ARMS
In combat, one may wield a main weapon and a sidearm. When inflicting damage, you may choose to do so with either weapon, but not with both. If the wielder possesses more than two grasping limbs, they are still bound by these limitations due to space constraints of combat (though they are certainly allowed to switch weapons on the fly).
Dagger, Dirk (d6, hand, fast, light, 5 coin, 1 weight)
Rapier, Hand Axe (d6, close, fast, light, 15 coin, 2 weight)
Buckler, Parrying Dagger (d6, hand, close, light, defensive, 10 coin, 1 weight)
Throwing Knife (d6-1, hand, thrown, fast, light, 2 coin, 1 weight)
Sword, Axe (d6+1, close, 30 coin, 2 weight)
Estoc, Mace (d6 2-piercing, close, 35 coin, 2 weight)
Spear, Javelin (d6 1-piercing, close, reach, thrown, 10 coin, 2 weight)
Greatsword, Longaxe, Maul (d6+2 1-piercing, close, two-handed, 50 coin, 3 weight)
Pike, Poleaxe, Polehammer (d6+1 1-piercing, reach, two-handed, 25 coin, 3 weight)
Shortbow (d6, near, two-handed, 30 coin, 2 weight)
Longbow (d6 1-piercing, far, two-handed, 60 coin, 3 weight)
Hand Crossbow (d6, near, light, reload, 50 coin 1 weight)
Crossbow (d6 1-piercing, near, two-handed, reload, 15 coin, 2 weight)
Arbalest (d6 2-piercing, far, reload, two-handed, reload, 80 coin, 3 weight)
Crackgun (d6+1, near, light, reload, loud, 100 coin, 1 weight,)
Crackrifle (d6+2 1-piercing, far, reload, two-handed, reload, loud, 250 coin, 3 weight)
Crackbomb (2d6, thrown, loud, blast, 75 coin, 1 weight)
Firebomb (d6+2, thrown, burning, 40 coin, 1 weight)
ARMOUR
Gambeson, Mail, Boiled Leather (1-armour, run, 50 coin, 1 weight)
Brigandine, Breastplate (2-armour, march, 100 coin, 2 weight)
Full Plate (3-armour, walk, 400 coin, 4 weight)
Shield (+1-armour, 25 coin, 2 weight)
SUPPLIES
Pack of Rations (5 uses, 5 coin, 1 weight)
Non-perishable, dried foods. Digestible by any race on Demiurge's Shard.
Explorer's Kit (5 uses, 20 coin, 1 weight)
Contains mundane items useful for travelling or exploring such as bundles of rope, torches, grappling hooks, etc. When you rummage through your Explorer's kit in search of such an item, you find what you need and mark off a use.
Fidget's Kit (5 uses, 25 coin, 1 weight)
Contains mundane items useful for crafting, tinkering....and breaking and entering, such as craftsman's tools, lockpicks, spare parts, etc. When you rummage through your Fidget's Kit in search of such an item, you find what you need and mark off a use.
Healer's Kit (5 uses, 50 coin, 1 weight)
Contains poultices, herbs, and bandages. When you wish to care for someone who is wounded, you may mark off a use of this item to attempt to heal their wounds. If you are successful, they make a Recovery roll with an extra die. You may also mark off a use of this item to produce a cure for a common physical ailment, like bleeding, or a simple disease or poison.
Bag of Books (3 uses, 35 coin, 1 weight)
Tomes, scrolls, and other light reading. When you have a research topic or a question about your current environment, you may mark off a use of this item to get a +1 towards researching it.
Bag of Reagants (3 uses, 75 coin, 1 weight)
Dried herbs, mineral powders, chalks, and other items with alchemical or arcane significance. Useful in Alchemy and Conjuration.
Dose of Stardust (1 use, 10 coin)
Remains of a crushed starstone. When inhaled, gives the user vivid hallucinations and pleasant sensations, making it easier for them to use magic. Loses these properties minutes after being removed from a silver case. Legally, it is a strictly controlled catalyst of magic, handed out to the Sorcerers of Censor's College. Illegally, it is a common street drug. If more doses of stardust are inhaled than the user's Health Bonus, they must attempt to resist its negative effects with a +CON roll.
Starshard (1000 coin)
Starstones are almost impossible to break, but when they do, they split into several starshards. Some are accidentally left behind by the officials, others are stolen from them. They are contaminated with the very same energies of creation, but their effects are dulled, making them marginally safer – and less rewarding – to use. Alternatively, crush the starshard in your hand to become exposed to the Void, and instantly regenerate to maximum Health.
Starstone (? coin, ? weight)
Every once in a while, these magic rocks come flying from the depths of the Void, penetrate the Shard's magical atmosphere, and crash into its surface. They are full of magical powers of creation, and can be used as very powerful magical catalysts. These powers are uncontrollable, however, and quickly corrupt everything in vicinity. The City officials are quick to quarantine the ward where this has occurred, and to transport the starstone to a safe place. Other factions are sometimes quicker...
Silver Case (30 coin, 1 weight)
Silver is a powerful substance that is able to prevent the magical properties of stardust from decaying, and can trap the corruption of a starshard. Holds up to five uses of stardust, or a single starshard.
EQUIPMENT TAGS
General tags:
n coin – how much this item costs, normally. Just because an item is on the price list does not mean it is available to purchase everywhere, or for a fair price.
n weight –n is added to the character's load.
Weapon tags:
Fast - when damage is exchanged, deals damage first
Light – may be wielded as a sidearm. When inflicting damage with your main weapon, you may reroll the damage you have dealt with your sidearm. You may roll +DEX instead of +STR when fighting in melee with these weapons, as well.
Defensive – When wielded as a sidearm and not used to attack, add +1 to armour against melee damage only.
n-piercing – ignore n of the opponent's armour when dealing damage with this weapon.
Two-handed – takes both weapon slots to wield.
Reload – cannot be fired in quick succession; some time must be spent to reload the weapon between shots.
Loud – like a crack of thunder. Everyone in the vicinity will hear it.
Blast – damages everyone surrounding it.
Burning – sets an area on fire for a minute
Weapon range tags:
Hand –effective within a meter around the user.
Close - effective between one and two meters from the user.
Reach -effective three to five meters from the user.
Near -effective in attacking something if you can see the whites of its eyes.
Far -effective in attacking something within shouting distance.
Thrown - can be thrown at a nearby target.
Armour tags:
n-armour – n becomes your base armour when worn.
+n-armour – must be wielded as a sidearm. Adds n to character's armour.
Armour speed tags:
Determine how cumbersome an armour is, and how quickly one can move in it over time. Note that this does not determine speed of individual actions, and is only used to determine who would win in a pursuit (for example, a thief in a gambeson will always outrun a group of guardsmen in breastplates, and an unarmoured assassin will always catch catch up to a battlemage in full plate).
The list of speed tags, from fastest to slowest:
*Sprint(unarmoured)
*Run
*March
*Walk
HIRELINGS
When you order a hireling to do something risky and they go through with it, roll 2d6+Quality.
Hirelings will do their job if it covered by their skill with no questions asked, unless the order is humiliating or suicidal. It might take some convincing to get them to do something other than what they are skilled in, though. To turn a regular character into a hireling, simply assign them quality, skills, and use their existing stats.
Messenger:
5 coin/message+5 coin/day of travel, 0-Quality, 3 Health, Dagger, Riding Beast
Craftsman:
15 coin/day, 0-Quality, 3 Health, Skill (Crafting), Fidget's Kit
Guide:
15 coin/day, 0-Quality, 3 Health, Skill (Streetwise), Dirk
Healer:
15 coin/day+15 coin/treatment, 0-Quality, 3 Health, Skill (Treatment), Healer's Kit
Scholar:
15 coin/day+15 coin/consultation, 0-Quality, 3 Health, Skill (Lore), Bag of Books
Archer:
20 coin/day, 0-Quality, 3 Health, Skill (Marksmanship), Shortbow, Dagger
Hitman:
20 coin/day contract, 0-Quality, 6 Health, Skill (Stealth), Hand Crossbow, Dagger, 3 Throwing Knifes
Guard:
25 coin/day, 0-Quality, 6 Health, Skill (Melee), Spear, Shield, Mail
Henchman:
25 coin/day, 0-Quality, 6 Health, Skill (Athletics), Crossbow, Hand Axe, Boiled Leather, Explorer's Kit
Thug:
25 coin/day, 0-Quality, 6 Health, Skill (Melee), Axe, Buckler, Gambeson
Green Freebooter:
35 coin/day contract, 0-Quality 6 Health, choose a skill, choose 100 coins worth of equipment
Explorer:
45 coin/day, 1-Quality, 6 Health, +2 damage, Skill (Survival, Awareness), Longbow, Sword, Rapier, Explorer's Kit
Spy:
45 coin/day, 1-Quality, 6 Health, +2 damage, Skill (Stealth, Deception), Dagger, Poison, Fidget's Kit
Voidship Crew:
45 coin/day, 1-Quality, 6 Health, +2 damage, Skill (Crafting, Melee), Axe, Dirk, Gambeson, Fidget's Kit
Assassin:
60 coin/day contract, 1-Quality, +2 damage, 6 Health, Skill (Melee, Stealth), Dagger, Parrying Dagger, Fidget's Kit
Gunner:
60 coin/day contract, 1-Quality, 6 Health, +2 damage, Skill (Marksmanship, Awareness), Crackrifle, Sword, Crackbomb, Firebomb, Mail
Sniper:
60 coin/day, 1-Quality, 6 Health, +2 damage, Skill (Marksmanship, Stealth), Arbalest, Dagger, Parrying Dagger, Boiled Leather
Champion:
75 coin/day, 1-Quality, 12 Health, +2 damage, Skill (Melee, Athletics), Polehammer, Sword, Shield, Dagger, Full Plate
Duelist:
75 coin/day, 1-Quality, 12 health, +2 damage, Skill (Melee, Rhetoric), Estoc, Rapier, Parrying Dagger, 2 Crackguns, Gambeson
Pikeman:
75 coin/day, 1-Quality, 12 Health, +2 damage, Skill (Melee, Awareness), Pike, Sword, Buckler, Breastplate
Sargeant:
75 coin/day, 1-Quality, 12 Health, +2 damage, Skill (Melee, Leadership), Poleaxe, Mace, Brigandine
Veteran Freebooter:
100 coin/day contract, 1-Quality, 12 Health, +2 damage, choose two skills, choose 500 coins worth of equipment
BEASTS
When your beast does something risky, roll 2d6+Quality. It must be noted that unlike Hirelings, beasts only act in accordance with their instincts – they simply don't know what else to do. When you acquire a beast, detail what it looks like, which shard it originated from, etc
Flying Messenger Beast:
15 coin, 0-Quality, 3 Health, Instinct: to deliver a message, to fly a long distance
Hunting Beast:
20 coin, 0-Quality, 3 Health, Bite (d6-2, hand), Instinct: to sense foe, to savage prey
Flying Hunting Beast:
25 coin, 1-Quality, 3 Health, Claws (d6-2, hand), Instinct: to scout, to distract prey
Beast of Burden:
30 coin, 0-Quality, 6 Health, Instinct: to pull a cart or to carry 10 load
Venomous Beast:
40 coin, 0-Quality, 3 Health, Venom (d6, hand, ignores armour), Instinct: to move silently, to sink venomous fang into flesh
Small War Beast:
60 coin, 1-Quality, 6 Health, 1-Armour, Bite (d6, hand), Instinct: to protect its owner, to savage foe
Riding Beast:
100 coins, 1-Quality, 6 Health, Kick (d6, hand), Instinct: to carry its rider, to outrun danger, to kick desperately when cornered
Large War Beast:
250 coins, 1-Quality, 9 Health, Trample (d6+2, hand), Instinct: to carry its rider into battle, to trample foes
PROPERTY
Lodgings
Lodgings are safe places where one may rest (resting outside lodgings is almost always a risky endeavor). When you pay for a lodging, you also pay for a full access to its services – daily meals, baths, clean linens, etc. If the place is classy enough, that includes a small team of discreet and helpful servants. Upkeep includes food and maintenance costs.
However, if one wishes to merely feed themselves for a day as opposed to renting lodgings, it costs 1 coin.
A bed at a flophouse, or a horrible hovel:
When resting here, roll the Recovery die as normal.
Price: 250 coin, Rent: 5 coin/day per person, Upkeep: 10 coin a week per person
If you are renting this property, the landlord will check your stored belongings for contraband rarely, if at all, and will be relatively discreet with the things they see and hear.
A room at an inn, or a humble house:
When resting here, add an extra die to your Recovery roll.
Price: 750 coin, Rent: 70 coin/week per person, Upkeep: 15 coins a week per person
If you are renting this property, the landlord will regularly check your stored belongings for contraband, and will likely alert the City officials if they see anything illegal or heretical taking place.
A private room at the fanciest hotel in the City, or a marvelous mance:
When resting here, add two extra die to your Recovery roll.
Price: 1250 coin, Rent: 105 coin/week per person, Upkeep: 20 coins a week per person
If you are renting this property, the landlord will check your stored belongings for contraband via frequent, unexpected checks, and will most certainly alert the City officials at the mere suspicion of something untoward going on in their establishment.
Transport
It takes a better part of a day to travel to a nearby ward on foot.
*Passage via beast-pulled carriage (arrival to nearby ward within hours) - 3 coins
*Passage via undead worm (arrival to nearby ward within an hour, within hours to a distant ward) – 5 coins
*Passage via airship (arrival to nearby ward within minutes, within an hour to a distant ward) – 15 coin
*A cart, carrying 30 load (requires a beast of burden to move) – 20 coins
*A carriage, carrying 20 load, enclosed and allowing for privacy (requires two beasts of burden to move) - 40 coin
*Airship upkeep (double that if the ship is significantly damaged) – 50 coins/week
*Voidship upkeep (double that if the ship is significantly damaged) – 100 coins/week
*Passage to a nearby shard via voidship (arrive within a day) – an official commission or salvaging rights
*Rent of a airship (daily inspections) - 200 coins/week
*Purchase of a airship (weekly inspections) – 1500 coins
*Rent of a voidship (shakedowns upon departure and arrival) – 500 coins/week + an official commission or salvaging rights
*Purchase of a voidship (daily inspections) – 3000 coins + an official commission or salvaging rights
An airship is any vessel capable of taking flight, whether it be an undead airbeast fitted with an engine or a fully mechanical structure. They require 5 crew to operate, and are useful for hunting airbeasts, many of which are full of oil and crackpowder.
A voidship is bigger than an airship airship, and is fitted with a large magical engine that generates an artificial atmosphere around the vessel. This allows the voidship to dive into the void for extended periods of time, making it the only way to reach other Shards without going through portals. It requires 10 crew to operate, and an official permission. As all Shards will eventually be eaten by the Demiurge's shard, City officials proclaim that all the contents of other Shards are their property. The most common way one would get an access to a voidship is by getting salvaging rights, which are possessed by factions such the Seekers Guild, and the occasional freebooter captains.
Steam engines are large and inefficient things, used primarily for industrial purposes, sometimes used in lieu of magical items to operate ships. This way a ship may be operated by a skilled user, as opposed to the use of magic.
City officials are naturally more prudent when inspecting property that legally belongs to them, and are more trusting of independent captains (and their bribes).
e large and inefficient things, used primarily for industrial purposes, sometimes used in lieu of magical items to operate ships. This way a ship may be operated by a skilled user, as opposed to the use of magic.
City officials are naturally more prudent when inspecting property that legally belongs to them, and are more trusting of independent captains (and their bribes).
Addendum - Postal Services
When one wishes to send a message or package to a different ward, three options are generally available:
Bureau of Builders Postal Service - 2 coin, will almost always deliver a message in exactly 24 hours. However, the City Officials reserve the right to pull any messages or packages for inspection and may keep records of the parties involved.
Private Messenger - 5 coin/message+5 coin/day of travel, typically owning riding beasts or carriages. Usually more discreet, sometimes faster alternative to the Postal Service.
Flying Messenger Beast - 15 coin. When purchased, may be used to send messages to any place or person the beast had seen before. Convenient, but speed may be unpredictable, and long flights are risky.
Of course, other options may be arranged.