Assets

Types of asset

  • Money. Measured in shillings (ʂ). You should track money down to a quarter shilling.

  • Items. Weapons, armour, torches, food, tools, vehicles, and other useful stuff. Just like skills, in addition to the uses described in their profile, items can be used in any situation where it makes sense, as adjudicated by the GM. For example, a rope could be used to make a climb safer and easier.

  • Followers. Characters controlled by the GM who accompany and aid the Player characters in their adventures.

Encumbrance

Characters can carry up to 8 bulk unencumbered, and up to twice that encumbered. Size and traits can change these limits. Encumbered characters move at half speed and must also pass a STR save each time they pass an AGI save or suffer the effects of failure.

  • An item’s bulk equals 1, unless otherwise indicated in its description.

  • A character’s bulk equals how much they can carry unencumbered: 8 for most characters but potentially altered by size and traits.

  • Groups of 64ʂ have bulk equal to ½. 63 or fewer shillings can be carried freely.

Storage

Characters must have a reasonable way to store what they are carrying. They can wear whatever makes sense and, if they wear some clothes, they are assumed to have enough containers (backpacks, pouches, pockets, scabbards, etc.) to store any amount of reasonably sized items. Things with bulk higher than 2 (ladders, chests, other characters, etc.) can’t be stored and require dedicated effort to carry.

Durability rolls

You must make a durability roll when an item has been used in a way which might have compromised its integrity. There is an 1:4 chance that the affected item was damaged. You should only make durability rolls when it isn’t sure if the object was damaged or destroyed, otherwise just apply the effect directly.

After a fight, make a durability roll for all weapons and armour which were used at least once. Other situations which might require a durability roll are using a weapon to try to break down a door, or a fragile item falling to the ground.

Damaged items can still be used but are permanently destroyed on another failed durability roll. Damaged weapons and shields are also destroyed if they are used to attack and a 1 is rolled on the damage die. Damaged shields and armour are also destroyed by attacks inflicting at least 8 damage before armour reduction (shields are destroyed first).

Many items can be used as improvised weapons. They work as a simple hand weapon or a simple great weapon, but are handled as if they were already damaged.

Controlling followers

Characters with human intelligence act as retainers, joining the party due to common interests or in exchange for payment. They pretty much behave like Player characters, but they might refuse to perform specific tasks unless they were agreed as part of their responsibilities.

Characters with animal intelligence behave according to their nature. If trained, they might be able to obey simple orders and perform specific tasks, such as carrying a rider, pulling carts, following trails, performing tricks, etc. Animals will avoid combat and other dangerous situations unless they are natural predators or have been trained to fight.

In game terms, the Players control their followers as their own character, assuming they are giving them orders, but the GM ultimately decides if and how they do what they are asked. Followers will always refuse to do something clearly harmful to themselves. In situations where their loyalty is put into question, the character who is leading them must pass a WIT save to keep their allegiance.

Item keywords

  • Armour X. Increases armour value by X while worn. Characters can only wear one suit of armour. Equipping or unequipping armour takes a stretch. Armour is fitted to a specific character, and only those of similar size are able to wear it. When in doubt, there is a 1:8 chance it is possible.

  • Consumable. Discarded after use.

  • Durability X/Y. This item has health equal to X and armour value equal to Y, and suffers damage like characters instead of using durability rolls. On critical damage, it is damaged and can’t be used until it recovers at least 1 health. Items can’t heal like characters, but can be repaired. Sources of damage which can’t realistically damage the items are completely ineffective (such as a sword against a metal door).

  • Fragile. Behaves as an already damaged item: it is destroyed on a failed durability roll, weapons are destroyed on a roll of 1, shields and armour are destroyed upon taking 8 or more damage.

  • Robust. Only has a 1:8 chance of failing durability rolls.

  • Shield. Increases the armour value by 1 while held but only against attacks you dodge, attacks you counter, and attacks used to counter you. If you hold two shields at once you still only increase armour value by 1, but against all attacks. Doesn’t require two hands to use despite its bulk.

  • Vehicle X. Can carry X medium-sized characters and their gear. A character can be replaced by items with a total bulk of 16. The bulk of what’s on the vehicle doesn’t count towards the encumbrance of characters or operating it.

  • Weapon. Can be used to perform an attack while held, with the indicated damage and properties. Attacks made with one-handed weapons held in the non-dominant hand inflict impaired damage. Weapons of bulk 2 or more require both hands to use and can’t be used to attack characters you are grabbing. You don’t need to track ammunition for ranged weapons, it is assumed you are carrying enough and that durability rolls also account for it.

Weapon keywords

  • Blast. Targets all characters in a small zone and on its borders.

  • Direct damage. Inflicts full damage, ignoring the target’s armour value.

  • Fire damage. Inflicts fire damage (it is direct damage).

  • Grab. Targets must pass a STR save to avoid being grabbed.

  • Holy damage. Only effective against demons and undead.

  • Indirect range X. Can be used to attack up to range X. Can attack over obstacles, but can’t attack within half range.

  • Poison. The target is exposed to poison of the specified type if they suffer at least 1 damage.

  • Range X. Can be used to attack up to range X.

  • Reload. This weapon can only be used only once per combat, since it takes a relative long time to reload it. In the few situations where it matters, a character can spend 10 rounds (1 minute) to reload the weapon.

  • Usage limit. Can only be used with the specified frequency.

  • Stun. Targets are stunned.

Weapons

  • Simple hand weapon (4ʂ). Weapon (d4 damage). Short blades, blunt objects, and one-handed sharp or heavy tools: bullwhip, cleaver, club, cudgel, dagger, knife, knuckledusters, hammer, hatchet, long knife, parrying dagger, scalpel, sickle, sturdy stick, etc.

  • Simple great weapon (8ʂ, bulk 2). Weapon (d6 damage). Two-handed sharp or heavy tools: big stick, boat hook, hoe, large club, linstock, pickaxe, pitchfork, quarterstaff, scythe, sledgehammer, shovel, spade, staff, woodcutting axe, etc.

  • Martial hand weapon (16ʂ). Weapon (d6 damage). One-handed military grade melee weapons: arming sword, battle axe, flail, mace, morningstar, spear, thrusting sword, warhammer, etc.

  • Martial great weapon (32ʂ, bulk 2). Weapon (d8 damage). Two-handed military grade melee weapons: glaive, halberd, heavy battle axe, heavy flail, lucerne hammer, pike, voulge, zweihänder, etc.

  • Missile hand weapon (16ʂ). Weapon (d4 damage, range 8). One-handed primitive ranged or throwing weapons: blowgun, darts, hand crossbow, harpoons, javelins, sling, throwing knives, throwing stars, etc.

  • Missile great weapon (32ʂ, bulk 2). Weapon (d6 damage, range 8). Two-handed primitive ranged weapons: bow, crossbow, etc.

  • Handgun (32ʂ). Weapon (d6 damage, range 8, reload). One-handed gunpowder weapon: matchlock pistol, dragon, etc.

  • Long gun (64ʂ, bulk 2). Weapon (d8 damage, range 8, reload). Two-handed gunpowder weapon: matchlock arquebus, blunderbuss, etc.

  • Garrotte (16ʂ). Weapon (d8 damage, direct damage). Can only target characters who are unaware of the attack or whom you are currently grabbing.

  • Mancatcher (16ʂ, bulk 2). Weapon (d4 damage, grab).

  • Acid vial (4ʂ, bulk ½). Consumable, weapon (d8 damage, range 2).

  • Alchemist’s fire (16ʂ, bulk ½). Consumable, weapon (d6 damage, range 2, blast, fire damage).

  • Blessed water (4ʂ, bulk ½). Consumable, weapon (d10 damage, range 2, holy damage).

  • Flash powder (16ʂ, bulk ½). Consumable, weapon (range 2, blast, stun).

Armour

  • Helmet (16ʂ). The threshold to suffer critical damage is increased by 1, that is you suffer critical damage when you lose half your health plus 1. You still always suffer critical damage if you are reduced to 0 health, and direct damage ignores this effect.

  • Shield (64ʂ, bulk 2). Shield, weapon (d4 damage).

  • Light armour (256ʂ, bulk 2). Armour 1. Banded mail, chain mail, gambeson, hardened leather, thick furs, etc.

  • Heavy armour (1024ʂ, bulk 4). Armour 2. Full plate, chain hauberk, etc.

Gear

  • Alcoholic drink (4ʂ, bulk ½). Consumable. Recover 1 health, but not if you are dying. Pass a STR save or become confused until the end of the stretch. Automatically fail if you drink 2 within a stretch.

  • Animal skin (4ʂ). Skin of a small animal. Multiply cost by 4 and bulk by 2 for each size above small.

  • Antidote (16ʂ, bulk ½). Consumable. Stops the effects of poison. 1:4 chance it doesn’t work.

  • Apothecary tools (16ʂ, bulk 2). Includes mortar, pestle, scales, glassware, etc. Used in combination with the apothecary skill.

  • Bag of dung (1ʂ). Stinky and disgusting

  • Bear trap (16ʂ, bulk 2). Placing it or picking it up is a main action, concealing it takes a stretch. Characters stepping on it suffer d6 damage and are entangled.

  • Beastman blood (16ʂ, bulk ½). Consumable. Ingested corrupting poison.

  • Black adder venom (16ʂ, bulk ½). Consumable. Bloodstream damaging poison.

  • Book (16ʂ). The price is for a blank book.

  • Brush & paints (16ʂ, bulk ½). Consumable. Enough to paint a canvas.

  • Butterfly sting (16ʂ, bulk ½). Consumable. Bloodstream soporific poison.

  • Cage (16ʂ, bulk 2). Can contain a small character.

  • Caltrops (16ʂ). As a main action, can be spread in a nearby zone, which counts as difficult ground. Picking them up takes a stretch.

  • Camping kit (16ʂ, bulk 2). Includes a bedroll, blankets, and tent space for one person. Necessary to sleep in the wilderness.

  • Candle (1ʂ, bulk ½). Consumable. Illuminates a zone until the end of the stretch.

  • Candlestick root (16ʂ, bulk ½). Consumable. Ingested paralysing poison.

  • Canvas (16ʂ, bulk 2). About 1 metre by 1 metre.

  • Cards (4ʂ, bulk ½). WIT contest to win.

  • Censer (16ʂ, bulk 2). Can be used to burn incense.

  • Chain (4ʂ). 2 metre.

  • Chalk (1ʂ, bulk ½). Consumable. Enough to write a few markings.

  • Chess set (16ʂ). WIT contest to win.

  • Chimera spit (64ʂ, bulk ½). Consumable. Bloodstream lethal poison.

  • Climbing gear (16ʂ, bulk 2). Includes pitons, nails, climbing pickaxes, etc. Can be used to scale sheer surfaces, but it’s challenging.

  • Clothes (16ʂ). All you need to cover yourself! Include belts, pouches, bags, and other containers to hold reasonably sized items.

  • Corpse mandrake (16ʂ, bulk ½). Consumable. Pass a STR save or become numb to pain until the end of the watch: you can’t be incapacitated by critical damage. Automatically fail if you take 2 within a stretch. After the effect wears off, suffer d4 direct damage, and pass a WIT save or become addicted.

  • Crimson weed (16ʂ, bulk ½). Consumable. Pass a STR save or temporarily increase all abilities by 2. Automatically fail if you take 2 within a stretch. At the end of the watch, temporarily reduce all abilities by 4, and pass a WIT save or become addicted.

  • Crowbar (16ʂ). Spend a stretch and pass a STR save to open a door, chest, etc. Noisy. Can be used as a simple hand weapon.

  • Crutch (4ʂ). hobbled characters can use it to walk.

  • Cure-all (16ʂ, bulk ½). Consumable. Take it before a recovery roll to pass. 1:4 chance it doesn’t work.

  • Darkroot (16ʂ, bulk ½). Consumable. Pass a STR save or be confused until the end of the watch, as you are overwhelmed by pleasant hallucinations. Automatically fail if you take 2 within a stretch. After the effect wears off, pass a WIT save or become addicted.

  • Dice (4ʂ, bulk ½). Luck-based game.

  • Divination tools (16ʂ, bulk 2). Include a crystal ball, tarot cards, divination bones, etc. Used in combination with the divination skill.

  • Dream sand (16ʂ, bulk ½). Consumable. Ingested soporific poison.

  • Field kitchen (16ʂ, bulk 2). Includes pots, pans, kitchen utensils, etc. Food you gather by foraging is doubled and doesn’t go bad.

  • Fishing tools (16ʂ, bulk 2). Obtain a ration on a fish result while foraging.

  • Flint & tinder (4ʂ, bulk ½). Can be used to start a fire

  • Gemstone (1024ʂ, bulk ½). Extremely shiny and valuable.

  • Gold jewel (64ʂ, bulk ½). Very shiny and valuable.

  • Grappling hook (4ʂ). Use it to throw ropes and such.

  • Grimoire (16ʂ). Can hold up to 4 power scrolls, removing the need to swamp them out to invoke their power.

  • Healing draught (64ʂ, bulk ½). Consumable. Recover health equal to half STR.

  • Incense (4ʂ, bulk ½). Consumable. Burns for a stretch. demons are disturbed by it: they must pass a STR save to enter a zone where incense is burning.

  • Ladder (4ʂ, bulk 4). Climbing it is trivial.

  • Lantern (4ʂ). Holds a candle or an oil lamp, protecting it from wind and water. Can screen the light.

  • Lockbox & key (4ʂ). Can contain a total bulk of 1.

  • Lock picks (16ʂ). Spend a stretch and pass a WIT save to open a lock.

  • Looking glass (16ʂ). See distant details.

  • Lucky charm (16ʂ, bulk ½). When you spend an omen, there is 1:4 chance it isn’t actually spent. If combined with the luck skill, You have in total a 1:2 chance of not losing the omen.

  • Madcap mushroom (16ʂ, bulk ½). Consumable. Pass a STR save or become frenzied until the end of the stretch. Automatically fail if you take 2 within a stretch. After the effect wears off, pass a WIT save or become addicted.

  • Manacles & key (4ʂ). Used to bind someone’s hands.

  • Medicine box (16ʂ). Consumable. Spend a stretch to let a nearby character recover d8 health, but no more than half their maximum.

  • Metal file (4ʂ). Can cut through metal, with enough time.

  • Mirror (16ʂ). A simple hand mirror.

  • Music instrument (16ʂ). Drums, fiddle, flute, Lyre, Lute, etc.

  • Muzzle (4ʂ). To muzzle a dog or similarly sized animal.

  • Navigation tools (16ʂ, bulk 2). Include maps, compass, etc. Pass a WIT save to ignore the movement penalty when travelling between sectors or regions without following a path.

  • Net (16ʂ). Throw it on an enemy: they are entangled.

  • Oil lamp (4ʂ, bulk ½). Consumable. Illuminates the zones within range 1 until the end of the stretch.

  • Painting (64ʂ, bulk 2). A nice painting.

  • Perfume (16ʂ, bulk ½). Consumable. An exquisite perfume

  • Pipe & tobacco (4ʂ, bulk ½). Consumable. Smoke it after failing a save in a situation requiring thinking to repeat the save once. Then pass a WIT save or become addicted to it.

  • Power scroll (64ʂ, bulk ½). A scroll recording a sacred or sorcerous power. Trading them is illegal. The knowledge of how to create them has been lost.

  • Prosthesis (16ʂ). Replaces a lost limb. If it replaces a lost leg, you can walk without a crutch.

  • Quill & ink (4ʂ, bulk ½). Consumable. Enough to write a scroll.

  • Ration (4ʂ, bulk ½). Consumable. Enough food for a day rest.

  • Reaper’s spice (16ʂ, bulk ½). Consumable. Ingested damaging poison.

  • Rope (4ʂ). 4 metre.

  • Rope ladder (4ʂ, bulk 2). 2 metre. Trivial to climb.

  • Saddle (16ʂ, bulk 2). Required to ride a mount. Includes saddle bags.

  • Scissors (4ʂ). Used to cut precisely.

  • Scorpion oil (16ʂ, bulk ½). Consumable. Bloodstream paralysing poison.

  • Scroll (1ʂ, bulk ½). The price is for a blank scroll.

  • Scroll case (4ʂ). Can hold 2 scrolls, protecting them from water and damage.

  • Sealing wax (4ʂ, bulk ½). Consumable. Used to seal letters in combination with a signet ring.

  • Signet ring (16ʂ, bulk ½). Proof of identity, used to stamp sealing wax.

  • Silver jewel (4ʂ, bulk ½). Shiny and valuable.

  • Smoke bomb (16ʂ, bulk ½). Consumable. Throw it at range 2. All zones within range 1 of the targeted one are covered in thick smoke, blocking visibility until the end of the stretch

  • Surgery tools (16ʂ, bulk 2). Include hacksaws, scalpels, knifes, stitches, etc. Performing a surgery takes a stretch and requires passing a WIT save. On a failure the patient suffers d8 direct damage.

  • Toolbox (16ʂ, bulk 2). Includes hammer, saws, nails, etc. Spend a watch and pass a WIT save to repair a damaged item, but on a fail it is destroyed. If the item has the durability keyword, repair or inflict 2 damage instead on a pass or fail.

  • Torch (1ʂ). Consumable. Illuminates the zones within range 1 until the end of the stretch. Can be used to attack, inflicting d4 fire damage, but follows the improvised weapon rules.

  • Trapping tools (26ʂ, bulk 2). Obtain a ration on a small game result while foraging.

  • Warm clothes (16ʂ, bulk 2). Cold damage is impaired, heat damage is enhanced.

  • Water (1ʂ, bulk ½). Consumable. Enough for a day rest.

Artillery

  • Ballista (256ʂ, bulk 32). Durability 12/4, weapon (d8 damage, range 16, blast, reload).

  • Catapult (256ʂ, bulk 32). Durability 12/4, weapon (d8 damage, indirect range 32, blast, reload).

  • Cannon (1024ʂ, bulk 32). Durability 12/4, weapon (d10 damage, range 16, blast, reload).

  • Mortar (1024ʂ, bulk 32). Durability 12/4, weapon (d10 damage, indirect range 32, blast, reload).

Vehicles

  • Cart (256ʂ, bulk 32). Durability 12/4, vehicle 4.

  • Coach (1024ʂ, bulk 64). Durability 16/4, vehicle 8.

  • Rowing boat (256ʂ, bulk 32). Durability 12/4, vehicle 4. Must be rowed. Moves by 1 area per time unit per rowing character, maximum 4.

  • Sailing boat (1024ʂ, bulk 64). Durability 16/4, vehicle 8. Must be operated by a character with the boatmanship skill or rowed. Moves between 1 and 6 areas per time unit with the wind, or by half area per time unit per rowing character if rowed, maximum 4.

Item modifiers

  • Fragile item (÷4). Gains the fragile keyword.

  • Robust item (×4). Gains the robust keyword.

  • Mastercrafted weapon (×4). The damage die is improved: d4 to d6, d6 to d8, d8 to d10, d10 to d12.

  • Mastercrafted armour (×4). Bulk is halved.

  • Animal armour (×1). Made for dogs or other medium-sized animals without the sturdy trait.

  • Sturdy animal armour (×4). Bulk is doubled. Made for horses or other medium-sized animals with the sturdy trait.

  • Expensive item (×4). A particularly valuable version of another item. Good wine is an expensive alcoholic drink, a decorated sword is an expensive martial hand weapon, fancy outfits are expensive clothes, etc.

  • Luxury item (×16). An extremely valuable version of another item. Fine spirit is a luxury alcoholic drink, a gem-encrusted sword is a luxury martial hand weapon, aristocratic outfits are luxury clothes, etc.

Followers

  • Animal (*). Check the Bestiary section for profiles and values in shillings. Wild animals cost double if trained to obey and follow commands. Docile animals cost double if trained to fight. Animals trained for hunting cost double and grant an additional ration while foraging. Animals trained to perform tricks (jumping through hoops, balancing stuff on the nose, etc.) cost double.

  • Labourer (16ʂ). Hired for a day to carry stuff and perform menial labour. Won’t fight or provide other services.

  • Expert (32ʂ). Hired for a day to provide some form of expertise (guide, knowledge, healing, etc.) Won’t fight, carry stuff, or perform menial labour.

  • Mercenary (64ʂ). Hired for a day to fight. Won’t carry stuff, perform menial labour, or provide services other than fighting.

Services

  • Bank deposit (*). Deposit money in a bank by paying ¼ of the deposited sum. You can withdraw deposited money for free, even from other banks.

  • Courier (*). Delivers a message to a recipient. The cost is 1ʂ plus 1ʂ per region of distance. The cost might be higher through dangerous areas.

  • Funeral (512ʂ). A funeral for a dead Player character. Costs half if the body was recovered.

  • Healing (16ʂ). Recover health equal to half STR.

  • Item storage (*). Safely store items by paying ¼ of their value. You can take them back for free.

  • Loan (*). Borrow a sum of money, but you must pay back twice as much. Debts left behind by dead Player characters are transferred onto the other Player characters. If debts aren’t repaid in a timely fashion, new loans might be refused and the character might be harassed by debt collectors.

  • Lodging, day rest (4ʂ). Provides a place to sleep, food, and water during a day rest.

  • Lodging, full rest (64ʂ). Provides a place to sleep, food, and water during a full rest.

  • Repair (*). Repair a damaged item by paying ¼ of its value. Items with the durability keyword recover 2 health per watch.

  • Transportation (*). Transportation via stagecoach, boat, or ship a specific destination for a person. It costs 4ʂ plus 4ʂ per region of distance. The cost might be higher through dangerous areas.