink | ||||
Ale; gallon | 2 sp | 8 lb | Good | 5 sp | N/A |
Ale; pint | 4 cp | 1 lb | Common | 3 sp | N/A |
Bread, per loaf | 2 cp | ½ lb | Poor | 1 sp | N/A |
Cheese, hunk of | 1 sp | ½ lb | Meat, chunk of | 3 sp | ½ lb |
Inn stay (per day) | Wine | ||||
Good | 2 gp | N/A | Common (pitcher) | 2 sp | 4 lbs |
Common | 4 sp | N/A | Fine (bottle) | 10 gp | 1½ lb |
Poor | 1 sp | N/A | Mead (bottle) | 1 gp | 1 lb |
Pipe leaf | Liquor | ||||
Varga Leaf (Pipe) | 1 gp | 1 lb | Liquor, shot | 2 sp | 1 oz. |
Tabac Leaf | 5 sp | 1 lb | Liquor (bottle) | 3 gp | 3 lbs |
Liquor (cask) | 25 gp | 75 lbs |
Tools, Traps, and Kits
Tools, and Kits | ||
Climber’s kit | 80 gp | 5 lbs |
Climber’s kit (Mastercraft) | 320 gp | 5 lbs |
Cooking kit | 3 gp | 16 lbs |
Healer’s kit | 50 gp | 1 lb |
Healer’s kit (Mastercraft) | 100 gp | 1 lb |
Leatherworker’s Repair Kit | 1 gp | 1 lb |
Musical instrument | 5 gp | Varies 1-8 lb |
Musical instrument (Mastercraft) | 100 gp | Varies 1-8 lb |
Smith’s Repair Kit | 5 gp | 2 lbs |
Thieves’ tools | 30 gp | 1 lb |
Thieves’ tools (Mastercraft) | 100 gp | 2 lbs |
Tinker’s kit | 100 gp | 3 lbs |
Woodworker’s Repair Kit | 1 gp | 1 lbs |
Climber’s kit: A climber’s kit gives a +10% bonus to all Climb checks involving climbing or rappelling. A mastercraft kit gives +20%. Each kit can be used 10 times.
Cooking Kit: A cooking kit allows for cooking specialA special success if the roll is equal to or less than 1/5 t... More meals during travel.
Healer’s kit: A healer’s kit is a leather pouch containing bandages, splints, and other tools. It gives a 10% bonus to First AidMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More checks and has 10 uses.
A mastercraft kit has 10 uses and gives a +20% bonus to a First AidMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More check.
Leatherworker’s Repair Kit A leatherworker’s repair kit allows a crafter to repair leather items on the road. It is a single use kit.
Musical instrument: A musical instrument is a near-must for a bard, but can be purchased by any adventurer looking to entertain themselves and their companions. They give no bonuses unless the SG deems otherwise.
Smith’s Repair Kit: A smith’s repair kit allows a crafter to repair metal items on the road. It is a single use kit.
Thieves’ Tools: Thieves’ tools allow a character +5% bonus to Fine Manipulation when trying to disable traps and pick locks.
Mastercraft thieves’ tools provide a +10% bonus to Fine Manipulation when trying to disable traps and pick locks.
Tinker’s kit: Allows a person to create and set traps.
Woodworker’s Repair Kit: Allows a crafter to repair or work on wooden items on the road. It is a single use kit.
Traps
The numbers below can apply to any of the wide variety of traps that are possible.
Basic Trap Stats
CV | Damage | Attack | Base Skill Difficulty (Spot, Fine Manip.) | Base Cost |
CV1 | 1d6 | 25% | EasyYour skill is doubled when a task is easier than normal. Eas... More | 25 gp |
CV2 | 2d6 | 50% | Standard | 50 gp |
CV3 | 3d6 | 65% | Standard | 100 gp |
CV4 | 4d6 | 80% | DifficultYour skill is halved when a task is harder than average, whi... More | 200 gp |
Armory
Weapons
Each weapon has the following attributes:
- Name: The common name for the weapon.
- Skill: The skill used to wield it.
- Base: The base chance to use the weapon.
- Dmg: The damage done by the weapon. A ‘+dm’ indicates damage modifier, and +½dm is half the damage modifier (round up).
- SpecialA special success if the roll is equal to or less than 1/5 t... More: What type of specialA special success if the roll is equal to or less than 1/5 t... More success does the weapon do?
- Weight: The weapon’s SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More and Encumbrance value.
- Reach/Range: The basic range of the weapon. At its basic range, the skill is unmodified. At medium range (double the basic range), the skill use becomes DifficultYour skill is halved when a task is harder than average, whi... More, and at long range (four times basic range) it becomes 1/5 the normal skill rating (equal to the chance of a specialA special success if the roll is equal to or less than 1/5 t... More).
- HP: The weapon’s hit points.
- Cost: What is the weapon’s average cost in an appropriate setting?
- STR/DEX: What are the minimum STR and DEX required to use the weapon?
Type of weapons: P for piercing, S for slashing, B for bludgeoning, and 2H for two-handed.
Weapon | Skill | Base % | Damage | SpecialA special success if the roll is equal to or less than 1/5 t... More | Weight | Cost | HP | Reach/Range | STR/DEX |
LightMana per Level: Varies Casting Time: 1 Standard Action Range... More Weapons | |||||||||
Dagger | P | 15 | 1d4 | Impaling | 1 lb | 2 gp | 15 | 5’/20’ | 4/4 |
Knife | S | 15 | 1d4 | Bleeding | 1 lb | 1 gp | 15 | 5’/20’ | 4/4 |
Stiletto | P | 15 | 1d4 | Impaling | 1 lb | 4 gp | 15 | 5’/0 | 4/4 |
Medium Weapons | |||||||||
Blackjack | B | 15 | 2d6* | Crushing | 2 lbs | 1 gp | 10 | 5’/0 | 7/7 |
Broadsword | S | 15 | 1d8 | Bleeding | 5 lbs | 12 gp | 20 | 5’/0 | 9/8 |
Club | B | 15 | 1d6 | Knockback | 4 lbs | 5 sp | 10 | 5’/0 | 9/7 |
Handaxe | S | 15 | 1d6 | Bleeding | 3 lbs | 6 gp | 10 | 5’/0 | 9/7 |
Mace | B | 15 | 1d6 | Crushing | 5 lbs | 9 gp | 20 | 5’/0 | 7/7 |
Quarterstaff | B / 2H | 15 | 1d6 | Crushing | 4 lbs | – | 20 | 5’/0 | 7/9 |
Rapier | P | 15 | 1d6 | Impaling | 2 lbs | 20 gp | 15 | 5’/0 | 7/13 |
Scimitar | S | 15 | 1d6 | Bleeding | 4 lbs | 15 gp | 19 | 5’/0 | 8/8 |
Short spear | P | 15 | 1d6 | Impaling | 3 lbs | 1 gp | 15 | 10’/40’ | 9/9 |
Short sword | P | 15 | 1d6 | Impaling | 2 lbs | 10 gp | 20 | 5’/0 | 5/5 |
Wrist razors | S | 15 | 1d6 | Bleeding or Impaling | 2 lbs | 12 gp | 15 | 5’/0 | 7/7 |
Whip | S | 15 | 1d4 | Entangle | 2 lbs | 2 gp | 4 | 10’/0 | 9/10 |
Large Weapons | |||||||||
Battleaxe | S | 15 | 1d8 | Bleeding | 6 lbs | 10 gp | 15 | 5’/0 | 9/9 |
Bastard sword | S1H / 2H | 15 | 1d8/2d6 | Bleeding | 6 lbs | 35 gp | 20 | 5’/0 | 9/9 or 13/9 |
Dworven Waraxe | S / 2H | 15 | 2d8 | Bleeding | 12 lbs | 50 gp | 22 | 5’/0 | 12/9 |
Longsword | S | 15 | 1d8 | Bleeding | 4 lbs | 15 gp | 15 | 5’/0 | 7/9 |
Falchion | S / 2H | 15 | 1d8 | Bleeding | 8 lbs | 20 gp | 20 | 5’/0 | 7/11 |
Mace, Heavy | B | 15 | 1d8 | Crushing | 8 lbs | 12 gp | 25 | 5’ | 9/9 |
Morningstar | B / P | 15 | 1d8 | Crushing or Impaling | 6 lbs | 8 gp | 12 | 5’/0 | 11/7 |
Long Spear | P / 2H | 15 | 1d8 | Impaling | 9 lbs | 5 gp | 18 | 10’/0 | 11/7 |
Trident | P | 15 | 1d8 | Impaling | 4 lbs | 15 gp | 18 | 10’/0 | 9/7 |
Warhammer | B | 15 | 1d8 | Crushing | 5 lbs | 12 gp | 20 | 5’/0 | 11/9 |
Greataxe | S / 2H | 15 | 2d8 | Bleeding | 12 lbs | 20 gp | 20 | 5’/0 | 11/9 |
Great sword | S / 2H | 15 | 2d8 | Bleeding | 8 lbs | 25 gp | 18 | 5’/0 | 14/13 |
Halberd | P / S / 2H | 15 | 3d6 | Bleeding or Impaling | 12 lbs | 10 gp | 25 | 10’/0 | 13/9 |
Sword staff | S / 2H | 15 | 2d6 | Bleeding | 7 lbs | 20 gp | 20 | 10’/0 | 10/7 |
Whip, iron chain | S | 15 | 1d6 | Entangle | 3 lbs | 15 gp | 20 | 10’/0 | 11/12 |
Ranged Weapons | |||||||||
Weapon | Skill | Base% | Damage | SpecialA special success if the roll is equal to or less than 1/5 t... More | Weight | Cost | HP | Range / Max Range (-10) | STR/DEX |
Bolas | Throw | 15 | 1d3 | Entangle | 2 lbs | 5 gp | 5 | 30’ / 50’ | 7/7 |
Axe, Throwing | Throw | 15 | 1d6+dm | Slashing | 1 lb | 4 gp | 5 | 5’/30’’ | 7/7 |
Sling | R | 15 | 1d4 | Crushing | 0 lb | 2 sp | 5 | 50’ / 100’ | 7/7 |
Crossbow, hand | R | 15 | 1d4+1 | Impaling | 2 lbs | 100 gp | 10 | 30’ / 120’ | 9/7 |
Crossbow, Heavy | R | 15 | 2d4+1 | Impaling | 8 lbs | 45 gp | 14 | 100’ / 300’ | 11/7 |
Crossbow, LightMana per Level: Varies Casting Time: 1 Standard Action Range... More | R | 15 | 1d6+1 | Impaling | 4 lbs | 25 gp | 10 | 60’ / 200’ | 8/6 |
Shortbow | R | 15 | 1d6 | Impaling | 2 lbs | 30 gp | 10 | 65’ / 300’ | 9/7 |
Shortbow, Recurve | R | 15 | 1d6+2 | Impaling | 2 lbs | 60 gp | 10 | 75’ / 325’ | 11/7 |
Longbow | R | 15 | 1d8 | Impaling | 3 lbs | 75 gp | 10 | 110’ / 400’ | 11/9 |
Longbow, Heavy | R | 15 | 1d8+3 | Impaling | 4 lbs | 150 gp | 10 | 150’ / 500’ | 13/9 |
Net | Throw | 10 | — | Entangle | 2 lbs | 15 gp | 15’/25’ | 5/5 |
* Non-lethal damage only.
Ammunition | ||||
Ammo (quantity) | Weight | Cost | Type | SpecialA special success if the roll is equal to or less than 1/5 t... More |
Arrows or bolts (20) | 2 lbs | 1 gp | P | |
Bullets, sling (10) | 3 lbs | 1 sp | B | |
Silver arrow or bolt (10) | 3 lbs | 5 gp | P | |
Cold iron arrows or bolts (10) | 5 lbs | 2 gp | P | +1d4 damage to creatures with cold iron weakness |
Barbed arrows or bolts (10) | 6 lbs | 5 gp | P | Requires a successful effort or first aidMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More check to remove, failure inflicts 1d4 damage and still removes the arrow |
Aradan steel arrows or bolts (10) | 1 lb | 10 gp | P | +1d4 damage to creatures with Aradan steel weakness |
Amarnium arrows or bolts (10) | 1/2 lb | 20 gp | P | Lightweight |
Tritium arrows or bolts (10) | 2 lbs | 60 gp | P | Can crit against tritium armored targets |
Alchemist fire arrow or bolt | 1/2 lb | 10 gp | P | +1d6 + sets fire to flammable items |
Acid arrow or bolt | 1/2 lb | 6 gp | P | +1d4 acid (2 rounds) |
Blackrock arrow or bolt | 1/2 lb | 10 gp | P | +1d8 explosion 5’(unstable see Blackrock) |
Healing salve arrow or bolt | 1/2 lb | 30 gp | P | Heals target 1d4+2 |
Oil arrow or bolt | 1/2 lb | 1 gp | P | Covers object and 10x’10’ area in flammable oil. Also makes it difficultYour skill is halved when a task is harder than average, whi... More terrain. |
Snare arrow or bolt | 1/2 lb | 10 gp | P | Slows target by 1/2 |
*Ammunition with a quantity (qty) should always consider that quantity as standard production for base cost
Weapon Descriptions
The following are all weapons from the melee and missile weapon tables, organized alphabetically.
Axe, Battle: A one-handed axe used primarily in combat. It may have one blade or two.
Axe, Great: A large, two-handed axe that either may be single or double-bladed.
Blackjack: A small sewn leather sack full of something heavy like lead shot, used to knock someone out when attacking from behind. Also called a sap or cosh.
Bola: Two or three hard balls attached together by a length of cord or chain. This weapon is thrown to entangle and bring down a foe, with damage a secondary concern.
Boomerang: A flat, angle-shaped stick made to be thrown in a curving path. It was traditionally used by aboriginal hunters to stun or kill small animals.
Bow, Composite: A bow made of materials that make it both rigid and flexible. Historical versions are made of wood and horn, and modern varieties are made with graphite and ultralight metals.
Bow, Long: A bow made either from one piece of wood (such as the famous English longbow), or in the same fashion as a composite bow.
Club, Heavy: A long heavy piece of wood or metal. This also describes a crowbar.
Crossbow, LightMana per Level: Varies Casting Time: 1 Standard Action Range... More: This crossbow can be cocked by hand, mostly used for hunting or stealth, rather than on the battlefield.
Once the magazine is exhausted, the repeating crossbow takes at least six combat rounds to reload.
Dagger: A short-bladed weapon, usually less than 40 centimeters long, sharp on one or both edges.
Dart: Short, weighted points suitable for throwing, either feathered or plain. They are often used to deliver poison.
Flail: A flail head mounted on the end of a short chain connected to a haft about a meter long, or longer.
Flail, Morningstar: A medieval weapon with a handle, a length of chain, and a spiked ball at the end. Some do not have spikes and are simply weighted or studded balls at the end of the chains.
Halberd: A broadAn broad axe head on a two-meter shaft. Commonly used by medieval city guardsmen or against mounted foes.
Hammer, Sledge: A heavy tool used by construction workers and demolition crews, used two-handed.
Hammer, War: Designed like a hammer, this weapon often has a spike rather than a flat head, ideal for punching through armor.
Knife: A tool suitable for eating, cutting, defense, or impromptu assassination. Like a dagger, though lighter and less durable.
Lance: A long spear used one-handed on horseback. While mounted, the attacker uses the mount’s damage modifier in place of their own. Lances can also be used on foot as a two-handed spear, with its normal damage modifier.
Mace, Heavy: A haft with a heavy weight for the head, spiked, flanged, studded, or plain.
Mace, LightMana per Level: Varies Casting Time: 1 Standard Action Range... More: A haft with a lightMana per Level: Varies Casting Time: 1 Standard Action Range... More weight used to bash and crush.
Maul, War: A long-handled two-headed hammer used two-handed.
Net: A loose mesh of woven cord used to catch animals or larger targets. While smaller nets are used for small game, the net described here is large enough for use against humans.
Rapier: A slender-bladed one-handed sword, primarily used for thrusting. Though each is unique, this also describes the epee and foil, two other fencing swords.
Saber: A single-edged, curved sword, used most commonly by mounted cavalry and in fencing.
Scimitar: A single-edged, slightly curved, heavy-bladed sword.
Sling: A leather thong with a cup or recess to hold a rock or sling stone, whirled and thrown with incredible force at the target.
Spear, Short: A length of wood roughly 1.5 meters long, with a metal- or flint- bladed head or a fire-hardened point. Short spears can be used one-or two-handed, or thrown.
Staff, Quarter: A long wooden staff often used as a walking staff, useful for defense and attacking.
Sword, Bastard: A straight, single-or double-edged sword, over a meter long, with a long hilt wielded one-or two-handed.
Sword, Broad: A straight, single- or double-edged sword around a meter long, used one-handed. Some have basket hilts.
Sword, Great: A straight, double-edged sword almost two meters long, used two-handed, often against pike formations.
Sword, Long: A straight, single- or double-edged sword, sometimes with a basket hilt, used one-handed. Lighter and slenderer than a broadsword.
Sword, Short: A single or double-edged sword, usually a half-meter long.
Trident: A three-tined spear, like a fork, with curving side-prongs. Tridents usually have barbed points to hook into their target’s flesh.
Whip: A coiled and woven leather rope with a handle at one end, used to lash an opponent or catch and immobilize a limb (see Entangling).
Armor
At a basic level, armor is hardened clothing. Depending on the setting, armor is made of leather, metal, plastic, or some combination of these materials, and it is worn to have something protective between oneself and a source of harm. Armor is heavier than normal clothing and frequently uncomfortable and awkward to wear. If your character is a warrior, they are likely to be more comfortable in armor than the average person, though wearing armor is rarely more comfortable than not wearing armor.
Armor described in this section is categorized loosely chronologically, for reference. In most cases, armor from an earlier period is available to people from later periods, so your StoryGuide may choose where armor availability stops and allow your character access to prior types.
Each type of armor has the following attributes:
- Name: The common name.
- AV: The armor value, the amount the armor protects.
- Cost: The average cost to purchase.
- Skill Modifier: A modifier to certain skills or skill categories while the armor is worn, also applied to any appropriate skill.
- Fits SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More: The variance the armor’s default SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More can accommodate from its default SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More, expressed as a positive or negative value.
- Weight: How much it weighs.
Unlike weapons and shields, armor generally does not suffer damage, unless by environmental factors. Armor is designed for defense; it can take a lot of pounding. Armor value is never reduced through damage in combat—instead, any change to armor value must come from some exceptional event.
Armor | AV bonus | Cost | Skill Modifier | Fits SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More | Weight |
LightMana per Level: Varies Casting Time: 1 Standard Action Range... More Armor | |||||
Clothing, Heavy | 1 | 5 gp | None | +3 | 10 lbs |
Hide | 1 | 4 gp | None | +3 | 12 lbs |
Leather, Soft | 1 | 7 gp | None | +2 | 15 lbs |
Leather, Hard | 2 | 15 gp | -5% to Physical | +1 | 15 lbs |
Studded leather | 3 | 25 gp | -10% to Physical, -5% to Spellcraft | +1 | 20 lbs |
Chain shirt | 4 | 100 gp | -15% to Physical, -10% to Spellcraft | +1 | 25 lbs |
Medium Armor | |||||
Ring mail | 5 | 60 gp | -15% to Physical, -10% to Dexterous, -15% to Spellcraft, -5’ Speed | +1 | 30 lbs |
Scale mail | 5 | 80 gp | -15% to Physical, -5% to Dexterous, -15% to Spellcraft, -5’ Speed | +1 | 35 lbs |
Chainmail | 6 | 150 gp | -20% to Physical, -10% to Dexterous, -20% to Spellcraft, -5’ Speed | -2 | 40 lbs |
Breastplate | 5 | 200 gp | -15% to Physical, -10% to Dexterous, -15% to Spellcraft, -5’ Speed | -1 | 30 lbs |
Heavy Armor | |||||
Half-plate | 7 | 600 gp | -20% to Physical, -15% to Dexterous, -25% to Spellcraft, -10’ Speed | -1 | 50 lbs |
Full plate | 8 | 1,500 gp | -25% to Physical, -15% to Dexterous, -30% to Spellcraft, -10’ Speed | -1 | 60 lbs |
Shields
A shieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More is a defensive item carried in one hand. It may be made from different materials that provide different practical benefits, e.g., steel can not catch fire, and wood does not rust.
Shields | ||||||||
ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More | Base% | AV | HP | Dmg/Special | Skill Mod. | Cost | Weight | STR/DEX |
Buckler | 15 | 1 | 15 | 1d2/Knockback | 1 gp | 2 lbs | 5/7 | |
ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More, lightMana per Level: Varies Casting Time: 1 Standard Action Range... More wooden | 15 | 2 | 18 | 1d2/Knockback | 3 gp | 5 lbs | 8/8 | |
ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More, lightMana per Level: Varies Casting Time: 1 Standard Action Range... More steel | 15 | 2 | 20 | 1d2/Knockback | 12 gp | 6 lbs | 9/9 | |
ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More, heavy wooden | 30 | 3 | 20 | 1d2/Knockback | 7 gp | 10 lbs | 10/8 | |
ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More, heavy steel | 30 | 3 | 22 | 1d2/Knockback | 25 gp | 15 lbs | 11/9 | |
ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More, spiked | 15 | 3 | 20 | 1d6+dm, Impaling | 30 gp | 15 lbs | 9/9 | |
ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More, tower | 45 | 3 | 26 | Knockback, Can be set* | -5% to Dexterous, – 5’ to Speed | 50 gp | 45 lbs | 12/8 |
Buckler: A small shieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More that gives a small bit of extra armor, usually held with a handgrip or single strap. These can be worn on the belt, or strapped to the upper or lower part of your arm leaving you use of both hands. You may still fire two-handed ranged weapons, swing two-handed swords, and fight with dual weapons.
Mid-size shields: These give you 2-3 AV as well as a bonus to use.
Tower ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More: A tower shieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More is a very large shieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More often almost as tall as the person carrying it.
A tower shieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More can be set in the ground to provide Cover. It takes one move or standard action to set the shieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More. The cover is directional and should be stated which direction before the shieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More is set. It can be withdrawn as a free action.
Siege Weapons*
Weapon | Range | Damage | Space / Tonnage | HP | Can be turret mounted | Rate of Fireper full round | Quick Reload DC | # PersonnelMin/Max | Price |
LightMana per Level: Varies Casting Time: 1 Standard Action Range... More ballista | 240’ | 2d6 | 10×5 / 1/4 | 15 | 1/2 | 13 | 1/2 | 400 gp | |
Medium ballista | 160’ | 3d6 | 10×10 / 2 | 20 | 1/3 | 27 | 2/3 | 600 gp | |
Heavy ballista | 80’ | 4d6 | 15×15 / 3 | 35 | X | 1/4 | 57 | 4/5 | 800 gp |
LightMana per Level: Varies Casting Time: 1 Standard Action Range... More catapult | 100’-200’ | 3d6 | 10×5 / 1 | 20 | 1/5 | 13 | 1/2 | 500 gp | |
Medium catapult | 100’-200’ | 4d6 | 10×10 / 2 | 30 | 1/6 | 32 | 3/4 | 700 gp | |
Heavy catapult | 100’-200’ | 5d6 | 15×15 / 3 | 40 | X | 1/8 | 72 | 5/5 | 1000 gp |
Turret | Small | 15×15/ 1 | 1000 gp | ||||||
Turret | Med | 20×20/ 1 | 2000 gp |
*Siege weapons bypass AV
Alchemical Substances and Poisons:
Alchemical Substances | |||
Item | Cost | Weight | Effects |
Acid | 10 gp | 1 lb | See below |
Alchemist’s Fire | 20 gp | 1 lb | 2d6+2 fire damage plus 5’ splash damage. |
Antacid | 5 gp | 1 lb | Negates Acid. |
Antitoxin | 50 gp | — | Negates poison |
Black Rock | 40 gp | 1 oz | 1d8 explosive damage per ounce. |
Healing Salve | 30 gp | 1 lb | Heals target 1d4+2 |
Smokestick | 20 gp | 1/2 lb | |
Totem Bag (1 use) | 45 gp | 1.2 lb | |
Universal Solvent | 25 gp | — |
Acid: Corrosive acid inflicts 1d6 damage to creatures and objects for each round of exposure. If a creature is fully submerged (like being thrown into a vat of acid), it suffers 10d6 damage per round. You can use a flask of acid as a splash weapon, treating it as a ranged touch attack. A direct hit causes 1d6 damage for 1d6 rounds. Armor protects against acid, but a direct hit from acid eats through 1 AV per round. Any creature within 5 feet of the impact point takes 1 point of acid damage from the splash for 2 rounds, with armor negating this. Range: 20 feet. Failure: Roll 1d8, and the acid lands in the adjoining space from the target space, with the closest space to the thrower being 1 and rotating clockwise. For a fumbleA roll of a 100 is a fumble. Fumbles never yield any benefic... More, the acid centers on the thrower.
Alchemist’s Fire: Alchemist fire is a chemical fire that starts when the substance inside the vial it is contained in contacts air. You can throw a flask of alchemist’s fire at a target. A direct hit deals 1d6+2 fire damage (bypassing AV) and starts the object on fire. Creatures and flammable objects within 5 feet of the impact point take 1 point of fire damage and are also set on fire. Range: 20 feet. Throw failure: Roll 1d8, and the acid lands in the adjoining space from the target space, with the closest space to the thrower being 1 and rotating clockwise. For a fumbleA roll of a 100 is a fumble. Fumbles never yield any benefic... More, the Alchemist Fire centers on the thrower.
The target can use a full-round action to extinguish the flames before taking additional damage.
Antacid: A powder that negates the effects of acid. A creature may use a standard action to douse themselves in Antacid removing any additional damage and AV penalty from acid for 1d6+1 rounds. Antacid does not prevent damage from being fully submerged in acid.
Antitoxin: Drink to gain a +40% to a saveRolling a characteristic to resist an effect or spell. More vs. Poison.
Black Rock: Highly volatile. Black rock deals 1d8 damage per ounce. Anytime a skill check or attack roll is used in conjunction with black rock or a device that uses black rock, rolling a natural 1 means the black rock explodes, damaging the user.
Healing Salve: When healing salve is applied over a wound, it greatly accelerates the healing process. HealMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More 1d4+2. Takes one Standard Action to apply.
Smokestick: This alchemically treated wooden stick can instantly create thick, opaque smoke when ignited. The smoke fills a 10 ft. cube. The stick is consumed after 1 round, and the smoke dissipates naturally over 3 minutes.
Totem Bag: Contains herbs and ingredients that grant +10 to saves versus magic when imbibed. Lasts 3 minutes.
Universal Solvent: This substance has the unique property of being able to dissolve most glues. Universal solvent can be used to free 1 person from anything sticky, including giant spider webs or spells.
Basic poisons
Poison | Type | POT | Onset | Effect | Cure | Price |
Konk | Ingested, inhaled, injury | 12 | Instant | Fall asleep for 2 minutes | 1 saveRolling a characteristic to resist an effect or spell. More | 40 gp |
Bloodboil | Ingested, inhaled, injury | 12 | Instant | POT damage +1d6 damage | 1 saveRolling a characteristic to resist an effect or spell. More | 40 gp |
Wooley eye | Ingested, inhaled, injury | 12 | Instant | Dazed for 3 rounds | 1 saveRolling a characteristic to resist an effect or spell. More | 40 gp |
Harvested poisons
Poison | Type | POT | Onset | Effect | Secondary Effect | Cure | Price |
Death’s eye spider venom | Injury | 12 | Instant | POT damage | -1 STR | 1 saveRolling a characteristic to resist an effect or spell. More | 40 gp |
Duskmoss | Inhaled | 13 | 15 min | Unconscious 1 hour | None | 1 saveRolling a characteristic to resist an effect or spell. More | 120 gp |
Ettercap venom | Injury | 15 | Instant | POT damage | 1/2 speed | 1 saveRolling a characteristic to resist an effect or spell. More | 750 gp |
Feyroot | Injury | 11 | Instant | POT damage | 1 saveRolling a characteristic to resist an effect or spell. More | 40 gp | |
Giant centipede venom | Injury | 13 | Instant | POT damage | Dazed | 1 saveRolling a characteristic to resist an effect or spell. More | 80 gp |
Grelm saliva | Injury | 14 | Instant | POT damage | -10 max HP | 1 saveRolling a characteristic to resist an effect or spell. More | 490 gp |
Neela leaf extract | Contact | 16 | 30 min | POT damage | -1d2 CON | 1 saveRolling a characteristic to resist an effect or spell. More | 300 gp |
Sleepstill weed | Ingested | 14 | Instant | Sleep 10 minutes | None | 1 saveRolling a characteristic to resist an effect or spell. More | 200 gp |
Snake venom | Injury | 11 | 15 min | POT damage | -1d3 CON | 1 saveRolling a characteristic to resist an effect or spell. More | 130 gp |
Tentacle crawler venom | Injury | 16 | Instant | POT damage | -1d4 STR | 1 saveRolling a characteristic to resist an effect or spell. More | 500 gp |
Wyvere vemon | Injury | 25 | Instant | POT damage | -1d6+1 CON | 1 saveRolling a characteristic to resist an effect or spell. More | 3,000 gp |
Poison
All poisons have a potency value (POT) matched against the CON of a poisoned character. If the poison overcomes the CON, then the creature is poisoned. Most poisons do damage (which is POT – Target’s CON), but some have other effects. See Chapter 8 Spot Rules for more on poisons
Mounts, Pets, and Vehicles
Name | Speed | HP | Combat | Can Enter Dungeons* | Cost |
Ank | 30 ft | 37 | Bite 60% melee (1d8+4) | Yes | 300 gp |
Dog, guard | 40 ft | 6 | 55% (1d4+1) | Yes | 25 gp |
Donkey | 30 ft | 11 | 40% (1d2) | Yes | 8 gp |
Horse, heavy | 50 ft | 19 | (2) 50% (1d8) | No | 200 gp |
Horse, lightMana per Level: Varies Casting Time: 1 Standard Action Range... More | 60 ft | 15 | (2) 50% (1d6) | No | 75 gp |
Orillot | 30 ft | 85 | Gore 80% (2d6+10) or slam 75% (2d8+10) | No | 1,000 gp |
Pony | 40 ft | 13 | 45% (1d4) | No | 30 gp |
Sarap | 60 ft | 38 | 2 talons 60% (2d6+9) and bite 60% (1d8+9) | No | 600 gp |
Thundrom | 50 ft | 19 | Bite 65% (1d6 + 5) and slam 65% (1d8 + 2) | No | 350 gp |
Warhorse, heavy | 40 ft | 30 | (2) hooves 65% (1d8+4) | No | 400 gp |
Warhorse, lightMana per Level: Varies Casting Time: 1 Standard Action Range... More | 50 ft | 24 | (2) hooves 65% (1d6+3) | No | 150 gp |
*This describes the general inclinations of the creature, but it is up to the SG and party to decide based on the circumstances.
Vehicles | |
Saddle | 15 gp |
Animal armor/barding | Same as character armor x 2, unusual creatures x 4 |
Cart | 15 gp |
Wagon, covered | 25 gp |
Wagon, elaborate | 35 gp |
Wagon, caravan | 400 gp |
Wagon, giant caravan | 1,000 gp |
Ships | |
Rowboat | 50 gp |
Cog | 3,000 gp |
Longship | 10,000 gp |
Galleon | 30,000 gp |
Warship | 65,000 gp |
Treasure
Gems, minerals, and other (listed by value)
Agate | 1 gp |
Quartz | 1 gp |
Azurite | 10 gp |
Hematite | 10 gp |
Lapis lazuli | 10 gp |
Obsidian | 10 gp |
Tiger eye turquoise | 10 gp |
Freshwater pearl | 10 gp |
Bloodstone | 50 gp |
Carnelian | 50 gp |
Citrine | 50 gp |
Jasper | 50 gp |
Moonstone | 50 gp |
Onyx | 50 gp |
Zircon | 50 gp |
Amber | 100 gp |
Amethyst | 100 gp |
Garnet | 100 gp |
Jade | 100 gp |
Spinel | 100 gp |
Tourmaline | 100 gp |
Alexandrite | 500 gp |
Aquamarine | 500 gp |
Black pearl | 500 gp |
Golden topaz | 500 gp |
Emerald | 1,000 gp |
Fire opal | 1,000 gp |
Sapphire | 1,000 gp |
Star ruby | 1,000 gp |
Diamond | 3,000 gp |
Jacinth | 5,000 gp |
Art Objects (Examples)
Iron statue of Trund | 50 gp | 10 lbs |
Elven pottery | 60 gp | 5 lbs |
Ornate mirror | 100 gp | 10 lbs |
Silver chalice with lapis lazuli | 200 gp | 2 lbs |
Eldar pottery | 220 gp | 5 lbs |
Fine black mask with gems | 250 gp | 1 lbs |
Large tapestry of the eldar | 300 gp | 20 lbs |
Silver comb with moonstones | 400 gp | 1 lbs |
Solid gold idol of Tanthias | 500 gp | 10 lbs |
Silver gold and jade relief of Arias | 550 gp | 12 lbs |
Cloak clasp with gems | 650 gp | 1 lbs |
Ceremonial dagger with gold inlays | 700 gp | 2 lbs |
Bejeweled mantle | 850 gp | 5 lbs |
Gold dragon comb with red garnet | 1,050 gp | 1 lbs |
Ancient painting | 1,500 gp | 5 lbs |
Fire opal pendant | 2,000 gp | 1 lbs |
Star ruby and pearl necklace | 2,600 gp | 1 lbs |
Bejeweled gloves | 2,800 gp | 2 lbs |
Golden jeweled crown | 3,000 gp | 2 lbs |
Amarnium diamond bracer | 4,000 gp | 3 lbs |
Bejeweled jade statue, life sized | 6,000 gp | 500 lbs |
Gold and gem inlaid throne | 10,000 gp | 1200 lbs |
Item Quality
Quality | Skill Modifier (tools) | Cost Modifier | |
Inferior | Rusted, Broken, Cheap | –20% | -50% |
Average | Steel, Iron | None | None |
Superior (Mastercraft, specialA special success if the roll is equal to or less than 1/5 t... More materials) | SpecialA special success if the roll is equal to or less than 1/5 t... More materials | +20% | Varies |
Selling Items
Items commonly sell for 1/2 their listed price.
Mastercraft Items
Mastercraft items are created with superior materials and craftsmanship. The cost for a mastercraft item is 4x the item’s base cost. Items made with SpecialA special success if the roll is equal to or less than 1/5 t... More Materials (SagaBorn BRP 007 Equipment) should apply the cost of the specialA special success if the roll is equal to or less than 1/5 t... More materials first to determine its base cost, then apply the 4x modifier for mastercraft.
Ex. Tholas wishes to purchase Tritium Arrows from the Shopkeeper and wants to determine if he is getting his gold’s worth. Tholas passes his Appraise check to know the value of the arrows. Tholas knows that standard Arrows cost 1 gp per 20 arrows.
Type of Mastercraft Item | Bonus |
Ammunition (qty) | Mastercraft ammo grants -2 AV to the ammunition |
Armor | Mastercraft armor negates 5% of any negative Skill Modifier based on armor type. |
Weapons / ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More | Mastercraft weapon/shield has double Hit Points |
Tool | Mastercraft tools gain a +20% bonus to any skill roll requiring use of the item. |
Rough Items
These are items that are not crafted well, not taken care of, or cobbled together. They act like the standard items, except they have half the durability and are worth half the standard cost. They can go by many names – rough, rusty, scavenged, or primitive.
Metals
Precious metals
Gold and silver are the standard currency in most states and kingdoms of Atheles, but there are some other metals of note.
Costs of SpecialA special success if the roll is equal to or less than 1/5 t... More Raw Materials:
Tritium – 250 gp per ingot – 5lbs per ingot
Amarnium – 500 gp per ingot – 3lbs per ingot
Cold Iron – 200 gp per ingot – 20 lbs per ingot
Steel – 10 gp per ingot – 20 lbs per ingot
Iron, steel, and cold iron
Iron and steel are common in Atheles and are used to wardMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More against magic. Steel causes damage to magic users and magic creatures (details below). Cold Iron is forged specifically to wardMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More against magic and fey creatures.
Magic and metal:
If casting magic, iron or steel causes these effects:
Iron: On skin, 1d4 damage per mana. In skin, 1d8 damage per mana. On body but covered (wrapped, leather bound, etc.), slight irritation.
Steel: On skin, 1d3 damage per mana. In skin, 1d6 damage per mana. On body but covered (wrapped, leather bound, etc.), no effect.
Species Allergies:
Elves and Feral Elflings:
Steel: On skin, 1d2 damage per hour. In skin, 1d4 per hour. On body, but covered (wrapped, leather bound, etc.), no effect.
Cold iron: On skin, 1d3 damage per hour. In skin, 1d6 per hour. On body, but covered (wrapped, leather bound, etc.), discomfort.
Elfling and Faun:
Steel: No effect, but some discomfort if handled with bare skin.
Cold iron: On skin, 1d2 damage per hour. In skin, 1d4 per hour. On body, but covered (wrapped, leather bound, etc), no effect.
SpecialA special success if the roll is equal to or less than 1/5 t... More Materials
Cold Iron
Cold iron is a raw, unworked metal and is much more difficultYour skill is halved when a task is harder than average, whi... More to craft into weapons than steel. Steel can trap or harm magical creatures and fey, but cold iron can be forged into weapons and armor specifically to fight magic. Cold iron weapons must be crafted by skilled smiths and forged with the intent to harm creatures of magic. Cold iron armor will protect against the spells of mages, while cold iron shackles can stop even a powerful wizard from using magic.
If casting magic, cold iron causes these effects:
Cold Iron: On skin, caster takes 1d6+3 damage per mana. In skin, 2d6+6 per mana. On body, but covered (wrapped, leather bound, etc), 1d4 per mana.
Bonuses: Medium or heavy armor made from cold iron provides +2 to AV vs ranged magic attacks. Cold iron weapons bypass some or all of their defenses damage reduction on certain creatures (like Navirites and other fey). Cold iron ammunition causes 2d6+6 extra damage per spell mana to a spellcasting mage if impaled.
Price for cold iron items
Type of Cold Iron Item | Item Cost Modifier |
All | x2 |
Aradan Steel
The means to make this metal were lost long ago, with the fall of the Aradani Kingdom. But rare weapons and artifacts survive from those times. Many items of Aradan steel were made to battle the forces of the Warlock King, and to this day hold power against forces of evil.
Aradan steel is recognizable with its dull blue-gray color, and some swear it glows in the presence of true evil. Aradan Steel is also effective against creatures summoned from the Navirim.
* Unlike regular steel, a spellcaster may touch or carry Aradan steel during magic use without taking damage. Normal armor restrictions do apply.
** Aradan steel artifacts are rare, and since the means to create them have been lost, no new items of Aradan steel may be crafted.
Bonuses*: Aradan steel items weigh half that of their steel counterparts. Does not affect spellcasting. Weapons and ammunition do +1d4 additional damage to all Navirites. +2d4 additional damage to reavers, ghuls, and other creatures created during the Aradan War. Aradan steel armor makes you immune to possession.
Type of Aradan steel item | Item worth modifier |
Ammunition (qty) | +10 gp |
LightMana per Level: Varies Casting Time: 1 Standard Action Range... More armor | +500 gp |
Medium armor | +2,000 gp |
Heavy armor | +4,500 gp |
ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More | +500 gp |
Other Items and Weapons | +250 gp/lb |
Tritium
This is a strong metal which has come into more common use in the Fourth Age. It is moderately rare and expensive, but is not as rare as Amarnium. It takes a master blacksmith to work with this metal. Its color is a lustrous silver, and it resists corrosion and damage. It does not interfere with magic in the same way as steel.
Bonuses*: Tritium armor negates CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More hits, causing the attack to only be SpecialA special success if the roll is equal to or less than 1/5 t... More. Tritium shields are unbreakable. Tritium weapons and ammunition cause criticalThis is the result of a skill check roll that is 1/20 (or 5%... More hits, as normal, to wearers of tritium armor. If a mage wears tritium armor and casts a spell, they only take 1 damage per mana.
Type of tritium item | Item cost modifier |
Ammunition (qty) | +60 gp |
LightMana per Level: Varies Casting Time: 1 Standard Action Range... More armor | +500 gp |
Medium armor | +1000 gp |
Heavy armor | +5,000 gp |
Weapon | +3,000 gp |
ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More | +2,000 gp |
Other Items and Weapons | +200 gp/lb |
Amarnium
This is a very rare metal created from a silver-like ore. It is lightMana per Level: Varies Casting Time: 1 Standard Action Range... More but strong, and after being forged, is nearly impossible to destroy. It takes a master smith to make even the most basic items with this metal, and very few can forge it into weapons and armor. Elves and Dworves, having learned smithing long ago from the gods, are more adept with this metal. It is a satin silver color, but can be polished to a super high gloss.
Amarnium does not affect any races with metal allergies.
Bonuses*: Amarnium items weigh half that of their steel counterparts. Amarnium does not affect spellcasting or Fey. A spellcaster may touch or carry Amarnium without taking damage during magic use. Amarnium items also gain the following listed effects:
Type of Amarnium item | Effect | Item cost modifier |
Ammunition (qty) | +20 gp | |
LightMana per Level: Varies Casting Time: 1 Standard Action Range... More armor | Negates Skill Penalties | +1,000 gp |
Medium armor | Reduce Skill Penalties by 10% | +4,000 gp |
Heavy armor | Reduce Skill Penalties by 15%, Reduce Speed Penalty by 5ft | +9,000 gp |
ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More | +1,000 gp | |
Other Items and Weapons | +500 gp/lb |
Valantian Obsidian Glass
This glossy, translucent black strange material was forged by the Valantians. It has the strength of steel, but when it breaks it shatters and is unable to be reforged. The craft of making this odd material has long since been lost. While some obsidian glass items can be mastercraft, not all will be.
Bonuses: It can be used by mages, elves, and fae with no penalties.
Obsidian glass items are worth x2 as much.
Silver
Metal weapons can be infused with silver by master smiths. This allows the weapon to strike supernatural creatures and ignore specific damage reduction. Silver weapons also add 1d4 damage to most undead creatures.
Cost: add 100 gp to the cost of a silvered weapon.
Elfwood
Elfwood is a specialA special success if the roll is equal to or less than 1/5 t... More wood material crafted by the elves which is as strong as steel but does not hurt those of Fey blood or interfere with magic the way iron does. Heavier armors still impedes the Spellcraft skill.
Elves make weapons, tools, and armors out of elfwood. It is a great material for bladed and piercing weapons, but is less ideal for bludgeoning weapons.
Elfwood cannot be fashioned into chainmail. Scalemail, banded, breastplates, and plate armor can be made of elfwood.
Bonuses: Stats are identical to mastercraft steel. Weighs half of steel. Unlike steel, a spellcaster may touch or carry Elfwood during magic use without taking damage. Normal armor restrictions do apply.
Negatives: Flammable.
Cost: Elfwood is common to elves, but most elves will not offer it to outsiders. Due to this, Elfwood items sell for 8x outside of elven communities. Elves in good standing with their community can get elfwood for 2x the cost of standard metal items.
Legacy Items
Since permanent magic items are so rare in SagaBorn, the heroes will gain Legacy Items that will grow in power with them as they level. These items are part of the adventurer’s story. A Legacy Item may be the famed sword the hero is never seen without, the rogue’s lucky lockpicks, or the rope their mother gave them that reminds them of home.
Each player should work with their SG to choose a Legacy item for their character, which will grow in strength as they grow in skill.
How Legacy Items Work
As you gain in Talent Point LevelSome things are determined by a characters Talent Point Leve... More, the items you carry and findMana: 5 Casting Time: 1 hour Range: 15 miles Target: Single ... More may start to gain supernatural abilities. A hero can only have a total of three Legacy Items, and they gain new legacy items at Talent Point LevelSome things are determined by a characters Talent Point Leve... More 4, 7 and 10.
Example: Borgoth has 6 Talent Points, which means he is Talent Point LevelSome things are determined by a characters Talent Point Leve... More 6. His sword is his Legacy Item, which he gained at Talent LevelSome things are determined by a characters Talent Point Leve... More 4. It is a Legacy weapon, so he gave it the first bonus for a melee weapon, which is gaining criticalThis is the result of a skill check roll that is 1/20 (or 5%... More and specialA special success if the roll is equal to or less than 1/5 t... More bonuses. At the end of the session, he gains another Talent Point, making him Talent LevelSome things are determined by a characters Talent Point Leve... More 7. This means he can add another specialA special success if the roll is equal to or less than 1/5 t... More ability. He decides not to add the melee weapon advancement, but instead add a tiered ability of infused silver, since he dislikes the undead. This means his sword now has the high crit and specialA special success if the roll is equal to or less than 1/5 t... More bonuses, as well as adding extra damage against the undead.
There are four types of Legacy items, and your hero may only have a certain nmumber of each type:
- Attack (up to 3)
- Defense (only 1 item allowed)
- Magical foci (only 1 item allowed)
- Wonderous item (up to 3)
Legacy items, while having magical abilities, do not detect as magic to spells or scrying.
Below are basic guidelines for Legacy items.
Talent Point LevelSome things are determined by a characters Talent Point Leve... More | Advancement for Melee Weapons |
4 | CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More hit range gains 1 point, SpecialA special success if the roll is equal to or less than 1/5 t... More range gains 5 points. |
7 | When using the legacy weapon to attack, your skill gains a +10% bonus. The weapon does +1 extra damage and counts as a magic weapon. |
9 | CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More hit range gains an additional 2 points. |
12 | When using the legacy weapon to attack, your skill gains an additional +10% bonus (for a total of +20). The weapon does another +1 extra damage and is unbreakable by mundane means. |
(Additional +3 TalentsExtraordinary abilities that define your character. More) | The weapon gains an additional +1 to damage. |
Talent Point LevelSome things are determined by a characters Talent Point Leve... More | Advancement for Ranged Weapons |
4 | CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More hit range gains 1 point, SpecialA special success if the roll is equal to or less than 1/5 t... More range gains 5 points. |
7 | When using the legacy weapon to attack, your skill gains a +10% bonus. The weapon does +1 extra damage and counts as a magic weapon. |
9 | CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More hit range gains an additional 2 points. |
12 | When using the legacy weapon to attack, your skill gains an additional +10% bonus (for a total of +20). The ammo does another +1 extra damage and acts as if made of tritium. |
(Additional +3 TalentsExtraordinary abilities that define your character. More) | The weapon gains an additional +1 to damage. |
Talent Point LevelSome things are determined by a characters Talent Point Leve... More | Advancement for Armor |
4 | Armor skill penalties lowered by 5% |
7 | Immune to Acid |
9 | Armor skill penalties lowered by an additional 5% (for a total of 10%) |
12 | Imbued with a tier 2 ability (see below) |
15 | Unbreakable by mundane means. |
Talent Point LevelSome things are determined by a characters Talent Point Leve... More | Advancement for Magic Focus Items (Usable Only by Mages) |
4 | Imbued with a 1 mana spell. (Buff spells self target only. No spells with dice pools. Once per day.) |
7 | Imbued with a 3 mana spell. (Buff spells self target only. No spells with dice pools. Once per day.) |
9 | Item can be called to its owner at any time. Imbued with a tier 2 ability (see below). |
12 | Imbued with a 5 mana spell. (Buff spells self target only. No spells with dice pools. Once per day.) |
15 | Imbued with a 7 mana spell. (Buff spells self target only. No spells with dice pools. Once per day.) |
Talent Point LevelSome things are determined by a characters Talent Point Leve... More | Advancement for Wonderous items |
4 | Imbued with a tiered ability. |
7 | Imbued with a 1 mana utility spell ( Once per day.) or a tiered ability. |
9 | Imbued with a tiered ability. |
12 | Imbued with a 3 mana utility spell ( Once per day.) or a tiered ability, |
15 | Unbreakable by mundane means. |
Gaining new Legacy items
On average, the SG should plan for each character to gain a new Legacy item as adventurers grow in power and expertise. There are several options for doing this.
Option 1: An item the character has used in their adventures gains power, becoming a Legacy item.
Option 2: Legacy items are worked into the storyline by the SG so that each character gains one somewhere around 4th level. It could be an item taken from a foe they bested. Or maybe an ancient item unearthed from a long-forgotten horde.
Option 3: For characters who are training at a church, the mage tower, or under a guild, the Legacy item may be bestowed upon them by their teacher upon reaching a certain level of mastery. Within the storyline, this could require a test of skill or a quest of some sort and might be bestowed in a formal ceremony.
Option 4: Any item can become a Legacy item. The SG and players are free to come up with something entirely different so long as the character acquires an item. They should work together to define the powers of these items, and it fits into your story.
Tiered Legacy Item Abilities
Legacy items can also gain tiered abilities, which can be stacked multiple times. Do not feel limited to those listed, you and your SG can come up with your own campaign or character-specific abilities.
Example: Toryn’s Boots of Agility gives him +1 to Initiative. When he gets another Legacy item, he cannot choose an Initiative bonus again because they will not stack. At later levels, he may give it +2 to Initiative, but that will override the +1 rather than adding to it. Beneficial changes in Legacy items should be worked out between player and SG.
Tiered Abilities
+1 to Initiative
+5% to saves vs elemental types: Earth, Fire, Water, Ice, or Electricity
+5% to Heroic Actions for a specific CharacteristicA hero's base physical and mental abilities. More
Infuse with Silver, Cold Iron, Tritium, or other specialA special success if the roll is equal to or less than 1/5 t... More materials (*see specialA special success if the roll is equal to or less than 1/5 t... More materials for cost)
Climb Speed +5’
Swim Speed +5’
Warns of a specific danger, ex: ambushes, traps, specific type of creature
Magic Items
Magic is rare in Atheles. Magical items are even rarer. Legacy items, growing in power, as they do, fill the role magic items might fill in other games. Players should not, therefore, discover magical weapons and relics in a chest at the bottom of every dungeon.
If magical items are found, they should have limitations, drawbacks, curses, or only a few charges.
Repairing Equipment
If an item has been damaged in the course of play, your StoryGuide should determine if it can be repaired, based on common sense and the nature of the damage dealt. In most cases, a relevant Repair or Craft skill roll may be used like the First AidMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More skill, restoring damaged hit points or SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More points as per the guidelines for that skill. In the case of complex equipment, your StoryGuide may require a Knowledge roll to findMana: 5 Casting Time: 1 hour Range: 15 miles Target: Single ... More a resource for replacement components, or even require an EasyYour skill is doubled when a task is easier than normal. Eas... More skill roll based on the repair skill being used to locate the necessary parts. If these components are expensive, your StoryGuide may require a Renown roll to legitimately obtain required replacements.
Repairing equipment costs half-again the items’s normal cost. This may be adjusted based on circumstances, such as your character’s relationship with the craftsman, the availability of materials needed for repairs, and the nature of the damage. Equipment that has been wholly destroyed can be repaired at the full cost of the item.