5. Equipment

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 special 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.

GoodsCostWeight
Adventurer’s clothing1 gp2 lbs
Animal glue5 sp1/5 lb
Astrolabe100 gp6 lbs
Backpack (empty)2 gp2 lbs
Backpack, mastercraft40 gp4 lbs
Bedroll1 sp5 lbs
Blanket, winter5 sp3 lbs
Belt pouch1 gp1/5 lb
Bottle2 gp1 lb
Caltrops5 sp1 lb
Candle1 cp
Case, map or scroll1 gp½ lb
Cauldron1 gp5 lbs
Chain (10’)30 gp2 lbs
Chalk1 cp— 
Chest, small2 gp25 lbs
Chest, large10 gp100 lbs
Cloak2 gp2 lbs
Cloak, leather10 gp5 lbs
Compass80 gp1 lb
Creature Compendium25 gp2 lbs
Crowbar2 gp5 lbs
Fishing kit5 sp3 lbs
Flint and steel1 gp
Grappling hook1 gp4 lbs
Hammer5 sp2 lbs
Hammock1 sp3 lbs
Ink and quill8 gp— 
Iron spike5 cp1 lb
Journal10 gp1 lb
Ladder1 gp20 lbs
Lamp5 sp1 lb
Lantern1 gp1 lb
Lantern, bullseye12 gp3 lbs
Lantern, hooded7 gp2 lbs
Lock (very simple)20 gp1 lb
Lock (average)40 gp1 lb
Lock (very good)80 gp1 lb
Magnifying glass100 gp— 
Manacles15 gp2 lbs
Map, local15 gp
Map, world35 gp
Mirror, small steel10 gp½ lb
Mug2 sp1 lb
Oil (1 pint)5 sp1 lb
Paper1 sp— 
Piton1 sp1/2 lb
Pot8 sp4 lbs
Rations, trail (per day)5 sp1 lb
Rope, hemp (50’)1 gp10 lbs
Rope, silk (50’)10 gp5 lbs
Sack (empty)1 sp½ lb
Salt (1lb)5 gp1 lb
Saw4 sp2 lbs
Sewing kit1 gp1 lb
Signet ring5 gp
Shovel2 gp8 lbs
Sledgehammer1 gp10 lbs
Spyglass100 gp1 lb
Tent, small10 gp20 lbs
Tent, medium15 gp30 lbs
Tent, large30 gp40 lbs
Tent, pavilion100 gp50 lbs
Tent, leather (upgrade)+20% base tent cost+20% base tent weight
Torch1 sp1 lbs
Twine (50 ft)1 cp1/2 lb
Vial, Glass1 gp.2 lb
Waterskin1 gp4 lbs
Whetstone2 cp1 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 open 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 light 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 light 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 light to be hidden at will.

Lock: A device used to fasten a door, lid, etc. closed.

Lock QualityOpen: Fine ManipulationBreak: Athletics HP
Very simpleEasyEasy10
AverageStandardStandard20
Very GoodDifficultDifficult30

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 aid 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 shelter 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 ServicesCostWeightGoods or ServicesCostWeight
Inn Food and DrinkInn Food and Drink
Ale; gallon2 sp8 lbGood5 spN/A
Ale; pint4 cp1 lbCommon3 spN/A
Bread, per loaf2 cp½ lbPoor1 spN/A
Cheese, hunk of1 sp½ lbMeat, chunk of3 sp½ lb
Inn stay (per day)Wine
Good2 gpN/ACommon (pitcher)2 sp4 lbs
Common4 spN/AFine (bottle)10 gp1½ lb
Poor1 spN/AMead (bottle)1 gp1 lb
Pipe leafLiquor
Varga Leaf (Pipe)1 gp1 lbLiquor, shot2 sp1 oz.
Tabac Leaf5 sp1 lbLiquor (bottle)3 gp3 lbs
Liquor (cask)25 gp75 lbs

Tools, Traps, and Kits

Tools, and Kits
Climber’s kit80 gp5 lbs
Climber’s kit (Mastercraft)320 gp5 lbs
Cooking kit3 gp16 lbs
Healer’s kit50 gp1 lb
Healer’s kit (Mastercraft)100 gp1 lb
Leatherworker’s Repair Kit1 gp1 lb
Musical instrument5 gpVaries 1-8 lb
Musical instrument (Mastercraft)100 gpVaries 1-8 lb
Smith’s Repair Kit5 gp2 lbs
Thieves’ tools30 gp1 lb
Thieves’ tools (Mastercraft)100 gp2 lbs
Tinker’s kit100 gp3 lbs
Woodworker’s Repair Kit1 gp1 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 special 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 Aid checks and has 10 uses.

A mastercraft kit has 10 uses and gives a +20% bonus to a First Aid 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

CVDamageAttackBase Skill Difficulty (Spot, Fine Manip.)Base Cost
CV11d625%Easy25 gp
CV22d650%Standard50 gp
CV33d665%Standard100 gp
CV44d680%Difficult200 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).
  • Special: What type of special success does the weapon do?
  • Weight: The weapon’s SIZ 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 Difficult, and at long range (four times basic range) it becomes 1/5 the normal skill rating (equal to the chance of a special).
  • 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.

WeaponSkillBase %DamageSpecialWeightCostHPReach/RangeSTR/DEX
Light Weapons
DaggerP151d4Impaling1 lb2 gp155’/20’4/4
KnifeS151d4Bleeding1 lb1 gp155’/20’4/4
StilettoP151d4Impaling1 lb4 gp155’/04/4
Medium Weapons
BlackjackB152d6*Crushing2 lbs1 gp105’/07/7
BroadswordS151d8Bleeding5 lbs12 gp205’/09/8
ClubB151d6Knockback4 lbs5 sp105’/09/7
HandaxeS151d6Bleeding3 lbs6 gp105’/09/7
MaceB151d6Crushing5 lbs9 gp205’/07/7
QuarterstaffB / 2H151d6Crushing4 lbs205’/07/9
RapierP151d6Impaling2 lbs20 gp155’/07/13
ScimitarS151d6Bleeding4 lbs15 gp195’/08/8
Short spearP151d6Impaling3 lbs1 gp1510’/40’9/9
Short swordP151d6Impaling2 lbs10 gp205’/05/5
Wrist razorsS151d6Bleeding or Impaling2 lbs12 gp155’/07/7
WhipS151d4Entangle2 lbs2 gp410’/09/10
Large Weapons
BattleaxeS151d8Bleeding6 lbs10 gp155’/09/9
Bastard swordS1H / 2H151d8/2d6Bleeding6 lbs35 gp205’/09/9 or 13/9
Dworven WaraxeS / 2H152d8Bleeding12 lbs50 gp225’/012/9
LongswordS151d8Bleeding4 lbs15 gp155’/07/9
FalchionS / 2H151d8Bleeding8 lbs20 gp205’/07/11
Mace, HeavyB151d8Crushing8 lbs12 gp255’9/9
MorningstarB / P151d8Crushing or Impaling6 lbs8 gp125’/011/7
Long SpearP / 2H151d8Impaling9 lbs5 gp1810’/011/7
TridentP151d8Impaling4 lbs15 gp1810’/09/7
WarhammerB151d8Crushing5 lbs12 gp205’/011/9
GreataxeS / 2H152d8Bleeding12 lbs20 gp205’/011/9
Great swordS / 2H152d8Bleeding8 lbs25 gp185’/014/13
HalberdP / S / 2H153d6Bleeding or Impaling12 lbs10 gp2510’/013/9
Sword staffS / 2H152d6Bleeding7 lbs20 gp2010’/010/7
Whip, iron chainS151d6Entangle3 lbs15 gp2010’/011/12
Ranged Weapons
WeaponSkillBase%DamageSpecialWeightCostHPRange / Max Range (-10)STR/DEX
BolasThrow151d3Entangle2 lbs5 gp530’ / 50’7/7
Axe, ThrowingThrow151d6+dmSlashing1 lb4 gp55’/30’’7/7
SlingR151d4Crushing0 lb2 sp550’ / 100’7/7
Crossbow, handR151d4+1Impaling2 lbs100 gp1030’ / 120’9/7
Crossbow, HeavyR152d4+1Impaling8 lbs45 gp14100’ / 300’11/7
Crossbow, LightR151d6+1Impaling4 lbs25 gp1060’ / 200’8/6
ShortbowR151d6Impaling2 lbs30 gp1065’ / 300’9/7
Shortbow, RecurveR151d6+2Impaling2 lbs60 gp1075’ / 325’11/7
LongbowR151d8Impaling3 lbs75 gp10110’ / 400’11/9
Longbow, HeavyR151d8+3Impaling4 lbs150 gp10150’ / 500’13/9
NetThrow10— Entangle2 lbs15 gp15’/25’5/5

* Non-lethal damage only.

Ammunition
Ammo (quantity)WeightCostTypeSpecial
Arrows or bolts (20)2 lbs1 gpP
Bullets, sling (10)3 lbs1 spB
Silver arrow or bolt (10)3 lbs5 gpP
Cold iron arrows or bolts (10)5 lbs2 gpP+1d4 damage to creatures with cold iron weakness
Barbed arrows or bolts (10)6 lbs5 gpPRequires a successful effort or first aid check to remove, failure inflicts 1d4 damage and still removes the arrow 
Aradan steel arrows or bolts (10)1 lb10 gpP+1d4 damage to creatures with Aradan steel weakness
Amarnium arrows or bolts (10)1/2 lb20 gpPLightweight
Tritium arrows or bolts (10)2 lbs60 gpPCan crit against tritium armored targets
Alchemist fire arrow or bolt1/2 lb10 gpP+1d6 + sets fire to flammable items
Acid arrow or bolt1/2 lb6 gpP+1d4 acid (2 rounds)
Blackrock arrow or bolt1/2 lb10 gpP+1d8 explosion 5’(unstable see Blackrock)
Healing salve arrow or bolt1/2 lb30 gpPHeals target 1d4+2
Oil arrow or bolt1/2 lb1 gpPCovers object and 10x’10’ area in flammable oil. Also makes it difficult terrain.
Snare arrow or bolt1/2 lb10 gpPSlows 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, Light: 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, Light: A haft with a light 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 SIZ: The variance the armor’s default SIZ can accommodate from its default SIZ, 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.

ArmorAV bonusCostSkill ModifierFits SIZWeight
Light Armor
Clothing, Heavy15 gpNone+310 lbs
Hide14 gpNone+312 lbs
Leather, Soft17 gpNone+215 lbs
Leather, Hard215 gp-5% to Physical+115 lbs
Studded leather325 gp-10% to Physical, -5% to Spellcraft+120 lbs
Chain shirt4100 gp-15% to Physical, -10% to Spellcraft+125 lbs
Medium Armor
Ring mail560 gp-15% to Physical, -10% to Dexterous, -15% to Spellcraft, -5’ Speed+130 lbs
Scale mail580 gp-15% to Physical, -5% to Dexterous, -15% to Spellcraft, -5’ Speed+135 lbs
Chainmail6150 gp-20% to Physical, -10% to Dexterous, -20% to Spellcraft, -5’ Speed-240 lbs
Breastplate5200 gp-15% to Physical, -10% to Dexterous, -15% to Spellcraft, -5’ Speed-130 lbs
Heavy Armor
Half-plate7600 gp-20% to Physical, -15% to Dexterous, -25% to Spellcraft, -10’ Speed-150 lbs
Full plate81,500 gp-25% to Physical, -15% to Dexterous, -30% to Spellcraft, -10’ Speed-160 lbs

Shields

A shield 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
ShieldBase%AVHPDmg/SpecialSkill Mod.CostWeightSTR/DEX
Buckler151151d2/Knockback1 gp2 lbs5/7
Shield, light wooden152181d2/Knockback3 gp5 lbs8/8
Shield, light steel152201d2/Knockback12 gp6 lbs9/9
Shield, heavy wooden303201d2/Knockback7 gp10 lbs10/8
Shield, heavy steel303221d2/Knockback25 gp15 lbs11/9
Shield, spiked153201d6+dm, Impaling30 gp15 lbs9/9
Shield, tower45326Knockback, Can be set*-5% to Dexterous, – 5’ to Speed50 gp45 lbs12/8

Buckler: A small shield 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 Shield: A tower shield is a very large shield often almost as tall as the person carrying it.

A tower shield can be set in the ground to provide Cover. It takes one move or standard action to set the shield. The cover is directional and should be stated which direction before the shield is set. It can be withdrawn as a free action.

Siege Weapons*

WeaponRangeDamageSpace / TonnageHPCan be turret mountedRate of Fireper full roundQuick Reload DC# PersonnelMin/MaxPrice
Light ballista240’2d610×5 / 1/4151/2131/2400 gp
Medium ballista160’3d610×10 / 2201/3272/3600 gp
Heavy ballista80’4d615×15 / 335X1/4574/5800 gp
Light catapult100’-200’3d610×5 / 1201/5131/2500 gp
Medium catapult100’-200’4d610×10 / 2301/6323/4700 gp
Heavy catapult100’-200’5d615×15 / 340X1/8725/51000 gp
TurretSmall15×15/ 11000 gp
TurretMed20×20/ 12000 gp

*Siege weapons bypass AV 

Alchemical Substances and Poisons:

Alchemical Substances
ItemCostWeightEffects
Acid10 gp1 lbSee below
Alchemist’s Fire20 gp1 lb2d6+2 fire damage plus 5’ splash damage.
Antacid5 gp1 lbNegates Acid.
Antitoxin50 gp— Negates poison
Black Rock40 gp1 oz1d8 explosive damage per ounce.
Healing Salve30 gp1 lbHeals target 1d4+2
Smokestick20 gp1/2 lb
Totem Bag (1 use)45 gp1.2 lb
Universal Solvent25 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 fumble, 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 fumble, 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 save 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. Heal 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

PoisonTypePOTOnsetEffectCurePrice
KonkIngested, inhaled, injury12InstantFall asleep for 2 minutes1 save40 gp
BloodboilIngested, inhaled, injury12InstantPOT damage +1d6 damage1 save40 gp
Wooley eyeIngested, inhaled, injury12InstantDazed for 3 rounds1 save40 gp

Harvested poisons

PoisonTypePOTOnsetEffectSecondary EffectCurePrice
Death’s eye spider venomInjury12InstantPOT damage-1 STR1 save40 gp
DuskmossInhaled1315 minUnconscious 1 hourNone1 save120 gp
Ettercap venomInjury15InstantPOT damage 1/2 speed1 save750 gp
FeyrootInjury11InstantPOT damage 1 save40 gp
Giant centipede venomInjury13InstantPOT damage Dazed1 save80 gp
Grelm salivaInjury14InstantPOT damage -10 max HP1 save490 gp
Neela leaf extractContact1630 minPOT damage -1d2 CON1 save300 gp
Sleepstill weedIngested14InstantSleep 10 minutesNone1 save200 gp
Snake venomInjury1115 minPOT damage -1d3 CON1 save130 gp
Tentacle crawler venomInjury16InstantPOT damage -1d4 STR1 save500 gp
Wyvere vemonInjury25InstantPOT damage-1d6+1 CON1 save3,000 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

NameSpeedHPCombatCan Enter Dungeons*Cost
Ank30 ft37Bite 60% melee (1d8+4) Yes300 gp
Dog, guard40 ft655% (1d4+1)Yes25 gp
Donkey30 ft1140% (1d2)Yes8 gp
Horse, heavy50 ft19(2) 50%  (1d8)No200 gp
Horse, light60 ft15(2) 50% (1d6)No75 gp
Orillot30 ft85Gore 80% (2d6+10) or slam 75% (2d8+10)No1,000 gp
Pony40 ft1345% (1d4)No30 gp
Sarap60 ft382 talons 60% (2d6+9) and bite 60% (1d8+9)No600 gp
Thundrom50 ft19Bite 65% (1d6 + 5) and slam 65% (1d8 + 2)No350 gp
Warhorse, heavy40 ft30(2) hooves 65%  (1d8+4)No400 gp
Warhorse, light50 ft24(2) hooves 65% (1d6+3)No150 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/bardingSame as character armor x 2, unusual creatures x 4
Cart15 gp
Wagon, covered25 gp
Wagon, elaborate35 gp
Wagon, caravan400 gp
Wagon, giant caravan1,000 gp
Ships
Rowboat50 gp
Cog3,000 gp
Longship10,000 gp
Galleon30,000 gp
Warship65,000 gp

Treasure

Gems, minerals, and other (listed by value)

Agate1 gp
Quartz1 gp
Azurite10 gp
Hematite10 gp
Lapis lazuli10 gp
Obsidian10 gp
Tiger eye turquoise10 gp
Freshwater pearl10 gp
Bloodstone50 gp
Carnelian50 gp
Citrine50 gp
Jasper50 gp
Moonstone50 gp
Onyx50 gp
Zircon50 gp
Amber100 gp
Amethyst100 gp
Garnet100 gp
Jade100 gp
Spinel100 gp
Tourmaline100 gp
Alexandrite500 gp
Aquamarine500 gp
Black pearl500 gp
Golden topaz500 gp
Emerald1,000 gp
Fire opal1,000 gp
Sapphire1,000 gp
Star ruby1,000 gp
Diamond3,000 gp
Jacinth5,000 gp

Art Objects (Examples)

Iron statue of Trund50 gp10 lbs
Elven pottery60 gp5 lbs
Ornate mirror100 gp10 lbs
Silver chalice with lapis lazuli200 gp2 lbs
Eldar pottery220 gp5 lbs
Fine black mask with gems250 gp1 lbs
Large tapestry of the eldar300 gp20 lbs
Silver comb with moonstones400 gp1 lbs
Solid gold idol of Tanthias500 gp10 lbs
Silver gold and jade relief of Arias550 gp12 lbs
Cloak clasp with gems650 gp1 lbs
Ceremonial dagger with gold inlays 700 gp2 lbs
Bejeweled mantle850 gp5 lbs
Gold dragon comb with red garnet1,050 gp1 lbs
Ancient painting1,500 gp5 lbs
Fire opal pendant2,000 gp1 lbs
Star ruby and pearl necklace2,600 gp1 lbs
Bejeweled gloves2,800 gp2 lbs
Golden jeweled crown3,000 gp2 lbs
Amarnium diamond bracer4,000 gp3 lbs
Bejeweled jade statue, life sized6,000 gp500 lbs
Gold and gem inlaid throne10,000 gp1200 lbs

Item Quality

QualitySkill Modifier (tools)Cost Modifier
InferiorRusted, Broken, Cheap–20%-50% 
Average Steel, IronNoneNone
Superior (Mastercraft, special materials)Special 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 Special Materials (SagaBorn BRP 007 Equipment) should apply the cost of the special 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 ItemBonus
Ammunition (qty)Mastercraft ammo grants -2 AV to the ammunition
ArmorMastercraft armor negates 5% of any negative Skill Modifier based on armor type.
Weapons / ShieldMastercraft weapon/shield has double Hit Points
ToolMastercraft 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 Special 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 ward against magic. Steel causes damage to magic users and magic creatures (details below). Cold Iron is forged specifically to ward 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. 

Special Materials

Cold Iron

Cold iron is a raw, unworked metal and is much more difficult 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 ItemItem Cost Modifier
Allx2

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 itemItem worth modifier
Ammunition (qty)+10 gp
Light armor+500 gp
Medium armor+2,000 gp
Heavy armor+4,500 gp
Shield+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 Critical hits, causing the attack to only be Special. Tritium shields are unbreakable. Tritium weapons and ammunition cause critical 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 itemItem cost modifier
Ammunition (qty)+60 gp
Light armor+500 gp
Medium armor+1000 gp
Heavy armor+5,000 gp
Weapon+3,000 gp
Shield+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 light 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 itemEffectItem cost modifier
Ammunition (qty)+20 gp
Light armorNegates Skill Penalties+1,000 gp
Medium armorReduce Skill Penalties by 10%+4,000 gp
Heavy armorReduce Skill Penalties by 15%, Reduce Speed Penalty by 5ft+9,000 gp
Shield+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 special 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 Level, the items you carry and find 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 Level 4, 7 and 10.

Example: Borgoth has 6 Talent Points, which means he is Talent Point Level 6. His sword is his Legacy Item, which he gained at Talent Level 4. It is a Legacy weapon, so he gave it the first bonus for a melee weapon, which is gaining critical and special bonuses. At the end of the session, he gains another Talent Point, making him Talent Level 7. This means he can add another special 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 special 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 LevelAdvancement for Melee Weapons
4Critical hit range gains 1 point, Special range gains 5 points. 
7When using the legacy weapon to attack, your skill gains a +10% bonus. The weapon does +1 extra damage and counts as a magic weapon.
9Critical hit range gains an additional 2 points.
12When 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 Talents)The weapon gains an additional +1 to damage.
Talent Point LevelAdvancement for Ranged Weapons
4Critical hit range gains 1 point, Special range gains 5 points.
7When using the legacy weapon to attack, your skill gains a +10% bonus. The weapon does +1 extra damage and counts as a magic weapon.
9Critical hit range gains an additional 2 points.
12When 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 Talents)The weapon gains an additional +1 to damage.
Talent Point LevelAdvancement for Armor
4Armor skill penalties lowered by 5%
7Immune to Acid
9Armor skill penalties lowered by an additional 5% (for a total of 10%)
12Imbued with a tier 2 ability (see below)
15Unbreakable by mundane means.
Talent Point LevelAdvancement for Magic Focus Items (Usable Only by Mages)
4Imbued with a 1 mana spell. (Buff spells self target only. No spells with dice pools. Once per day.)
7Imbued with a 3 mana spell. (Buff spells self target only. No spells with dice pools. Once per day.)
9Item can be called to its owner at any time. Imbued with a tier 2 ability (see below).
12Imbued with a 5 mana spell. (Buff spells self target only. No spells with dice pools. Once per day.)
15Imbued with a 7 mana spell. (Buff spells self target only. No spells with dice pools. Once per day.)
Talent Point LevelAdvancement for Wonderous items
4Imbued with a tiered ability.
7Imbued with a 1 mana utility spell ( Once per day.) or a tiered ability.
9Imbued with a tiered ability.
12Imbued with a 3 mana utility spell ( Once per day.) or a tiered ability,
15Unbreakable 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 Characteristic

Infuse with Silver, Cold Iron, Tritium, or other special materials (*see special 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 Aid skill, restoring damaged hit points or SIZ points as per the guidelines for that skill. In the case of complex equipment, your StoryGuide may require a Knowledge roll to find a resource for replacement components, or even require an Easy 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.