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<INSERT ART @; EQUIPMENT; 1/2H>

Equipment
Swords and mail, torches and backpacks, these and
other items can make all the difference between a
successful adventure and a disastrous one. This
chapter presents gear for your characters, offering
options of armor, weapons, tools, along with
magical substances, gizmos, and more.

Commerce
People conduct commerce by exchanging items of
values for the goods or services they need. Often,
people resort to using coins to purchase the goods
they need, but any valuable might stand in for coin.
Merchants might accept gems, jewelry, and trade
goods in exchange for their wares. In large
communities, letters of credit might stand in for
coin, while in others people barter for goods,
trading one commodity away for one they need
more.

Coinage
Coin, though, proves the most reliable method for
transacting business as people generally agree on
the value of coins, provided the coins have the
proper weight. Communities typically mint their
own coins and stamp them with likenesses of their
leaders and heroes, monuments and geographical
features, or symbols representing their chief
exports. Although coins do differ in shape and
appearance, for simplicity coins, regardless of their
origins, hold the same purchasing power.
Coins come in three denominations of increasing
value: copper (cp), silver (sp), and gold (gp). Ten
copper pieces equal one silver piece and ten silver
pieces equal one gold piece. Many communities also
trade in fractional coins, such as the halfpenny—
half a copper piece. Other lands might use coins of
different metals. The Sage determines the exchange
value for these coins.

Buying and Selling


All the items presented in this chapter have prices
listed in a certain number of coins. Such items are
newly made and of typical quality. One can find
used goods for about half the listed price and sell
used goods for about a quarter of their price.
Certain items hold their value. Gemstones,
jewelry, artwork, base metals, livestock, trade goods,
promissory notes, deeds to lands, and the like all
hold their value and can be used in place of
currency.

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The Value of Things Item Levels
All items have levels, much in the same way that
To understand coin’s purchasing power, it’s worth a
brief mention of what people typically earn. The creatures do. An item’s level indicates the minimum
average worker can expect to earn about 200 cp a level a craftsperson must be in order to make it,
year or about 16 cp per month. Skilled workers, while also providing a summary of its overall power.
those with trades such as masons and weavers, as An item’s default level is 1/2 and items only include
scholars, priests, and the educated, can earn as levels if they are greater than 1/2.
much as 600 cp per year or 50 cp a month.
Aristocrats and other members of the elite have Item Availability
yearly earnings equal to or in excess of 50,000 cp or An item’s availability describes how easy it is to find
over 4,000 cp a month. it in a community. Common can be found in
The disparity in earnings aside, the copper piece communities of any size. Uncommon items require
holds no little purchasing power. A single coin can more specialized training to make and are thus
purchase a gallon of wine, two gallons of beer, a found in towns and larger communities. Rare
pound of dried fruits, a pair of chickens or a couple indicates the item is made of rare materials and
dozen eggs, a half dozen loaves of bread, and so on. require expert craftsmanship, which limits it to
Simple clothing such as a tunic and trousers might cities. Finally, exotic items represent those that
be had for a couple of coins each, while a cheap must be custom made by true masters using
sword can be purchased for a bargain of five. expensive or rare materials. Finding people who
Silver and gold see less circulation, due in part to create them might be the plot of an adventure.
their scarcity, but also for their value. A commoner,
for example, is unlikely to ever handle gold or even
see it. Silver sees use for purchasing valuables. A
Carrying Limits
single silver piece can buy a good quantity of You can carry or wear a number of objects equal to
lumber, wool, and other trade goods. It can also your Strength score. You hold such objects in your
purchase a sheep or a pound of black peppercorns. hands or by strapping them to your body. You can
People use gold for the most expensive exceed this limit, up to twice your Strength score,
transactions. One spends gold to buy property, but you become Agility impaired until the number
armies, ships, and the most exotic devices and of items you carry is equal or less than your normal
trinkets. Merchants and nobles use gold for limits. A few exceptions to this rule follow.
transporting wealth, since gold concentrates Containers A container and everything it holds
purchasing power to a smaller quantities of coin. counts as one item. You could, for example, stuff
your backpack with torches, a coil of rope,
tinderbox, and provisions, and the backpack would
Item Quality still count as a single item. Note, some heavy
Items described in this chapter have standard or containers might count as two or more items,
average quality. You can also purchase items of especially when filled.
inferior and superior quality. Clothing and Accessories Wearable items such
An inferior item has shoddy construction from as clothing, necklaces, eye patches, rings, and
poor materials. Unless the description says similar items collectively count as one item. Heavy,
otherwise, inferior items impose 1 bane on rolls bulky, or awkward apparel counts as two items.
made to use them and they retain usefulness for Coins and Gems Every ten loose coins you carry
about one period before they break. Inferior items count as one item. Every five loose gems carried
sell for half the normal price. count as one item.
Superior items represent the work of masters of
their craft. Such items have exquisite make, from
fine materials to offer superior functionality and
greater durability. They might also include designs
and embellishments such as a jeweled pommel on a
sword or intricate patterns. Superior items sell for
ten times their normal price or 1 gold piece,
whichever is higher. Again, unless the rules say
otherwise, superior items grant 1 boon on rolls
made to use them.

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Clothing
units, priesthoods, magic-societies, centers of
education, and so on. The style and appearance of
Clothing provides comfort and protection from the uniforms varies from organization to organization,
elements, but can also convey station, authority, and but are made of quality materials.
wealth. Most people wear functional clothing made Fancy: The most expensive clothing counts as
from linen, wool, and leather. Silk, furs, and other fancy and includes elaborate costumes of silk, hair,
finer materials appear among the wealthy. Style and fur, often colored with expensive dyes. The garb
varies from land to land and depends a great deal on worn by regents and aristocrats at major functions
customs, available materials, and social counts as fancy clothing.
expectations. In one land, one’s garb might be
considered outlandish or scandalous while in Armor
another place it would appear conservative. Armor comprises all forms of clothing that offers
In the Borderlands, common people favor loose, some protection against harm. Suits of armor fall
comfortable shirts worn under vests. They don into one three broad groups: light, medium, and
trousers and skirts, with simple shoes made from heavy. Each group has special rules as noted in their
leather with wooden soles. Many wear head descriptions.
coverings too such as hats or scarfs. Armor Quality: Like other items, armor might be
People wear cloaks from fall through early spring; available in inferior and superior qualities. The
they protect against the elements and serve as effects of wearing inferior or superior armor are
blankets for travelers. Cloaks might be hooded or covered in their descriptions.
not. In some lands, cloaks have given way to long
coats, jackets, and similar coverings. <INSERT ART @; ARMOR; 1/4>
Commoners’ clothes have simple, drab colors,
being brown or gray. Simple dyes come from ready
materials, so rust red, yellow, and green might
appear, while the expense of blue and purple dyes
make such colors in clothing unknown outside of
the aristocracy.
CLOTHING
Clothing Price Availability
Inferior 1 cp C
Normal 5 cp C
Superior 1 gp U
Uniform 1 sp U
Fancy 10+ gp R

Clothing Descriptions
A purchased set of clothing includes
undergarments, the garments themselves and
outerwear such as cloaks, coats, and hats.
Inferior: Simple and cheaply made, inferior
clothing includes the most basic apparel and ill-
fitting at that. A tunic for the upper body, breeches
or skirt for the lower, and rag shoes, if they include
shoes at all. Inferior clothing lasts for a few periods
before it falls apart.
Normal: Any attire commonly found in an
environment counts as normal clothing. A set
includes underclothes, shirt, trousers, and vest, or
dress with shawl. The outfit also includes a hat or
bonnet, and a sturdy pair of shoes.
Superior: Fine materials cut in the latest fashion
make up superior clothing. Superior clothing is
suitable for appearing in a regent’s court or in any
events and circumstances that require fancy dress.
Uniform: Many organizations require members
to wear uniforms. Examples include some military

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Resting in Armor: Although you can wear armor Medium
for long stretches without too much discomfort, Medium armor offers greater protection at the
they do interfere with the quality of rest. If you wear expense of weight and discomfort. A suit of medium
armor while resting, you heal half the normal armor is typically worn over a suit of light armor
amount of damage. and covers the torso, arms, and waist.
Strength Requirement: If you do not meet the It takes about five minutes to put on and remove
listed requirement for wearing the armor, you are medium armor. The armor’s weight and noise
weakened for as long as you wear it. impose 1 bane on rolls made to sneak while wearing
Defense: If your Defense is less than the score it.
granted from wearing the armor, shown on the table Inferior medium armor uses cheaper, flimsier
below, replace your Defense with the higher score materials, and thus sacrifices durability, lasting only
while you wear the armor. Some armor lets you add a single adventure or period of use. Furthermore,
a bonus to your Defense if your Defense score is while you wear the armor, you are Agility impaired.
higher than the Defense the armor provides. Superior medium armor uses starmetal,
ARMOR adamantine, or some other fantastical material for
Armor Defense Price Availability greater durability and less weight. Superior medium
Light armor has no requirement for wearing it.
Padded 11 or +0 1 sp C Ring: An affordable suit of armor, it is a suit of
Leather 12 or +1 2 sp C brigandine further reinforced by heavy metal rings
Brigandine 13 or +1 5 sp C
sewn into the leather.
Medium (Requires Strength 11)
Ring 14 or +2 10 sp C Mail: Mail armor is made from a mesh of
Mail 15 15 sp U interlocked rings designed to stop thrusts and cuts.
Plate and mail 16 3 gp U Plate and Mail: A suit of mail armor reinforced
Heavy (Requires Strength 13) with plating.
Breastplate 16 or +2 5 gp U
Plate
Full plate
17
18
10 gp
50 gp
R
E
Heavy
Heavy armor uses plating to protect the torso, limbs,
neck, and joints with metal plating typically worn
Light Armors overtop mail and leather for maximum protection
The most common form of armor and the easiest to and comfort. A suit of heavy armor also includes a
create, a typical suit includes a sleeved jacket, great helmet that fully protects the wearer’s head.
trousers with greaves, thick boots, and a helmet or It takes ten minutes to don or doff a suit of heavy
leather cap. It takes about one minute to put on or armor. The noise it makes imposes 1 bane on rolls
take off a suit of light armor. made to sneak while wearing it. Finally, its
If you wear an inferior suit of light armor, you cumbersome nature prevents you from taking the
reduce the Defense score granted by 1 and the initiative while you wear it.
armor loses functionality at the end of the Inferior heavy armor lasts for one adventure or
adventure or downtime period. period of use and you are both Strength and Agility
Superior light armor increases the bonus to you impaired while you wear it. Superior heavy armor
add to your Defense by 1, though if you replace your increases the Defense score it offers by 1.
Defense with the armor’s score, there is no change. Breastplate: A breastplate is typically worn over a
Superior light armor incorporates special materials coat of mail.
to enhance flexibility and durability. Plate: A suit of plate includes any armor that most
Padded: A suit of padded armor has quilted or covers the wearer with plating, while leaving the
felt panels designed to soften blows and protect joints exposed to improve mobility.
against minor scrapes. Often, such garb sees use Full plate: A suit of full plate is always fitted to a
under medium and heavy armor to make wearing particular person since the armor fully encloses the
such more comfortable. wearer under a sheathe of metal plates.
Leather: The most common form of light armor,
leather reinforces soft, flexible leather clothing with
plates of inflexible, hardened leather designed to
project the vitals.
Brigandine: A suit of brigandine armor is made
by sandwiching metal strips between leather panels
to offer superior protection without sacrificing
mobility.

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<INSERT ART @; ACCESSORIES; 1/2V>
Accessories
Accessories include everything from cosmetics to
jewelry.
ACCESSORIES
Item Price Availability
Cosmetic kit 1 sp U
Jewelry Varies U
Mask, cheap 1 cp C
Mask, fine 5 sp C
Perfume 1 sp C
Pomander 5 cp C
Soap, 1 bar 5 cp C
Tattoo 5 cp U

Cosmetic Kit: People of a certain higher class use


cosmetics and face powder to conceal their
blemishes and to accentuate their looks. A cosmetic
kit includes grease, powder, brushes, and the like
and lasts for a few months of regular use before it
needs replacing.
Jewelry: Any adornment worn to beautify or
enhance once’s appearance counts as jewelry. Pieces
include rings, necklaces, torques, tiaras, bracelets,
brooches, and more. Normal jewelry might be made
from silver and gold and have semiprecious or
precious gemstones. Superior jewelry comes from
finer materials with rubies, diamonds, sapphires,
and emeralds, while inferior jewelry comes from
copper, bronze, glass, and so on. Prices for jewelry
varies a great deal depending on artistry,
composition, and materials. Jewelry can have any
price, with cheap jewelry being made from copper
and glass, while expensive jewelry is silver or gold
with precious gemstones. Jewelry retains its full
value when sold.
Masks: Masks can be simple coverings or
elaborate headgear. Cheap masks could be dominos
or mouth coverings, while fine masks have feathers
and costume jewelry or could be more elaborate
constructions to make the wearer look like a devil or
beast.
Perfume: Sandalwood, jasmine, and other scents
conceal the natural odors that arise from a
population who hold odd superstitions about
regular washing.
Pomander: People with delicate constitutions
find relief from the malodorous streets using these
round cloth or linen bundles of scented herbs.
Soap: A good bar of lye soap.
Tattoo: The listed price for a tattoo buys you a
piece of art with a relatively simple design. More
complex tattoos can be had at a greater price.

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Prosthetics and Wheeled Weapons
Chairs Most people go about their daily business armed
Developments in technology grant partial or with knives, clubs, and staffs. Often, settlements
complete restoration of the ability to perform require all able-bodied citizens to have spears or
certain activities to those who have suffered the loss swords on hand in case of attack. Others might use
or lack of a limb or feature. axes, hammers, and other weapons depending on
their professions.
PROSTHETICS AND WHEELED CHAIRS
Item
Clockwork prosthetic
Price
20 gp
Availability
E
Reading a Weapon
Crutches 1 cp C Each weapon uses the same format.
Prosthetic 1 sp U
False eye, nose, teeth 1 sp C NAME
Walking Stick 1 cp C Properties (see below)
Weapon Appendage 1 gp* U Requirement Any requirements for attacking with the
Wheeled Chair 5 gp E
weapon; if none, this line is absent.
Target What you can target when you attack with this
Clockwork Prosthetics: Mechanisms of weapon.
clockwork found in the most expensive limbs offer Roll [Attribute] against [Defense or Attribute]
full range of motion for as long as the gears and cogs Success What happens on a success.
keep working. Installing the limb requires a magical
procedure that bind the machine to the flesh. Special Rules
A creature can use an action to wind the key on a Some of the following special rules apply.
clockwork prosthesis. The key turns for 1 day. If, Attribute Requirements: If you fail the meet an
however, if the total of the wearer’s failed attribute attribute requirement, you can attack with the
roll imn combat is 0 or less, the wearer must make a weapon, but it counts as an improvised weapon.
luck roll and, on a failure, the prosthesis suffers Enemy Targets: If a weapon lists an enemy, you
damage and loses functionality. A creature with a can target either a creature or an object.
tool kit can repair the damaged limb in an hour by Attack Dice: Most weapons let you spend Attack
expending one set of spare parts. Dice to modify the number of targets, roll, and what
A clockwork arm grants 1 boon on Strength rolls, happens on a success. You must assign all Attack
while a clockwork leg grants 1 boon on Agility rolls. Dice before you resolve the attack.
Crutches: A pair of crutches allows a creature
that has lost the use of its leg, legs, or other Weapon Properties
appendage the ability to walk, though not run. Weapon properties reflect a weapon’s functionality,
Prosthetics: Ordinary prosthetics appear in drawbacks, and advantages. Some properties have
various designs and quality. A prosthetic leg or foot attribute requirements and thus you must meet all
allows a creature to walk but not run. A prosthetic the requirements to make use of them.
hand and arm allow a creature to carry items, but Bashing When the total of your successful roll to
not to wield weapons that require the use of both attack with this weapon is 20 or higher, the target
hands. also becomes dazed (luck ends).
False Eyes, Noses, Teeth: These cosmetic items Brutal You can reroll each 1 rolled on a die for
replace the missing parts, though most are damage for an attack made using this weapon, but
obviously not the real feature. you must use the second result, even if it’s another 1.
Walking Stick: A stout wooden stick used to aid Concussing When you deal 15 damage or more to
walking. It functions as a club in a pinch. a target using this weapon, the target takes an extra
Weapon Appendage: If you have a prosthetic 1d6 damage, makes a Strength roll and, on a failed
arm or clockwork arm, you can attach a weapon to roll, become stunned until the end of its next turn.
it—a hook, which counts as a knife, provided it’s a Defense +# While wielding this weapon, you add
weapon you can wield in just one hand. Add the the number as a bonus to your Defense.
appendage cost the weapon’s price. While attached, Disarming You make rolls to disarm using this
you cannot drop the weapon or be disarmed. weapon with 1 boon.
Wheeled Chair: A wheeled chair allows a Heavy If you are wielding this weapon when you
creature who has lost the use of locomotive limbs to make a free attack, you make the roll with 1 bane.
move freely by rolling the wheels that stand to Keen When the total of your successful roll to
either side of the seat. A creature in a wheeled chair attack with this weapon is 20 or higher, the attack
can move by walking or running. deals an extra 1d6 damage.

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Off-Hand You can use this weapon to make off- Javelin 5 cp C
hand attacks (see Chapter 1). Knife 1 cp C
Lance 1 sp C
Precise When you roll to attack with this weapon,
Long sword 2 sp U
you roll against the lower of the target’s Agility and Mace 1 sp C
Defense. In addition, your attack ignores all forms Maul 1 sp C
of cover except total cover. Pike 1 sp C
Punishing If you roll at least one 6 on a die rolled Polearm 3 sp U
for damage using this weapon, the attack deals an Quarterstaff 5 cp C
extra 1d6 damage. Rapier 2 sp U
Scimitar 1 sp U
Rapid Fire When you attack with this weapon,
Shield 1 sp C
you can spend any number of Attack Dice to roll Spear 1 sp C
extra d20s. You must have one piece of ammunition Sword 1 sp C
for each d20 rolled and of you attack multiple Trident 1 sp U
targets you divide these extra d20s between them. Warclub 1 sp C
You use the highest number roll for each attack you Warhammer 2 sp U
make in which you rolled multiple dice from this Whip 1 sp C
property. RANGED WEAPONS
Swift If you are wielding this weapon when you Weapon Price Availability
make a free attack, you make the roll with 1 boon. Blowgun 5 cp U
Wounding When you deal 15 damage or more Bow 1 sp C
from an attack made with this weapon, the target Crossbow 2 sp U
loses 1d6 Health. Crossbow pistol 5 sp R
Longbow 3 sp U
Short Bow 2 sp U
Tracking Ammunition Sling 5 cp C
Bows use arrows, crossbows use bolts, and slings use stones. <INSERT ART @; WEAPONS; 1/4>
Ammunition, and a container to hold it, is included in the
weapon’s price. The rules assume you recover spent
ammunition after combat and make replacements while you
rest. The Sage might decide to track ammunition and use either
of the following rules.
Pieces of Ammunition: The weapon comes with 20 pieces of
ammunition. You can purchase another 20 pieces for 5 cp and
an extra quiver, case, or bag in which to put them for 1 cp.
Ammunition Die: Whenever you make an attack with a
ranged weapon that uses ammunition, roll an ammunition die
for each quiver, case, or bag of ammunition you have. The
ammunition die is a d6. If all the ammunition dice come up as 1,
you run out of ammunition in that quiver, case, or bag. You can
replenish your supply of ammunition for 5 cp.

Weapon Materials
Weapons might be made from other materials.
Bone and Wood: A wooden or bone weapon sells
for half the listed price and you make rolls to attack
with it with 1 bane.
Bronze: A bronze weapon sells for the full listed
price, but is not available as superior weapons.
Silver: A silver weapon sells for ten times the
listed price or 1 gp, whichever is higher.
MELEE WEAPONS
Weapon Price Availability
Axe 5 cp C
Battle axe 1 sp U
Buckler 5 cp C
Club 2 cp C
Dagger 5 cp C
Flail 1 sp U
Great axe 2 sp U
Great sword 3 sp U
Hammer 5 cp C

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Buckler
Axe A small round shield made from leather and wood,
An axe has a wedge-shaped blade fitted to a wooden you wield it by strapping it to your forearm.
or metal handle.
BUCKLER
AXE Melee, Defensive +1, Off-hand
Melee, Off-Hand, Ranged Target One enemy in reach.
Target One enemy in reach plus one target per 3 Attack Roll Strength or Agility against Defense
Dice spent. Or, spend 2 Attack Dice to throw the axe at Success 1d6 damage plus 1d6 damage per 4 Attack Dice
an enemy within one zone of you. spent.
Roll Strength against Defense Effect Lose the Defensive property until the end of your
Success 1d6 damage plus 1d6 damage per 2 Attack Dice next turn.
spent.
Club
Battle Axe A club is a wooden bludgeon such as a sap,
Like the axe, but bigger, the battle axe has a long nightstick, or cudgel.
haft and its head has a wide, crescent-shaped blade.
CLUB
BATTLE AXE Melee
Heavy, Melee; Brutal (Strength 13), Punishing (Strength Target One enemy in reach.
14) Roll Strength against Defense
Requirement You have a Strength 11. Success 1d6 damage plus 1d6 damage per 3 Attack Dice
Target One enemy in reach. spent.
Roll Strength against Defense
Success 1d6 damage, or 2d6 damage with both hands, plus Crossbow
1d6 damage per Attack Die spent.
A crossbow has a grooved wooden stock to which
has been fastened a metal or wooden crossbar that
Blowgun functions as the bow. Cranking back the bowstring
The blowgun consists of a long tube with cocks the weapon for firing.
mouthpiece fitted at one end. Using a blowgun
creates no noise and when you attack with this
weapon from a hiding place, you remain hidden.
CROSSBOW
Ranged; Precise (Agility 13), Punishing (Agility 14)
Requirement You wield this weapon with both hands and
BLOWGUN have at least one bolt.
Ranged Target One enemy within four zones.
Requirement You breathe, wield this weapon in both Roll Agility against Defense; roll with 1 boon for each
hands, and have at least one blowgun dart. Attack Die spent.
Target One enemy creature within one zone of you. Success 1d6 damage plus 1d6 damage per 2 Attack Dice
Roll Agility against Defense; roll with 1 boon per 3 Attack spent.
Dice.
Success 1 damage plus 1d6 damage per 5 Attack Dice
spent. If the target has Defense 13 or higher, the attack
Crossbow Pistol
deals no damage. On a successful roll of 20 or higher, The crossbow pistol features metal construction and
the target takes damage regardless of its Defense. serves as a handy sidearm.

Bow CROSSBOW PISTOL


The bow, has a flexible length of wood that when Ranged, Off-hand, Precise (Agility 13)
Requirement You have at least one bolt.
bent can be fitted with a cord tied off on both ends Target One enemy within two zones.
to create tension. Roll Agility against Defense
Success 1d6 damage plus 1d6 damage per 3 Attack Dice
BOW spent.
Ranged, Rapid Fire
Requirement You wield this with weapon with both
hands and have at least one arrow.
Dagger
Target One enemy within two zones of you plus one
The dagger has a blade up to 18 inches in length.
additional target for every 3 Attack Dice spent. Daggers come in many different styles, each with
Roll Agility against Defense their own names, such as dirk, misericord, stiletto,
Success 1d6 damage plus 1d6 damage per 3 Attack Dice hanger, and short sword.
spent.

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DAGGER Great Axe
Melee, Off-hand, Swift A great axe features a double axe-blade at the end of
Target One enemy in reach plus one target per 2 Attack a long wooden or metal haft. The great axe is
Dice spent.
Roll Strength or Agility against Defense; roll with 1 boon
sometimes called an executioner’s axe.
per Attack Die spent.
Success 1d6 damage plus 1d6 damage per 2 Attack Dice GREAT AXE
spent. Heavy, Melee; Brutal (Strength 13), Punishing (Strength
14)
Flail Requirement You have a Strength 11 and wield this
weapon in both hands.
A flail has a weighted rod, ball, metal lozenge, ring, Target One enemy in reach.
or spiked ball at the end of a chain that’s attached to Roll Strength with 1 bane against Defense
a long handle. Some flails feature multiple weights Success 3d6 damage plus 1d6 damage per Attack Die
at the end of chains. spent.

FLAIL Great Sword


Melee; Brutal (Strength 13), Disarming (Agility 13) The great sword has a 7-foot long, double edged
Requirement You have a Strength 11. blade extending out from a wide hilt and overlong
Target One enemy in reach handle to help offset the blade’s weight.
Roll Strength against Defense
Success 1d6 damage plus 1d6 damage per Attack Die
spent. GREAT SWORD
Heavy, Melee; Keen (Strength 13), Wounding (Strength
<INSERT ART @; WEAPON; 1/4> 14)
Requirement You have a Strength 11 and wield this
weapon with both hands.
Target One enemy in reach.
Roll Strength with 1 bane against Defense
Success 3d6 damage plus 1d6 damage per Attack Die
spent.

Hammer
The hammer has a stone or metal sledge atop a
sturdy length of wood or metal.

HAMMER
Melee, Off-hand, Ranged
Target One enemy in reach or spend 1 Attack Die to throw
the hammer at an enemy in your zone.
Roll Strength against Defense
Success 1d6 damage plus 1d6 damage per 2 Attack Dice
spent.

Javelin
A javelin is a short spear designed for throwing.

JAVELIN
Melee, Off-hand, Ranged
Target One enemy in reach or within two zones if you
throw it.
Roll Strength against Defense
Success 1d6 damage plus 1d6 damage per 3 Attack Dice
spent.

Knife
The knife comes in many different styles, some with
wavy blades, with two edges or one, or with a
folding blade.

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KNIFE MACE
Melee, Off-hand, Ranged, Swift Melee; Bashing (Strength 13), Concussing (Strength 14)
Target One enemy in reach or within one zone if you Target One enemy in reach plus one target per 2 Attack
throw it. Dice spent.
Roll Strength or Agility against Defense Roll Strength against Defense
Success 1d6 damage plus 1d6 damage per 3 Attack Dice Success 1d6 damage plus 1d6 damage per Attack Die
spent. spent.

Lance Maul
A lance is a long, heavy spear designed for use from A maul has a weighted, blunt sledge at the end of a
the back of any steed. long wooden haft. A mattock, which has a spike at
the end for breaking apart stone, uses the same
LANCE rules.
Melee, Heavy
Requirement You wield this weapon both hands if you MAUL
are not riding a Mount or with your main hand if you Heavy, Melee
are. Requirement You have Strength 11 and wield this weapon
Target One enemy in your zone. with both hands.
Roll Strength against Defense Target One enemy in reach.
Success 1d6 damage plus 1d6 damage per 2 Attack Dice Roll Strength with 1 bane against Defense
spent. If you ride a Mount and your steed ran before Success 3d6 damage plus 1d6 damage per Attack Die
you make the attack, the attack deals an extra 2d6 spent.
damage plus 1d6 damage per Attack Die spent.
Pike
Long Sword A spear with a long haft designed for fighting in
The long sword includes any sword that has a blade formation.
length greater than a normal sword, but less than a
great sword such as the hand-and-a-half and PIKE
claymore. Heavy, Melee
Requirement You wield this weapon with both hands.
LONG SWORD Target One enemy in your zone.
Heavy, Melee; Keen (Strength 13), Wounding (Strength Roll Strength against Defense
14) Success 1d6 damage plus 1d6 damage per 2 Attack Dice
Requirement You have a Strength 11. spent.
Target One enemy in reach.
Roll Strength against Defense Polearm
Success 1d6 damage, or 2d6 damage with both hands, plus
1d6 damage per Attack Die spent. The halberd, voulge, and bardiche, polearms all,
have similar design, being long, hafted weapons
fitted with blades, barbs, or tines at one end.
Longbow
A larger bow, the longbow has stronger pull and
greater range POLEARM
Heavy, Melee; Defensive +1 (Agility 13)
Requirement You have Strength 11 and wield this weapon
LONGBOW with both hands.
Ranged, Precise (Agility 14) Target One enemy in your zone.
Requirement You have Strength 11, wield this weapon Roll Strength against Defense
with both hands, have at least one arrow, and are not Success 2d6 damage plus 1d6 damage per Attack Die
riding a steed. spent.
Target One enemy within six zones plus one target for
every 2 Attack Dice spent.
Roll Agility against Defense Quarterstaff
Success 1d6 damage plus 1d6 damage per 2 Attack Dice A wooden pole between 4 and 5 feet in length,
spent. Quality quarterstaffs ferules on either end to
prevent the ends of the wooden staff from splitting.
Mace
A heavy bludgeon, a mace sports a weight at the end QUARTERSTAFF
of a short haft. The weight might be flanged, Melee, Swift
spheroid, or spiked. Requirement You wield this weapon with both hands.

10
Target One enemy in reach plus one target per 2 Attack Roll Agility against Defense
Dice spent. Success 1d6 damage plus 1d6 damage per 3 Attack Dice
Roll Strength or Agility against Defense spent.
Success 1d6 damage plus 1d6 damage per 3 Attack Dice
spent. Sling
A sling consists of several cords attached to a leather
Rapier cup . Spinning the cup at speed, you can release the
A rapier has a thin, double-edged blade extending missile with a snapping motion.
out from an elaborate guard and handle. Similar
weapons, such as foils and epees, use the same SLING
rules. Ranged
Requirement You have at least one sling stone
RAPIER Target One enemy within two zones.
Melee, Swift; Keen (Agility 13), Precise (Agility 14) Roll Strength or Agility against Defense
Target One enemy in reach plus one target per 2 Attack Success 1d6 damage plus 1d6 damage per 4 Attack Dice
Dice you spend. spent.
Roll Strength or Agility against Defense
Success 1d6 damage plus 1d6 damage per 2 Attack Dice
spent.
Spear
A typical spear has a metal blade fitted to the end of
a long wooden pole.
Scimitar
The scimitar has a curved blade that widens nearer SPEAR
the tip and then tapers sharply. A scimitar usually Melee, Ranged
has a single edge. Similar weapons, such as the Target One enemy in reach. Or, spend 2 Attack Dice to
khopesh and saber, use the same rules. throw the spear at an enemy within one zone of you.
Roll Strength or Agility against Defense
SCIMITAR Success 1d6 damage plus 1d6 damage per 2 Attack Dice
Melee; Keen (Agility 13), Wounding (Agility 14) spent.
Target One enemy in reach plus one target per Attack Die <INSERT ART @; WEAPOM; 1/4>
spent.
Roll Strength or Agility against Defense
Success 1d6 damage plus 1d6 damage per 2 Attack Dice
spent.

Shield
A shield is a wooden or metal board worn strapped
to the arm for the purpose of blocking incoming
attacks.

SHIELD
Melee, Defensive +2, Off-hand
Target One enemy in reach
Roll Strength with 1 bane against Defense
Success 1d6 damage plus 1d6 damage per 2 Attack Dice
spent.
Effect The weapon loses the Defensive property until the
end of your next turn.

Short Bow
The short bow is made from composite materials
that increase the bowstring’s pull when drawn back.

SHORT BOW
Ranged, Rapid Fire; Precise (Agility 14)
Requirement You have Agility 11, wield this weapon with
both hands, and have at least one arrow.
Target One enemy within four zones, plus one target for
each Attack Die spent.

11
Sword Attacks with a whip deal no damage to armored
From arming swords to broad swords, swords have targets that have a Defense of 13 or higher.
straight blades that extends from a handle, usually
separated by a guard of some kind. WHIP
Melee, Off-Hand
Special Free attacks made with this weapon deal 1
SWORD damage.
Melee; Keen (Strength 13), Wounding (Strength 14) Target One enemy creature in your zone.
Target One enemy in reach plus one target per 2 Attack Roll Strength or Agility against Agility
Dice spent. Success 1 damage plus 1d6 damage per 5 Attack Dice
Roll Strength against Defense spent. If the target has Defense 13 or higher, the attack
Success 1d6 damage plus 1d6 damage per Attack Die deals no damage. On a successful roll or higher, the
spent. target takes damage regardless of its Defense score.

Trident
A trident has a long haft and two or three prongs at
Firearms
the end. Firearms had begun to replace the standard
armaments used in battle in the Old Country, but
the only examples of these weapons to reach the
TRIDENT Borderlands were those the engineers and tinkers
Melee, Ranged; Defensive +1 (Agility 13)
Target One enemy in reach. Or, spend 2 Attack Dice to brought with them. Thus, the weapons are rare for
throw the trident at an enemy within one zone of you. now.
Roll Strength against Defense Ammunition: Prices for firearms include
Success 1d6 damage, or 2d6 damage with both hands, plus ammunition and powder.
1d6 damage per Attack Die spent. Loading Firearms: Loading a firearm counts as
the use an item activity.
Warclub Moisture and Firearms: If a firearm comes into
A big, heavy bludgeon so unwieldy it requires two contact with water, it cannot be fired until dried and
hands to use. cleaned. It takes 1 hour using a tool kit and a pint of
oil to clean the weapon.
WARCLUB FIREARMS
Heavy, Melee; Bashing (Strength 13), Concussing Device Price Availability
(Strength 14) Arquebus 1 gp R
Requirement You wield this weapon with both hands. Flintlock pistol 5 gp R
Target One enemy in reach. Musket 10 gp R
Roll Strength with 1 bane against Defense
Success 3d6 damage plus 1d6 damage per Attack Die
spent. Arquebus
The arquebus has a flaring barrel that extends out
from a wooden stock fitted with a fuse. When the
Warhammer fuse burns down, the flame ignites the powder that
The warhammer has the shape of a hammer, but launches whatever was been stuffed into the
with a larger head and haft. You use the lower barrel—nails, coins, caltrops.
damage modifier if you wield the weapon in one
hand or the higher if you wield it in two hands.
ARQUEBUS LEVEL 1
Ranged
WARHAMMER Requirement The arquebus is loaded—it takes 1 minute
Heavy, Melee; Bashing (Strength 13), Concussing of work to load an arquebus. If the arquebus comes into
(Strength 14) contact with water, it cannot be used and you must
Requirement You have a Strength 11. spend 1 hour working with a tool kit to clean, dry, and
Target One enemy in reach. reload it before it can be used.
Roll Strength against Defense Target One enemy and everything in reach of it.
Success 1d6 damage, or 2d6 damage with both hands, plus Effect Roll luck to see what happens.
1d6 damage per Attack Die spent. On a success, the powder catches and fires a hail of
missiles that deal 1d6 damage to each target. A creature
Whip makes an Agility roll and takes half the damage on a
The whip is a long, braided length of leather cord success. In addition, the arquebus creates a loud noise
that can be heard up to ten zones away and smoke fills
extending from a stout handle. A whip might have your zone with obscurement that lasts for 1 minute.
metal cap or a hook at the end to tear at the skin.

12
On a failed luck roll, something goes wrong. On a 6 Grenade 1 gp R
to 9, the fire didn’t catch and you can try to fire the Smoke bomb 1 gp R
weapon again using an action. On a 3 to 5, the arquebus Wild fire bomb 5 gp E
suffers a malfunction and it takes 1 minute working
with a tool kit before it can be fired again. Finally, on a 2
or lower, the weapon explodes in your hands, dealing
Bomb
4d6 damage to you and to everything in reach.
A bomb is an iron sphere, about the size of a fist,
and fitted with a fuse. It takes ten rounds to burn a
Flintlock Pistol full length of fuse, though one can cut the fuse as a
A flintlock pistol has a metal tube protruding from a minor action so that it burns down faster. You can
wooden stock. The weapon uses an advanced use an action to light the fuse and throw the bomb
mechanism that throws a spark from the flint on the or set it somewhere in your zone.
metal that ignites the black powder to launch the The unstable materials that make the bomb
ball. explode might make the bomb detonate. If the
bomb strikes a hard surface or takes damage from
FLINTLOCK PISTOL LEVEL 1 fire or lightning, roll luck. On a failure, the bomb
Ranged, Off-hand detonates as if you had used it.
Requirement The flintlock pistol is loaded.
Target One enemy within one zone of you.
Effect A bang sounds from the weapon and carries up to
BOMB LEVEL 2
ten zones away from you. Smoke pours from the Target The bomb’s zone and each adjacent zone.
weapon into zone, filling it with obscurement that lasts Effect The bomb deals 4d6 damage to everything in the
until the end of your next turn. target zones. A creature makes an Agility roll and takes
Roll Agility against Agility half the damage on a success. The sound of an
Success The target takes 2d6 damage plus 2d6 damage per exploding bomb carries throughout the environment.
2 Attack Dice spent. On a successful total roll of 20 or After the bomb detonates, smoke fills each target zone
higher, the target takes an extra 3d6 damage. with obscurement that lasts for 1 minute.
Failure If you roll a 5 or less, the pistol misfires. It takes 1 <INSERT ART @; FIREARMS; 1/4>
minute working with a toolkit to repair the weapon
before it can be fired again.

Musket
The musket has a long metal barrel attached to a
wooden stock. It fires small balls made of lead, clay,
or iron.

MUSKET LEVEL 2
Ranged
Requirement The musket is loaded.
Target One enemy within one zone of you.
Effect A bang sounds from the weapon and carries up to
ten zones away from you. Smoke pours from the
weapon to fill your zone with obscurement that lasts
until the end of your next turn.
Roll Agility against Agility
Success The target takes 3d6 damage plus 2d6 damage per
2 Attack Dice spent. On a successful total roll of 20 or
higher, the target takes an extra 3d6 damage.
Failure If you roll a 5 or less, the musket misfires. It takes 1
minute working with a toolkit to repair the weapon
before it can be fired again.

Explosives
Explosives, such as bombs and grenades, have
trickled into the Borderlands. Explosives throw
shrapnel, release poison gas, or smoke.
EXPLOSIVES
Explosive Price Availability
Bomb 3 gp U
Gas bomb 8 gp R

13
Gas Bomb Target The bomb’s zone.
Effect The bomb explodes and everything inside the
A fluid in the metal cannister sloshes. You can use target zone takes 6d6 damage and catches fire. A
an action to crack the cannister and either throw it creature can make a luck roll with 1 bane and just takes
or set it down in your zone. half the damage on a success. Anything that catches fire
cannot be extinguished by non-magical means for 1d6
GAS BOMB LEVEL 4 rounds. Also, smoke fills the zone with obscurement
Target The bomb’s zone and each adjacent zone. that remains for 1 minute.
Effect Poisonous gas spews from the cannister for 1
minute to fill the target zones with obscurement. Any
creature that starts its turn in a gas-filled zone can Gear
choose to hold its breath or make a Strength roll with 1 Torches, lanterns, coils of rope, and more help you
bane. On a failed Strength roll, the creature loses 1d6 overcome challenges.
Health and becomes weakened (luck ends). A creature
is subject to suffocation while holding its breath. GEAR
Item Price Availability
Grenade Antitoxin
Backpack
1 gp
1 cp
U
C
A smaller, more stable bomb, grenades come in Bedroll 1 cp C
many different shapes and sizes. Caltrops 5 cp C
Candle (10) 1 cp C
GRENADE LEVEL 1/2 Canteen
Chain, 20 feet
1 cp
1 sp
C
C
Target One zone within two zones of you.
Compass 1 gp U
Effect You throw the grenade into the target zone and the
Crowbar 5 cp C
grenade explodes dealing 2d6 damage to everything in Flask 1/2 cp C
it. A creature can make an Agility roll and takes half the Grapnel 1 cp C
damage on a success. Noise from the exploding grenade Hourglass 1 gp U
travels up to 10 zones away and smoke fills the target Incense (5 sticks) 1 cp C
zone with obscurement until the end of your next turn. Knuckledusters 5 cp C
Lantern 5 cp C
Smoke Bomb Lock and key 1 sp U
Lock picks 1 sp U
The cylindrical cannister contains a fluid that
Magnifying glass 10 gp R
combusts when exposed to air. You can use an Manacles 1 cp C
action to crack the cannister and either throw it or Mess kit 1 cp C
set it down in your zone. Mirror, small 1 sp U
Oil, pint 1 cp C
SMOKE BOMB LEVEL 1 Paper (5 sheets) 5 cp U
Pitons (10) 5 cp C
Target The bomb’s zone and each adjacent zone.
Pole, 10-foot 1 cp C
Effect Thick, black smoke spews from the cannister for 1
Poison 1 gp U
minute, filling the target zones with obscurement that
Pouch 1/2 cp C
blocks all light. Any creature that starts its turn in a Poultice 1 sp U
smoke-filled zone can choose to hold its breath or make Provisions 1 cp C
a Strength roll with 1 bane. On a failed Strength roll, the Rope, 50 feet 5 cp C
creature takes 1d6 damage and becomes Strength Sack 1/2 cp C
impaired (luck ends). A creature is subject to Saddle bag 1 cp C
suffocation while holding its breath. Scroll case 5 cp C
Spike, iron (3) 1 cp C
Wild Fire Bomb Spyglass 10 gp R
Sulfur sticks, box of 20 1 cp U
Wild fire bombs hold a thick, jelly substance that
Tent, 2-person 5 cp C
ignite on contact with air. Once it burns, it is almost Tinderbox 1 cp C
impossible to extinguish. Wild fire burns even if Torch (5) 1 cp C
submerged in water. Waterskin 1/2 cp C
Wild fire is famously unstable and containers of
the stuff explode for no reason at all. If the
container strikes a hard surface, is left to sit for a
month, or takes damage from fire or lightning, roll
luck with 1 bane. On a failure, the wild fire bomb
detonates as if you had used it.

WILD FIRE BOMB LEVEL 3

14
Gear Descriptions zone and each adjacent zone with a perfumed
Descriptions for everything on the above table smoke strong enough to cover obnoxious odors.
follow. Knuckledusters: Sometimes called brass
Acid: A small glass bottle contains one of many knuckles, knuckledusters are a set of fused rings
different kinds of acid. You can use an action to pour worn over the fingers. If you wear a set of of
or throw the bottle. Anything of an organic material knuckledusters, your unarmed attacks deal an extra
that comes into contact with the acid loses 1d6 1d6 damage.
Health plus an extra 1 Health at the end of each Lantern: A lantern has a square metal frame with
round (luck ends). A creature losing Health from the glass panels that fits overtop an oil reservoir with
acid can neutralize its effects by washing it away wick. The reservoir holds one pint of oil. Lighting
with water or neutralizing it with lime. the wick causes the lantern to emit dim light. It
Antitoxin: If you are under the effects of poison takes 8 hours to burn through a pint of oil.
can use an action to drink the antitoxin. At the end Lock and Key: A heavy, metal lock that comes
of the round, before resolving the poison’s effects, with a key. The lock has Health 20.
make a luck roll. On a success, the antitoxin Lock Picks: A set of tools for unlocking locks, the
neutralizes and ends the poison’s effects. set includes files, bent wires, needles, screwdrivers,
Backpack: A leather bag with shoulder straps—it and other small tools. You can use lock picks to
holds eight objects. attempt to open a lock you can reach. The time it
Bedroll: Anything from a sleeping bag to a takes to make the attempt depends on the lock’s
bundle of blankets. complexity; it takes 10 minutes to open an ordinary
Candle: A lit candle burns for 8 hours. One lit lock, 1 minute for an inferior lock, 1 hour for a
candle sheds enough light to see when held close, superior lock. At the end of this time, make an
while ten lit candles shed faint light. Agility or Intellect roll and, on a success, the lock
Caltrops: You can use an action to scatter caltrops opens. Complex locks might impose 1 or more
on the ground in your zone. The caltrops remain boons on the roll.
until cleared away. Any creature moving into the Magnifying Glass: This glass lens in a metal
zone must make an Agility roll. On a failure, the frame with handle provides 10 times magnification
creature loses 1 Health and takes 1d6 damage if it of any object you examine through it that you can
walks or 2d6 damage if it runs. The creature can reach.
overcome this effect with a successful Strength roll. Manacles: A set of metal cuffs attached by a thick
On a 0 or less, the creature also falls prone. chain, the manacles have a locking mechanism and
Canteen: A canteen holds water or some other a key to lock them. A creature can use an action
liquid and, while you have a canteen and have ready attempt to break free from the manacles by making
access to water, you are immune to thirst. a Strength roll with 3 banes and breaks the chain on
Chain: A length of chain counts as two objects a success. A creature with 15 Strength or higher
with Health 20. A creature with a 15 Strength or automatically breaks free.
higher attempting to snap the chain can make a Mess Kit: A mess kit includes a plate, cup, knife,
Strength roll with 1 bane and breaks it on a success. and fork that all fold up into a wallet.
You can attack with a chain, using it as an Mirror, Small: A small mirror has polished,
improvised weapon. reflective surface.
Compass: A compass’s iron needle usually points Oil, Pint: Sold in clay bottles with cork stoppers,
the way north. oil protects gear, waterproofs leather, and serves as
Crowbar: A crowbar grants you 1 boon on fuel for lanterns. Anything covered in oil that takes
Strength rolls made to open doors and containers. damage from fire automatically catches fire.
You can also use a crowbar as a club. Paper: Paper might be genuine paper, parchment,
Flask: A flask is a small metal container with or a different flexible, lightweight material used for
screw cap. It can hold one pint of liquid. writing..
Grapnel: Tie this heavy pronged device to a rope Pitons: You can hammer pitons into the rock and
and throw it to catch onto a surface and thus enable thread rope through their loops to aid in climbing.
climbing. To catch the grapnel on a suitable edge, Rope secured with pitons prevents climbers using
you must make a Strength roll and succeed. the rope from falling.
Hourglass: A wooden frame holds a pair of glass Poison: Any toxic substance created in a
bulbs connected in the middle by a narrow neck. laboratory or found in nature counts as poison. You
Sand sits in one bulb and, when flipped, the sand can apply a dose of poison to food, drink, an edged
fully drains into the empty bulb after about 1 hour. or pointed weapon, or an edged or pointed piece of
Incense: Use an action to light a stick or block of ammunition. You might also smear poison on a
incense, which then burns for 1 hour and fills its handle or a few pages in a book. Once applied, the

15
poison remains potent for 4 hours or until a creature Tinderbox: A wooden box containing a piece of
of flesh and blood eats the tainted food, drinks the flint, a small steel bar, and several curls of wood
poisoned liquid, takes damage from the poisoned shavings. It takes 1 minute of work using the
weapon or piece of ammunition, or otherwises tinderbox to start a flame. You can readily replenish
contacts the poison. the wood shavings for free.
Any creature exposed to the poison becomes Torch: A typical torch is a bundle of twigs or
weakened at the end of the round in which the length of wood topped with a naphtha-soaked rag. If
exposure occurs and then loses 1d6 Health at the you have a ready flame, you can light a torch
end of each round thereafter. Each time a creatures without using an action. Otherwise, it takes 1
loses Health from the poison, it must make a minute. You can attack with a torch as if it was a
Strength roll with 1 bane and the poison’s effect ends club, but the torch imposes 1 bane on rolls you make
on a success. to attack with it. A lit torch deals 1 extra damage
Pole, 10-foot: Tapping a floor or prodding doors from the flames and can cause flammable creatures
with this 1-inch diameter, 10-foot-long wooden pole or object it touches to catch fire. A lit torch emits
might spring traps and reveal hazards from a dim light for up to 2 hours.
distance. Waterskin: A leather bladder designed for
Pouch: This small cloth bag can hold up to 50 holding liquids, while you carry a waterskin and
coins or similarly-sized object. have ready access to water you are immune to thirst.
Poultice: A poultice includes all the ingredients
<INSERT ART @; GEAR; 1/4>
needed to make a healing compress. It takes 1
minute to prepare a poultice and apply it to a
creature. If worn for 1 hour by a resting creature, the
creature heals twice as much damage as normal.
Provisions: Provisions can be rations of dried
meats, nuts, hard bread, and dried fruit, or they
might be fully cooked meals. While you have
provisions, you are immune to hunger. One
purchase of provisions lasts until the end of an
adventire or downtime period.
Rope: Hemp, jute, or silk rope sells in 50-foot
coils. Cutting the rope requires dealing 5 damage or
more to it using an edged weapon or 10 damage
using a pointed weapon. A creature with Strength 14
or higher can break the rope with a successful
Strength roll.
Sack: A typical burlap sack can hold six items.
Saddlebag: A saddlebag is made from oiled
leather and can hold ten items.
Scroll Case: A wood and leather case protects up
to 10 sheets of paper or similar objects.
Spike: A one-foot tapering length of iron. You can
hammer the spike into stone to block doors or
prevent them from closing. You can also wield a
spike as if it were a club.
Spyglass: A collapsible tube of brass and wood
fitted with a set of lenses, the spyglass lets you see at
distance with 10 times magnification.
Sulfur Sticks: Sold in boxes often printed with
colorful labels and designs, sulfur sticks are thin
lengths of wood that catch fire when drawn across a
rough surface. Each stick burns for 1 minute and
gives off light in order to see something to which
you hold the flame close.
Tent: It takes a 10 minutes to set up a tent and
take it down. A tent provides shelter for up to two
people.

16
Kits and Tools
deck. Games of chance are played using the minor
arcana only.
You can use kits and tools to make items and Clock: An ornate mechanical device used for
perform specialized activities. keeping time. When fully wound, the clock operates
for 1 day, but it loses 1d6 minutes each hour.
KITS AND TOOLS Dice Set: A typical set of dice includes three to
Item Price Availability five six-sided dice carved from ivory, bone, or some
Alchemist’s kit 2 gp R other material. Each die side features a different
Block and tackle 5 cp C number of pips, numbered one to six. Other shaped
Book 1+ gp *
Book, blank 1 sp U
dice might be available with uncommon availability.
Cards, deck 1 sp U Disguise Kit: A kit contains greases, waxes, and
Clock 1 gp R other cosmetics you need to make someone appear
Dice set 1 cp C other than who they are. A disguise kit has enough
Disguise kit 1 sp U material to create five disguises.
Flame-maker 5 sp R You can create disguise for yourself or someone in
Forger’s kit 1 gp R
reach by expending a use from the kit and spend the
Garrote 5 cp U
Gas mask 5 sp E
next 10 minutes working in front of a reflective
Healer’s kit 2 sp C surface. When you finish, you or the creature
Holy water 4 sp U become disguised until the disguise is removed,
Ladder 2 cp C ruined, or the wearer is discovered.
Musical instrument 1+ sp U A disguise makes the wearer look like someone
Navigator’s instruments 1 gp R else or otherwise conceals their identity. A
Net 5 cp C
suspicious creature that sees someone in disguise
Occultist’s kit 5 sp R
Pocket watch 2 gp R
can make an Intellect roll and discerns the person
Spare parts 1 sp U wears a disguise on a success.
Tool kit 1 gp C A disguise can replaxce a person’s coloration,
Writing kit 1 sp U apparent gender, blemishes with different ones. A
disguise can increase or decrease height by up to 6
Kits and Tools Descriptions inches or weight by 20 percent.
Descriptions for everything on the above table Flame-maker: A small metal cube that can fit in
follows. the palm of your hand, it has a hinged lid opens to
Alchemist’s Kit: This kit includes a burner, reveal a wick, wheel, and bit of flint. You can spin
alembics, flasks, a manual, plus an assortment of the wheel and cause a tongue of flame to appear
magical substances. A kit counts as three items. that emits shed faint light. The flame-maker has
Block and Tackle: When used with a rope or enough fuel to burn for 4 hours total, with each use
chain, block and tackle can help you lift extremely counting as 1 minute of time. You can refill the
heavy objects. flame-maker with a quarter pint of oil.
Book: A book contains writing on a subject Forger’s Kit: A forger’s kit everything one needs to
determined by the book’s rarity. If you can reference make a copy of simple documents, invitations, and
the book, you count as if you had knowledge of the similar items.
book’s contents of the book’s rarity. For example, if You can make a forgery of a document or similar
you have a rare book on magic, you would count as object you can see. The time it takes to produce the
have rare knowledge of magic while you can copy varies, from just a few minutes to several days
reference the book. The listed price is for a book depending on the nature of the forgery. Usually,
containing common knowledge. Uncommon books creating the forgery requires a successful Intellect
sell for 5 gp or more, rare books for 25 gp or more, roll, with 3 or more banes depending on the
and exotic books for 250 gp. original’s complexity. Some forgeries might not be
Book, Blank: A heavy book with 100 blank pages. possible without a special talent or materials, at the
Cards: A typical deck of cards has 78 cards, with Sage’s discretion. A forger’s kit includes enough
22 major arcana cards, and 56 minor arcana cards material to make one forgery.
divided into four suits. The suits are usually cups, Garrote: You can use this length of wire with
pentacles, wands, and swords. The cards of the wooden handles to choke the life of your foe. You
minor arcana include those numbered from 1 to 10, can use the garrote to make the following special
along with a page, knight, queen, and king to attack.
complete a set of 14. The major arcana cards
typically correspond to those found in a typical tarot STRANGLE
Melee

17
Target One creature you have grabbed. Ladder: A standard ladder measures 18 feet long
Roll Strength against Strength; you make the roll with 1 and has 12 rungs. Carrying a ladder counts as
bane against a huge target if you yourself lack this trait. carrying 6 items.
Success The target loses 1d6 Health and becomes Musical Instrument: A musical instrument
immobilized until the end of your next turn, until you
can no longer reach the target, or until you become
includes any easily carried device for making music
dazed, stunned, or unconscious. such as a lute, hand drum, fiddle, and pan pipes.
Navigator’s Instruments: You can use these
Gas Mask: A heavy mask made from rubber with tools—maps, sextants, astrolabs—to chart courses
two round filters near the mouth helps clean the air and avoid becoming lost. When traveling with these
you breathe. You can equip the mask as a minor instruments, you can reroll one result of 1 for a die
action. The mask’s filters work for a total of 4 hours rolled to determine progress, but you must use the
and you can replace a pair of filters for 1 sp. The second result, even if it’s another 1.
filters scrub the air you breathe to make immune to Net: Made from rope and tied into a grid pattern,
the effects of breathing in smoke, gas, and inhaled a net can ensnare other creatures. You can use the
toxins. net to make the following special attack.
Healer’s Kit: A set of bandages, ointments, herbs,
thread, and needles, all of which can be used to treat NET
injuries, a healer’s kit has five uses. Ranged
You can spend one minute treating a willing or Requirement You wield the net in both hands
unconscious creature. When you finish, expend a Target One enemy in your zone
Roll Strength against Agility; you succeed automatically
use from the kit and make an Intellect roll. On a against an immobilized target; you make the roll with 1
success, the target heals damage equal to twice its boon against a tiny target and 1 bane against a huge
level. target.
Holy Water (Level 1): Sold in glass bottles etched Success The target becomes weakened. While weakened,
with the symbol of the religion responsible for its the target can move only by crawling. A target can
blessing, each bottle contains one dose. Any demon, overcome this affliction with a successful Strength or
faerie, fiend, or undead covered in the holy water Agility roll or by using an action to cut itself free using
loses 2d6 Health. an off-hand, edged weapon.

<INSERT ART @; GEAR; 1/4> Occultist’s Kit: An occultist kit contains a pair of
knives, a chalice, pentacle, chalks for inscribing
mystic diagrams and circles, as well as a set of ten
black candles.
Pocket Watch: A compact version of a clock, it is
small enough to fit in your pocket. The item
includes a thin chain.
Spare Parts: A set of spare parts include
mechanical components used to build and repair
mechanical objects. You can use an action to expend
the parts and cause one clockwork, automaton, or
another mechanical object in reach to regain Health
equal twice its level.
Tool Kit: A tool kit includes a hammer, wrench,
pliers, screwdrivers, an awl, and other tools used by
craftsmen.
Writing Kit: A writing kit includes bottles of ink,
pens, a knife, and a bag of fine sand.

Animals
Animals carry gear, riders, fight in battle, and might
be companions. An animal you purchase counts as a
companion. The Sage controls the animal and
determines what the animal does unless you direct
it. An animal that becomes incapacitated dies at the
end of the round. Rules appear of animals in
Chapter @: Bestiary.

18
ANIMALS AND ANIMAL GEAR
Item
Bit and bridle
Price
2 cp
Availability
C
Vehicles
Dog 1 sp C Vehicles haul gear, make travel easier, and provide
Harness 2 cp C shelter from the elements. A vehicle is an object.
Hawk 1 sp R When it moves, it’s Defense equals half the driver’s
Pack Animal 1 gp C Agility score and the vehicle has a Health score
Pet 1 cp C equal to 20 times the number of passengers it can
Saddle 1 sp C carry. Each passenger counts as 10 items.
Saddle blanket 1 cp C
Steed 5 gp C VEHICLES
War steed 25 gp R Vehicle Price Availability
Carriage 35 gp U
Cart 5 gp C
Animal Descriptions Cycle 5 gp R
Galleon 125 gp U
The following descriptions correspond to those Rowboat 1 sp C
options shown on the preceding table. Sailboat 35 gp C
Bit and Bridle: You use a bit and bridle to control Wagon 10 gp C
the steed you ride.
Dog: Smart and loyal, dogs make excellent Vehicle Descriptions
companions and can be trained to perform in a
The following descriptions correspond to those
variety of different roles.
options shown on the preceding table.
Harness: You use a harness to tether an animal to
Carriage: This ornate conveyance allows
a cart or wagon.
passengers to travel in comfort and style. A typical
Pack Animal: Pack animals carry objects such as carriage has a cabin with cushioned seats inside,
armor, weapons, and supplies needed for travel. A
doors to either side, a bench in the front with a pair
donkey, pony, mules, oxen, and horses are all
of lanterns to help the driver see at night. It takes
common pack animals, while giant ants, flightless two to four horses to pull a carriage. The cabin can
birds, and enormous worms represent the more hold up to six passengers and the bench can hold
exotic offerings.
two people, one of whom drives. Most carriages
Pet: A harmless companion animal such as a
have steps on the outside on which guards might
mouse, rat, cat, ant farm, songbird, turtle, tapeworm, stand. The cabin’s roof has room enough to store 30
or fish in a bowl. items. When using a carriage to travel by road, roll
Raptor: These trained animals are used for
an extra 1d6 for progress.
hunting game. You can use the following rules for
Cart: A two-wheeled conveyance used for hauling
hawks, ravens, and owls. materials, it takes one horse or similar animal to
Saddle: A wooden and leather seat for making
draw it. A cart can hold 30 items. A cart can travel
the riding of steeds more comfortable. Saddles across roads, paths, and relatively obstacle-free
include stirrups.
terrain, but makes no improvement on progress.
Saddle Bag: A heavy leather bag that either straps
Cycle: A two-wheeled conveyance that moves
onto the saddle or connects to another bag and
when the driver pedals the gears. A cycle can hold
place over the back of a horse, a saddle bag can hold one person and the entire vehicle has Health 10.
8 items. When using a cycle to travel by road, roll an extra
Saddle Blanket: A blanket worn by the steed to 1d6 for progress.
cushion the saddle.. Galleon: A sailing vessel of considerable size, it
Steed: Steeds include animals trained or
boasts three or four masts with square rigging, two
otherwise willing to bear other creatures as riders. or three decks. The ship measures up to 150 feet in
The following rules represent horses, ponies, mules,
length, 30 feet in width, and rises about 45 feet
camels, oxen, and similar creatures. above the water. To sail a galleon, you need a crew of
War Steed: Beasts trained to serve riders in battle at least two hundred sailors.
have become accustomed to the noise and scents of Rowboat: A boat with room enough to hold six
conflict and keep their cool while also lending aid in people. At least one person moves the boat by using
the struggle. War steeds include chargers and
the oars. When using a rowboat for travel, you roll
destriers, giant breeds of dogs, trained bears, great
3d6 instead of 4d6.
cats, or a more exotic animal. Most can wear armor
Sailboat: A modest-sized boat with one or more
as well, whuch can be had for four times the normal sails to catch the wind, these vessels can hold eight
prices. people and has cargo space to hold 20 items. For a
sailboat to move, it must have at least one person

19
tending the sails and one steering the ship. When Hedge mage: Hedge mages hire out spells for a
sailing with the wind while traveling, roll 6d6 to steep price and cast them as needed.
determine progress. When sailing across the wind Mercenary: Sometimes considered soldiers of last
while traveling, you roll the normal 4d6 for traveling resort, mercenaries sell their loyalty for gold. Most
by boat. When sailing against the wind, you roll just mercenaries require contracts and are sticklers for
2d6 for progress. the terms. In other words, they do what they were
Wagon: Larger than a cart, a wagon features an hired to do and no more. You might hire a couple
open bed with a bench in front situated atop four mercenaries to help you fight bandits, but if you
wheels. The wagon can hold 40 items. A wagon can encounter a monster along the way, the mercenaries
travel across roads, paths, and relatively-obstacle might ask for more gold as compensation. If you
free terrain, but makes no improvement on progress. violate the contract’s terms, the mercenaries think
nothing of call it quits and leaving you to deal with
Hirelings the mess.
Professional: Any commoner with special
Some people have specialized training making them training counts as a professional. These characters
valuable to almost any expedition. The list prices for are guides, entertainers, healers, and scholars. A
a hireling employs the individual for one adventure professional counts as a commoner with the talents
or downtime period. Hirelings perform the services of the associated profession.
for which they are hired, but might be convinced to Spy: A spy is a skilled observer and can gather
do more if well-treated, or do less or quit if they information about a person, place, or organization.
suffer poor treatment. As humans have the great
population in the Borderlands, most hirelings are <INSERT ART @; HIRELINGS; 1/4>
assumed to be human.
Although hirelings count as allies and
companions, the Sage retains control over them.
Hirelings obey spoken orders in combat, but fight
only if hired to do so or to protect themselves. If a
hireling becomes incapacitated, it dies during the
end of the round. Rules for using hirelings appear in
Chapter @: The Bestiary.
HIRELINGS
Hireling Price Availability
Bodyguard 3 gp U
Commoner 5 cp C
Driver or pilot 1 sp C
Hedge mage 5 gp R
Mercenary 2 gp U
Professional 1 sp C
Spy 1 gp U

Hireling Descriptions
The following descriptions correspond to those
options shown on the preceding table.
Bodyguard: Trained warriors protect their
employers and take risks, even sacrificing
themselves, if need be. Bodyguards do not throw
their lives away for no reason; employers who show
no regard for their safety might end up with no
protection at all.
Commoner: Workers, stevedores, porters, sailors,
butchers, servants, valets, and more fill the ranks of
commoners. Commoners hire on to build, maintain,
or work.
Driver or pilot: Drivers can operate wagons,
carriages, and carts, while pilots operate boats,
ships, and barges. Drivers and pilots count as
commoners.

20
Magical Items ELIXIR OF HEALING
Effect You heal 2d6 damage at the end of the round.
LEVEL 1/2

Any object that carries a magical effect, permanent


or temporary, counts as a magical item. Although ELIXIR OF HEALTH LEVEL 2
creating magical items takes an investment of time Effect You heal 4d6 damage and regain 1d6 Health at the end
and resources, magic’s abundance makes magical of the round. Then, for 1 day, you make rolls to resist the
items available in most lands, really anywhere effects of infection and poison with 1 boon.
where one might find a witch with a cauldron, an
alchemist with a laboratory, or an artificer with a PHILTER OF COURAGE LEVEL 3
shop. Effect Starting at the end of the round, you have the Fearless
Magical items fall into broad categories arranged trait and make Strength and Agility rolls with 1 boon, but
by types: consumables, inscriptions, vessels, and you are Intellect impaired. The philter’s effects wear off
trinkets. In addition, the Sage has access to rarities, after 1 hour.
relics, and artifacts, each of which is a potent item
that might be exotic in rarity or unique. The items PHILTER OF GOOD FEELING LEVEL 2
described in the following pages represent a small Effect Starting at the end of the round, you are friendly to all
sample of the kinds of things one might purchase in creatures. The philter’s effects wear off after 8 hours or
a shop or find amongst treasure. until you have been harmed.

Consumables PHILTER OF RAGE


Effect Starting at the end of the round, whenever you roll
LEVEL 2
Consumables make up a category of magical item damage, you can roll it twice and use the highest total.
comprised of any substance imbued with magic However, you are Intellect impaired and unfriendly to all
that’s released upon its consumption. creatures. The effects wear off after 1 hour. If you become
Using a Consumable: You can perform the use an frightened, you lose the philter’s benefits, but the
item activity to either consume or administer to one drawback persists until the consumable’s effect ends.
willing or unconscious creature one consumable
you hold or carry on your person in a place in which POTION OF CLARITY LEVEL 2
you can retrieve it easily. Consumables affect people Effect Starting at the end of the round, you have the
in different ways and even when a consumable Awareness 1 trait. The potion wears off after 1 hour.
promises specific effect, it can sometimes have
unpredictable results as noted in its description. POTION OF INVISIBILITY LEVEL 5
Effect Starting at the end of the round, you gain the Invisible
Preparing Consumables trait for 1 minute.
You prepare a consumable by distillation, infusion, brewing,
cooking, baking, or in some other way, a process that takes
time, special ingredients, and a recipe. If you have a recipe, you POTION OF MIGHT LEVEL 3
can prepare a consumable from ingredients that have the Effect Starting at the end of the round, you have a +4 bonus
availability one step lower than the consumable’s (minimum to Health, you make Strength rolls with 1 boon, and you
common availability) and price worth one-quarter the impose 1 bane on rolls made against your Strength. The
consumable’s price. With the ingredients assembled, it takes 1 potion wears off after 1 hour.
hour per gp of the consumable’s final price working with an
alchemist’s kit. When you finish, you produce a single dose of
the consumable. POTION OF SPEED LEVEL 3
Effect Starting at the end of the round, whenever you walk or
CONSUMABLES run, you can move one additional zone. You make Agility
Item Price Availability rolls with 1 boon and impose 1 bane on rolls made against
Elixir of Healing 3 sp C your Agility. The potion wears off after 1 hour.
Elixir of Health 3 gp U
Philter of Courage
Philter of Good Feeling
5 gp
3 gp
U
U Inscriptions
Philter of Rage 3 gp U An inscription is a spell that has been written on a
Potion of Clarity 3 gp U surface and imbued with the magic required to cast
Potion of Invisibility 10 gp R it one time. One can find inscriptions on scrolls,
Potion of Might 5 gp U
tablets, and inside the pages of tomes and books.
Potion of Speed 5 gp U
Using an Inscription: You use an inscription by
performing the cast a spell activity. Unless you have
Consumable Descriptions already learned the spell, you must make an
The following descriptions correspond to those Intellect roll. If the spell is of a level lower than
options shown on the Consumables table. yours, make the roll with a number of boons equal

21
to the difference in levels. If the spell is of a level INSCRIPTIONS
higher than yours, you make the roll with a number Spell Level Price Availability
of banes equal to the difference. If you have learned 1/2 5 sp Uncommon
the spell or you succeed on the roll, the inscription 1 1 gp Uncommon
2 2 gp Uncommon
disappears and you resolve the spell’s effects. On a
3 5 gp Rare
failed roll, make a luck roll and find the total of your 4 7 gp Rare
roll on the Inscription Mishaps table. 5 10 gp Rare
6 15 gp Rare
INSCRIPTION MISHAPS 7 20 gp Exotic
Luck Roll Effect 8 25 gp Exotic
1 or less You botch the reading and causing the 9 35 gp Exotic
inscription to explode. The explosion 10 50 gp Exotic
destroys the inscription and 1d6 damage
per level of the spell contained in the
inscription (minimum 1d6 damage) to Write an Inscription
everything in the zone. You can write and inscription of any spell you have learned
2–5 A misreading releases the magic contained provided you have the time and materials to do so. It takes a
in the inscription. The inscription is writing kit, something to hold the inscription such as a sheet of
destroyed and you take 1d6 damage per paper or table, one hour per level of the spell of which you
level of the spell contained in the would create the inscription, and special inks worth half the
inscription. final inscription’s price. The inks’ availability uncommon for an
6–9 You mispronounce or stumble over the inscription of level 2 or lower, rare for levels 3 to 6, and exotic
words causing the inscription to disappear for levels 7 and higher.
with no effect.
10 or more You nearly botched the reading, but
stopped yourself before you could ruin Vessels
the inscription. Nothing happens and the The painting of runes on and the speaking of mystic
inscription remains. words over an object can prepare it to hold magical
<INSERT ART @; INSCRIPTIONS; 1/4> effects. Each vessel is made for an object specifically
created for the spell it holds. It might have a fancy,
elaborate appearance or one plain and unassuming.
Typical vessels include statuettes, urns, decorative
boxes, wands, scepters, crowns, amulets, rings, and
other jewelry. The prices on the vessels table are for
those with a full complement of charges.
Using a Vessel: A vessel can have as many as 5
charges. When the vessel expends its last charge, it
becomes an ordinary object, albeit one of superior
craftsmanship. You can call forth the magic from the
vessel by performing the use an item activity, which
expends its charge and you resolve the effect.
VESSELS
Vessel Price Availability
Spell (level 1/2) 5 gp Rare
Spell (level 1) 10 gp Rare
Spell (level 2) 20 gp Rare
Spell (level 3) 50 gp Exotic

Vessel Descriptions
The following descriptions correspond to those
options shown on the Vessels table.
Spell Vessel When you use a spell vessel, you
expend a charge from it to cast the spell it contains
once.

Implements
Implements aid in the casting of spells. An
implement can make spells more accurate, more
potent, or offer the caster greater control and

22
flexibility in resolving their effects. Some Far Spell When you cast a spell that affects targets in an
implements grant special traits, use of talents, or adjacent or farther zone, you increase the range by one
zone.
produce other effects.
LEVEL 4
Attunement Required: To benefit from an Orbiting Orb As a minor action, you can release the orb so
implement, you must be attuned to it. You can that it orbits your head at a distance of a foot or two until
become attuned to any implement after you spend 1 you take from the air as a minor action. While in orbit, the
hour of uninterrupted contact with the implement, orb imposes 1 bane on rolls made against you from the use
during which time you do nothing else. of magic and grants you 1 boon on rolls to resist the effects
of magic.
Implement Properties: You must wear or carry
LEVEL 4
an implement to make use of its properties. Magic Finesse When you cast a spell whose effects affect
everything in a zone, you can exclude any number of
IMPLEMENTS creatures and objects from the spell’s effect. Excluded
Item Price Availability creatures and objects remain immune to the spell’s effect
Blade 1 gp R until the spell ends.
Orb 1 gp R
Skull 1 gp R
Staff 1 gp R Skull
Symbol, religious 1 gp R A skull might come from a humanoid, but any skull,
Talisman 1 gp R with proper preparation and treatment can serve as
Tome 1 gp R an implement. A skull implement appears
Wand 1 gp R blackened from the intricate patterning of runes
carved into surface. These same runes dance and
Implement Descriptions writhe whenever you cast a spell.
The following descriptions correspond to those
options shown on the Implements table. SKULL
Eyes of the Dead You can change your perspective so that
you see through the eyes of your skull instead of your
Blade own, provided the skull is within two zones of you.
A blade is a knife with a network of runes etched Changing your perspective counts as a minor action.
into its blade. The implement typically has a dyed LEVEL 2
leather wrapping around its hand that bears a Mind-Bending Magic When you roll against Intellect or
stamp of some kind. An unattuned blade uses the Will from casting a spell, you make the roll with 1 boon.
rules for a dagger. LEVEL 4
Dreadful Skull When you cast a spell, one creature targeted
BLADE by the spell must make a Will roll. The creature becomes
Melee, Off-hand, Swift frightened on a failure, or immune to this property for 1
Target One enemy in reach. day on a success. Once you use Dreadful Skull, you can use
Roll Strength, Agility, Intellect or Will against Agility it again 1 minute later.
Success 2d6 damage plus 1d6 damage per Attack Die spent. LEVEL 8
LEVEL 2 Summon Skull Wraith You can perform the Summon Skull
Enhanced Weapon You make rolls to attack with the blade Wraith magical activity once and you regain the use after
with 1 boon and the blade gains the keen property. you rest 8 hours.
LEVEL 4
Enervating Cut When the total of your successful roll from
the casting of a spell is 20 or higher, the target loses 1d6 SUMMON SKULL WRAITH
Health and you gain a bonus to your Health equal to the Requirement You hold the skull implement.
amount of Health the target is lost. You retain this bonus Target Your skull implement.
until you use Enervating Cut again or after you rest 8 Effect The skull becomes a skull wraith for 1 hour or until
hours. incapacitated. It counts as an ally and companion. The
LEVEL 8 skull wraith takes its turn when you do and you decide
Subtlest Knife You make rolls against targets of spells you what it does on each of its turns. It uses these rules:
cast with 1 boon.

Orb SKULL WRAITH LEVEL 4


A sphere of crystal, up to 6-inches in diameter and ATTACK
Claws One enemy in reach; Roll Agility (+3) with 1 boon
of any color, you can carry the orb in your hand, in
against Defense; Success 3d6 damage.
netting, or mount it atop a staff. TRAITS AND ATTRIBUTES
Awareness 1, Flier 1
ORB Undead
Illumination Whenever you cast a spell, the orb emits dim Strength 11 (+1); Agility 13 (+3)
light until you end it as a minor action. Defense 13; Health 42
LEVEL 2

23
Staff Symbol
A staff is a pole typically carved from the wood of an Mortals know the gods by the symbols that
ash, fir, hawthorn, oak, or some other tree and fitted represent them. Hence, the gods’ magic-using
with a decorative cap at one end. The cap might be a servants favor the symbols over other implements as
tangle of roots clutching a jewel, an animal head, a the symbols strengthen their associations with the
metal prong, a lozenge, disk, or some other kind of divine. Symbols can be made from precious metals
design. An unattuned blade uses the rules for a or materials associated with their gods. They take
dagger. the form of medallions hung on chains to be worn
around the neck or wrist, but they can also be
STAFF broaches, badges, or even appear on surcoats and
Melee, Swift
Target One enemy in reach plus, if you wield the staff in two
banners.
hands, one target per 2 Attack Dice spent.
Roll Strength, Agility, Intellect or Will against Agility
SYMBOL
Divine Fortune You make luck rolls with 1 boon.
Success 2d6 damage plus 1d6 damage per Attack Die spent.
LEVEL 2
LEVEL 2
Holy Symbol You can perform the Holy Symbol supernatural
Enhanced Weapon You make rolls to attack with the staff
activity a number of times equal to half your level and you
with 1 boon and the blade gains the Defensive +2 property.
regain expended uses after you rest 8 hours.
LEVEL 4
Charged Staff Your staff holds 3 charges. While the staff
holds a single charge, you can cause the cap at the end to HOLY SYMBOL LEVEL 2
emit bright light as a minor action until you drop the staff
Requirement You wield or wear a symbol to which you
or end it as a minor action.
When you would cast a spell, you can expend charges are attuned.
from the staff instead of expending the spell’s casting. You Target Each enemy demon, faerie, fiend, spirit, and
must spend a number of charges equal to the spell’s level. undead in your zone that can see you.
You regain all expended charges 8 hours from the time you Effect Roll a number of d6s equal to your level and
last use this property. compare the total to the Health of each target. If the
LEVEL 8 total equals or exceeds half the target’s Health score, the
Thunder Staff You can perform the Thunder Staff magical target becomes weakened until it overcomes the
activity at-will. affliction with a successful Will roll. If the total equals
or exceeds the target’s Health score, it drops to 0 Health
and collapses into a pile of greasy ash or into a
THUNDER STAFF dissipating cloud of foul-smelling smoke.
Requirement You hold the staff implement and expend 1
charge from it. LEVEL 4
Target Each enemy in your zone and in each adjacent Divine Power When you cast a supernatural spell, such as a
zone. Theurgy spell, or use a supernatural talent the symbol
Effect You slam the butt of the staff onto the ground to grants you 1 boon on rolls made as a result of casting the
spell and imposes 1 bane on rolls made to resist the effects
send a shockwave out in all directions. A target makes
of the spell or talent.
an Agility roll with 1 bane and, on a failure, falls prone.
LEVEL 8
<INSERT ART @; SYMBOL; 1/4> Symbol Blessing You can expend the use from the Holy
Symbol property as an action to allow one ally in your
zone to halve its current damage total as if it had healed
this damage.

Tome
Tomes are enormous books containing the secrets to
magical mastery. Sometimes known as grimoires
and books of shadows, they offer insights into the
mechanisms of magic and open the minds of those
who study their pages. Tomes have distinctive
construction to ensure no one mistakes their nature
and might have safeguards to keep their contents
secure from casual inspection. Some could have
locks and chains forged from cold iron wrapped
around them, others are bound in human leather,
bristle with nails, have animated mouths filled with
sharp teeth, or other curious characteristics. Most
tomes also have distinctive names that hint about
their contents such as the Grim Lexicon, The

24
Testament of Shakek-Ka, The Book of Whispers, and so Identification: Normally, a trinket’s seller how to
on. use it, but when found, identification of the trinket’s
properties might take some effort. When examined
TOME under the effect of a spell that reveals magical auras,
Magical Secrets When you can reference a tome, you have
the trinket shines with faint magic. Although spells
rare knowledge of all things magical.
When you would learn a spell, you can learn a spell can sometimes identify a trinket’s properties, often
from any tradition, but you can cast spells you have one must figure them out through
learned from traditions you have not discovered only if you experimentation—pushing buttons, shaking them,
can reference your tome. or simply using them in a manner that seems they
LEVEL 2 were intended to be used can all reveal their
Dread Knowledge While you can reference your tome, you
properties.
make Intellect rolls with 1 boon and you impose 1 bane on
rolls made against your Intellect. Limits on Use: You can have any number of
LEVEL 4 trinkets, but you can benefit from a number of
Tome Casting You can use this talent to cast a spell you have trinkets equal to 1 + your level. If you have more
learned but for which you have no castings remaining. than this number of trinkets, you must choose
Once you use this talent, you can use it again only after you which trinkets have no function each time you rest 8
rest 8 hours.
hours.
LEVEL 8
Unspeakable Magic When you cast a spell or use a magical Also, many trinkets require you to wear them. You
talent that would require you to make an Intellect roll can only wear one trinket on a particular part of
against the Intellect or Will of one or more targets, you your body and, if the trinkets come in a pair, you
make the roll with 1 boon. must wear both to gain their benefits. In other
words, you have to wear both gloves in a pair and
Wand you cannot benefit from two pairs of gloves at a
Prized for their ability to focus magic and make time.
spells more accurate, wands find use throughout the
known lands. A typical wand appears as a rod 12 to TRINKETS
Trinket Price Availability
18 inches long, about an inch in diameter at the Amulet of protection 25 gp R
handle, tapering down to a point. Some wands Apotropaic broach 100 gp R
appear straight, others crooked, some have Axe of carnage 50 gp E
adornments at the tip, others do not. Wands might Belt of scales 65 gp R
be made from wood, ivory, silver, or some other Belt of strength 80 gp R
material. Bloodthirsty blade 25 gp U
Bottomless bag 15 gp R
WAND Chameleon cloak 35 gp R
Magic Accuracy You make rolls against Agility from casting Circlet of thought 80 gp R
spells with 1 boon. Collapsible boat 50 gp E
LEVEL 2 Enchanted armor 10 gp* U
Seeking Spell When you fail a roll made from casting a spell, Enchanted weapon 10 gp U
you can use this property to discard the roll and roll again. Fire opal diadem 25 gp R
You must use the result of the second roll, even if it is Flaming sword 15 gp U
another failure. Once you use this property, you lose it Flying carpet 80 gp E
(luck ends). Ghost shoes 10 gp R
LEVEL 4 Gloves of climbing 5 gp U
Ricochet Spell When you fail a roll made from casting a Glow sphere 5 gp U
spell, you can use this property to roll against a different Helm of leadership 50 gp R
target within the spell’s range and apply its effects to that Icon of faith 35 gp R
target on a success. You make this second roll with 1 bane. Invulnerable plate 125 gp E
LEVEL 8 Kraken skull 35 gp R
Certain Spell When you make an attribute roll as part of Mantle of courage 80 gp R
casting a spell, you can use this property to add your Mask of tongues 15 gp R
attribute score instead of your attribute modifier to the roll. Night eyes 5 gp R
Once you use this property, you can use it again only after Ring of invisibility 125 gp E
you rest 8 hours. Scoundrel cloak 100 gp R
Serpent rope 15 gp R

Trinkets Shield of warding


Skeleton Key
25 gp
15 gp
R
R
Trinkets capture magical items created to produce Talisman 5 gp U
specific effects or to enhance an item’s normal Vicious hammer 65 gp R
Widdershins 100 gp E
capabilities. Some trinkets bestow traits for as long Winged shoes 50 gp E
as you wear or carry them, while others require you *Add this price to the price of a superior item.
to use them by performing the use an item activity.

25
<INSERT ART @; TRINKETS; 1/2H> Trinkets Descriptions
The following descriptions correspond to those
options shown on the Trinkets table.
AMULET OF PROTECTION LEVEL 4
The medallion hanging from the silver chain has the shape of
an open eye and is used to ward off evil influences.
Effect If you wear this amulet when you become cursed, roll
luck with 1 boon. On a success, remove the cursed
affliction from yourself.

APOTROPAIC BROACH LEVEL 9


Numerous lines form a complex pattern on this faintly glowing
broach.
Effect While you wear the broach, you have the Magic
Resistance trait.

AXE OF CARNAGE LEVEL 6


The wide, crescent shaped blade shows heavy use in its notches
and grisly stains.
Effect The axe of carnage uses the rules for an axe. Whenever
the total of your successful roll to attack with the weapon is
20 or higher, you can make a free attack that deals an extra
1d6 damage.

BELT OF SCALES LEVEL 6


A thin length of snake skin with a coiled serpent for its buckle,
it adjusts its size to fit the wearer.
Effect While you wear this belt, you have the Slippery trait.

BELT OF STRENGTH LEVEL 8


This wide, thick leather belt has a dinged and dented bronze
buckle. It resizes to fit its wearer.
Effect While you wear this belt, your Strength is 15 if it is
lower than 15.

BLOODTHIRSTY BLADE LEVEL 4


This sword features a long blade with a fuller down the center
to carry blood to its yawning mouth-shaped guard.
Effect This weapon uses the rules for a sword. When you use
it to attack an injured target, you make the roll with 1 boon.

BOTTOMLESS BAG LEVEL 3


A fine bag made from soft velvet, when you inspect the interior,
you find it has no bottom.
Effect The bag has a 1-foot-diamter open and can hold up to
20 objects of the opening’s diameter or smaller. Objects
placed in the bag have no weight. A creature placed inside
the bag vanishes, never to be seen again. Finally, if the bag
is torn, everything it carried falls out through the opening,
the magic dissipates, and the bag becomes an ordinary
scrap of fabric.

CHAMELEON CLOAK LEVEL 5


A hooded cloak of some fine gray fabric that moves like water
through your hands.
Effect If you become hidden while you wear this cloak, you
gain the Invisible trait until you are no longer hidden.

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CIRCLET OF THOUGHT LEVEL 8 Effect While you wear these gloves, you have the Climber
trait.
Sigils decorate this thin loop of silvery steel and the loop
stretches or shrinks to fit the head of its wearer.
Effect While you wear the circlet, your Intellect becomes 15 if GLOW SPHERE LEVEL 1
it is lower than 15.
A small, fist-sized orb of opaque white glass, it emits a soft light
at your command.
COLLAPSIBLE BOAT LEVEL 6 Effect While you hold the sphere, you can perform the use
an item activity to cause the sphere to emit faint or dim
What appears to be a small wooden cube unfolds when you
light until you dismiss it as a minor action.
speak the command word and becomes a boat.
Effect You can perform the use an item activity to speak the
command word, which causes a boat to appear on a HELM OF LEADERSHIP LEVEL 6
surface you can reach or the boat to fold itself back up into
A Morion helmet forged from steel and etched with images of
its cube shape.
weapons, it bestows a commanding presence on its wearer.
Effect While you wear this helmet, you grant 1 boon on rolls
ENCHANTED ARMOR LEVEL 2 made to attack by allies in your zone.
Magic enhances this superior suit of armor.
Effect Wearing this suit of armor grants you a +1 bonus to
Defense.
ICON OF FAITH LEVEL 5
A martyr’s likeness has been painted on this wooden board and
fills you with zealous fury.
ENCHANTED ARMOR LEVEL 2 Effect While you are not injured and carrying the icon, you
Magic enhances this superior weapon. make rolls to attack with 1 boon, but you are Will impaired.
Effect You make rolls to attack with this weapon with 1 boon.
INVULNERABLE PLATE LEVEL 10
FIRE OPAL DIADEM LEVEL 4 The plates making up this suit of armor have runes of warding
The bright jewel set in this headpiece gleams in the shadows etched into them.
and darkness. Effect Once per round, when you take damage while wearing
Effect While you wear the diadem, you emit faint light and, this armor, roll luck. On a success, you take no damage.
whenever you take damage from fire, roll 2d6 and reduce
the damage you take by the total of the roll (minimum 0
damage).
KRAKEN SKULL LEVEL 5
A helmet constructed from corroded copper and wrought to
look like a kraken, it adjusts its size to fit its wearer.
FLAMING SWORD LEVEL 3 Effect While you wear this helmet, you have the Amphibious
The blade of this sword has a wavy edge and feels warm to the and Swimmer traits.
touch.
Effect This weapon uses the rules for a sword. While you
hold it, you can, as a minor action, cause the blade to catch
MANTLE OF COURAGE LEVEL 8
fire for 1 minute. Your attacks with this weapon deal an One feels new courage while wearing this dark blue shirt.
extra 1d6 damage from the flames. Once you use this Effect While you wear the mantle, you have the Fearless trait.
property, you can use it again after 1 hour.
MASK OF TONGUES LEVEL 3
FLYING CARPET LEVEL 8 A delicate porcelain mask changes shape when worn to match
Unrolling the carpet reveals a distinctive weave showing the contours of your face.
colorful birds in flight. Effect While you wear the mask, whenever you speak,
Effect An unrolled carpet is 9 feet wide and 12 feet long. It’s anyone who hears you and knows at least one language
large enough to seat six human-sized creatures. understands what you say.
The first creature to sit upon the carpet and speak the
command word becomes the pilot and grants the carpet
the Flier 3 (hover) trait. Performing the use an item activity
NIGHT EYES LEVEL 1
allows the pilot to fly the carpet in any direction. A pair of spectacles with black lenses that clear in shadowy
conditions.
Effect While you wear the night eyes in an area of bright
GHOST SHOES LEVEL 2 light, you cannot see. If you wear them in areas of dim or
The soft shoes have padding on the soles and adjust their size to faint light, you have the Night Vision trait.
fit the wearer’s feet.
Effect While you wear the shoes, you have the Silent trait.
RING OF INVISIBILITY LEVEL 10
A simple gold band feels heavy when held.
GLOVES OF CLIMBING LEVEL 1 Effect While you wear the ring, you have the Invisible trait to
These leather gloves fit snug over the hands and with a gesture all creatures other than spirits and undead. Putting it on
they sprout bristling spines to secure your grip. and taking it off counts as a minor action.

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SCOUNDREL CLOAK LEVEL 9
A cloak of many colors, it shimmers in the light. TALISMAN LEVEL 1
Effect While you wear the cloak, you have the Teleport 2
trait. A protective charm attached to a chain for wearing around the
neck or wrist.
Effect If you are wearing a talisman when you make a luck
SERPENT ROPE LEVEL 3 roll, you can use the trinket to make the roll with 1 boon. If
The slender cord of this 50-foot length of rope looks too thin to the roll fails, the talisman loses this property until the end
of the adventure or downtime period. The talisman also
bear any weight, but it shows itself stronger than that woven
loses this property after its used three times.
from hemp.
Effect You can speak the command word when you perform
the use an item activity and then direct the rope to knot or VICIOUS HAMMER LEVEL 7
untie itself, to gather itself in a tidy coil, or send one end
The warhammer’s head has notches and grooves on either side
slithering up or across a surface and attach its end to
something at the top or side. to rend the flesh even as it shatters bone.
Effect This weapon uses the rules for a warhammer.
Whenever you deal damage with it, you roll one additional
SHIELD OF WARDING LEVEL 4 time and use the highest amount.
A heavy shield with a heraldic device depicting a stone tower.
Effect While you wield this shield, you impose 1 bane on rolls WINGED SHOES LEVEL 6
made to attack allies in your reach.
Tiny feathered wings sprout from the sides of these soft, leather
shoes.
SKELETON KEY LEVEL 3 Effect While you wear these shoes, you take no damage from
A hand-sized key carved from bone with a skull-shaped handle, landing after a fall and you ignore challenging terrain on
the ground when you move.
it fits into any lock.
Effect You can perform the use an item activity and place the
key inside a lock you can reach. The lock unlocks or locks
as you choose. Each time you use the key after the first,
WIDDERSHINS LEVEL 9
make a luck roll. On a failure, the key breaks and its magic A doorknob made from gold and wrought into the form of a
departs. grinning fey face.
Effect When you place the doorknob on a flat surface and
<INSERT ART @; TRINKET; 1/4> turn the knob counter-clockwise while thinking of a zone
you have visited at least once before, an outline of a door
forms in the surface and a door up to 7 feet tall and 3 feet
wide opens on the surface and connects to a surface of the
Sage’s choice in the zone you imagined. The door remains
open until you close it and turn the knob clockwise, which
causes the door to disappear.

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