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Sample Article 5 of Wares & Weapons
Sample Article 5 of Wares & Weapons
Article 5
BOOK CREDIT
Book Credit is similar to bartering and using this DISPOSITIONS ARE HANDLED by the
method, a character can quickly outfit themselves with Historian, but you can find more information
needed goods. It is a form of credit a character can enact about them in Article 6: Narrative Tools.
with a legitimate merchant to pay back money owed
within an appointed time. You can make a Negotiate
Check to determine the amount of money and length of
time to pay it back.
NEGOTIATE CHECK
CLOTHING
COMMODITIES PRICE COMMODITIES PRICE FUR TRADE PRICE FUR TRADE PRICE
Ale by gallon 8p Rum by gallon (Colonial) 15s Alligator hide 10s Large cat pelt 11s
Allspice by pound 2s Rum by gallon ( Jamaican) 20s Ant mandible 5p Mammoth hide £3
Beef by pound 1p Rum by gallon (New England) 11s Badger hide 2s Mink pelt 1s
Bread loaf 1p Rum by gallon (West Indies) 16s Bat hide 5p Moose hide £2
Butter by pound 9p Snuff by pound £2 Bear hide £3 Mountain lion pelt 11s
Cheese by pound 4p Sugar by pound 1p Beaver skin 8s Otter skin 8s
Chocolate by pound 2s Tea by pound (Congo) 6s Bison hide £1 Owl feathers (by pound) 18p
Cider by barrel £2 Tea by pound (Hysea) 2s Black Shuck pelt £1 Pig skin 5s
Cider by cask 5s Tea by pound (Hyson) £1 Bobcat pelt £1 Poisonous snakeskin 6p
Cider by gallon 4p Tea by pound (Imperial) 15s Carcajou pelt 1s Raccoon pelt 2s
Cinnamon by pound £1 Tobacco by pound (cut) 7p Coyote pelt 6p Rat pelt 1p
Coffee by pound £1 Tobacco by pound (leaf ) 11p Deer pelt 3s Raven feathers (by pound) 10p
Mace by ounce 2s Tobacco by pound (pigtail) 10p Dog pelt 6p Sabertooth tiger hide £3
Milk by gallon 1p Wheat by bushel 13s Eagle feathers (by pound) 1s Shark hide £1
Molasses by gallon 18s Whiskey by gallon 10s Feathers (by pound) 18p Spider carapace 2s
Mutton by pound 1p White ginger by pound 1s Fox pelt 4s Swarm shells 1p
Nutmeg by pound 2s Wine by gallon (Madeira) 16s Giant constrictor snakeskin £1 Walrus hide 8s
Pepper by pound 3s Wine by gallon (white) 4s Grizzly bear hide £3 Whale skin £3
Pork by pound 6p Wine by gallon (sweet) 3s Horse hide 16s Wolf pelt 1s
Potatoes by bushel 11s Kraken skin £6 Woodchuck skin 4s
WARES & WEAPONS
Bonfire NONE 3 hours 1 to 30 yards 31 to 59 yards 60 yards+ Bottle of sherry 1s Pot of Hyson tea 10p
Bottle of spirits 10s Pot of Imperial tea 7p
Campfire NONE 9 hours 1 to 15 yards 16 to 39 yards 40 yards+
Bottle of wine (Average) £1 Provisions by day 4p
Candles (10) 1p 3 hours 1 to 5 yards 6 to 9 yards 10 yards+
Bottle of wine (cheap) 3s Room & board (private room) 3s
Lamp 1s 6 hours 1 to 5 yards 6 to 19 yards 20 yards+
Bottle of wine (Superior) £3 Room & board (common area) 10p
Lantern 3s 6 hours 1 to 15 yards 16 to 39 yards 40 yards+
Gambling ante (Average) 1s Room & board (stables) 2p
Match (20) 1s 1 minute 1 yard 2 to 4 yards 5 yards+ Gambling ante (Superior) 3s Shot of rum 1p
Oil pot 5p 3 minutes 1 to 5 yards 6 to 9 yards 10 yards+ Gambling ante (Inferior) 6p Shot of sherry 1p
Torch 1p 1 hour 1 to 10 yards 11 to 29 yards 30 yards+ Game of betting (cockfighting & boxing) 2p Shot of whiskey 2p
Game of debate FREE Snuff by pinch 1s
Game of ninepin (bowling) 3p Supper & breakfast (Average) 3p
L I T E R A RY N E E D S
Pitcher of ‘flip’ (beer, molasses & water) 2p Supper & breakfast (Superior) 9p
LITERARY NEEDS PRICE LITERARY NEEDS PRICE
Pitcher of punch (tea, lemon & rum) 1p Supper & breakfast (Inferior) 1p
Book (ancient history) £10+ Magazine 1s
Pitcher of ale 1p
Book or ledger (blank) £1 Magnifying glass £1
Pitcher of cider 1s PROVISIONS, NOT RATIONS
Book (esoteric topics or fiction) £5+ Map (local) 10s
Pitcher of milk FREE One day’s provisions will provide one character
Book (foreign languages or law) £5 to £8 Map (regional) £1 beans, bread, a candle, cider, meat, milk, oats, rice,
Pitcher of water FREE
Book (occult topics) £10+ Map (world) £10 salted meat and soap. One day’s provisions weigh
Pot of coffee 5p 1 Encumbrance.
Book (one topic) £3 Microscope £20
Pot of Congo tea 3p
Broadsheet newspaper 5p Pamphlet 8s
Pot of Hysea tea 1p
Broadside poster 1s Passport £15
Calendar 4p Pigment by pound (any color) £1
Chalkboard 3s Printing press £75
WARES & WEAPONS
TOOLS
COLD IRON: This weapon is considered to be magic. PUNISHING: When dealing Damage with this weapon, STRANGLING: After hitting a foe with this weapon CONE, BURST & EXPLOSION TEMPLATES
When you deal Damage against Abyssal foes, they suffer optionally spend 1 AP to roll an additional 1D6 Fury (but before Damage is dealt), they must Resist using Some weapons affect multiple targets at once. In
an equal amount of Peril. Critically Failing to hit with Die. Toughness or be caught in a Chokehold. Whenever they these cases, refer to one of the Template types below:
this weapon destroys the weapon. Resist, they must flip the results to fail. If the weapon
REACH: When a foe Charges or Runs to Engage or Cone Template: Extends straight in a 16
also has the Sweeping Quality, choose which you want
CUMBERSOME: While carrying this weapon, you disengage with you, make a Counterattack with this yard line from where you stand, 1 yard wide
to use whenever you hit.
cannot Charge, Maneuver or Run. weapon. at its starting point and 5 yards wide at its
SUPERIOR: Add +5% Base Chance to hit with this endpoint. You can aim weapons that reference
DEFENSIVE: When using this weapon to Defend REPEATING (*): This weapon can be fired a number
weapon. the Cone Template, so that it can be used
against melee weapons, add +10% Base Chance. of times equal to the value in parenthesis (e.g. 3) before
to hit foes only. However, you will need to
needing to be Loaded again. Spend 2 AP to Load one SWEEPING: After hitting a foe with this weapon
DEVASTATING: When you inflict Injuries with this succeed at an Awareness Test to not harm
ammunition. (but before Damage is dealt), they must Resist using
weapon, they are always treated as Grievous Injuries. allies.
Coordination or be knocked Prone. Whenever they
RUINED: This weapon suffers -3 to Total Damage
FAST: Foes suffer a -10% Base Chance to Defend Resist, they must flip the results to fail. Burst Template: Bursts outwards in a circle
until repaired. Repair costs 25% of retail value. If this
against attacks you make with this weapon. When with a diameter of 6 yards in all directions.
weapon is already Ruined and is once again Ruined, it is THROWING: This weapon cannot take advantage of
dealing Damage, reference [AB] instead of [CB]. Select a point of origin within your line
destroyed instead. Medium, Long or Extreme Distances.
of sight and the Burst then takes effect. A
HOLY: This weapon is considered to be magic. It deals
SKEWERING: When this weapon is held two-handed VICIOUS: When determining if a foe is Injured with Burst affects both allies and foes alike. The
2D10+2 Damage to threats classified as Abyssal or
and you successfully hit a foe (but before Damage is this weapon, roll an additional 1D6 Chaos Die. Historian will determine who is affected.
Supernatural. Exceptions may be made by the Historian.
dealt), they must Resist using Resolve or be Disarmed.
It is otherwise treated as a magical improvised weapon. WEAK: This weapon cannot inflict Grievous Injuries. Explosion Template: Explodes outwards in
Whenever they Resist, they must flip the results to fail.
a circle with a diameter of 10 yards in all
IMMOLATE: After you deal Damage with this weapon,
SILENT: Whenever you are Hidden and make an directions. Select a point of origin within
it is extinguished but the foe does not suffer standard
Attack Action using this weapon, optionally spend 2 AP your line of sight and the Explosion then
Injuries. Roll Chaos Dice as you normally would, but if
to make a Stealth Test to try hiding again as a Reaction. takes effect. An Explosion affects both allies
any land on face ‘6,’ they are On Fire instead (see Article
and foes alike. The Historian will determine
8: Healing, Hazards & Horror). SILVER: This weapon is considered to be magic. When
who is affected.
you deal Damage against Supernatural foes, they suffer
INACCURATE: This weapon cannot take advantage of
an equal amount of Peril. Critically Failing to hit with Hard barriers limit areas over which Templates
Long or Extreme Distances.
this weapon destroys the weapon. take effect. However, soft barriers such as bushes,
INFERIOR: When attacking with this weapon, you trees and the like will not. The best rule of thumb
SLOW: Foes gain a +10% Base Chance to Defend
suffer a -5% Base Chance to hit. to follow is that if the barrier totally prevents
against attacks you make with this weapon.
line of sight, it will limit the area of effect for the
PISTOL: You can make a Counterattack using this
SMOKE: As this weapon lands, it emits smoke in a Burst Template, reshaping it to meet the constraints of
weapon, and can make Attack Actions with it while
Template, creating Heavy Obscurement. Combatants the space available. As an example, a duck-foot
Engaged. In addition, this weapon’s Fury Dice do not
inside cannot take advantage of Medium, Long or pistol can be fired through a crate of bottles, but
explode to deal additional Damage at Medium & Long
Extreme Distances. Additional modifiers may be put in not through a wooden palisade.
WARES & WEAPONS
RANGED STATS continued FUSED GRENADE: It is a hollow iron ball packed with TURN-OUT PISTOL: This pistol does not require
ENCUM- gunpowder, ignited using a string fuse. When detonated, loading the conventional way: wadding, powder, shot and
RANGED SKILL TO AMMO
WEAPONS HIT
HANDLING LOAD
TYPE
DISTANCE DAMAGE QUALITIES BRANCE PRICE the ball shatters, sending iron shards in all directions. shoved down with a ramrod. Instead, a turn-out pistol’s
VALUE
barrel is unscrewed, allowing both the powder and shot
Accurate, Black- FUSED GRENADE MORTAR: This is the ubiquitous
Pennsylvania Martial 12+[PB] to be loaded into the firing chamber.
2H 4 AP Bullets [CB] powder, Punish- 4 £6 ‘grenade lobber.’ Though it looks like a blunderbuss, it
Longrifle Ranged yards
ing fires a grenade much further than it is typically thrown. DID YOU KNOW?
Simple 1+[PB] Bomb, Break, GIRARDONI AIR RIFLE: These curious devices As the camp quiets, militia and soldiers melt bullet
Powder Bomb 1H 1 AP NONE NONE 1 £1
Ranged yards Smoke
are powered by pneumatics, producing little noise molds to create their own bullets. With a disk of
Accurate, and no smoke. However, they also have one decisive lead, a bucket of water and bullet mold, it takes an
Martial
15+[PB] Blackpowder, disadvantage: empty reservoirs must be refilled using a hour to create 20 bullets.
Rampart Gun Ranged or 2H 6 AP Bullets [CB] 6 £10
yards Cumbersome,
Warfare large air-pump, which is not portable.
Devastating
Simple 3+[PB] Blackpowder, MUSKETOON: This is a shorter version of the fowler
Screw Pistol 1H 3 AP Bullets [CB] 1 £2
Ranged yards Pistol, Weak musket. Its shorter length means even less accuracy but AMMUNITION
Martial 9+[PB] offers the possibility to reload while on the back of a
Selfbow 2H 1 AP Arrows [AB] Fast, Silent 2 5s horse or in confined spaces.
Ranged yards AMMUNITION PRICE
M E L E E S TAT S
ENCUM- ENCUM-
MELEE SKILL TO AMMO MELEE SKILL TO AMMO
HANDLING LOAD DISTANCE DAMAGE QUALITIES BRANCE PRICE HANDLING LOAD DISTANCE DAMAGE QUALITIES BRANCE PRICE
WEAPONS HIT TYPE WEAPONS HIT TYPE
VALUE VALUE
Agricultural Simple Engaged or Sweeping, Slow, Infantry Martial
2H 0 AP NONE [CB] 2 3s 1H 0 AP NONE Engaged [CB] Defensive 1 £3
Tool Melee 1 yard Weak Sword Melee
Simple Simple Me-
Pummeling, 0 AP
Bare-handed Melee or 1H or 2H 0 AP NONE Engaged [BB] NONE NONE lee (Simple Engaged or Fast, Throwing,
Slow Knife 1H (1 AP NONE [AB] 1 4s
Athletics Ranged 1+[PB] yard Weak
thrown)
thrown)
Martial Engaged or Socketed, Vi-
Bayonet 2H 1 AP NONE [CB] 1 8s
Melee 1 yard cious Simple Defensive, Slow,
Loaded Stick 1H 0 AP NONE Engaged [CB] 1 3s
Melee Weak
Simple
Pummeling,
Blackjack Melee or 1H 0 AP NONE Engaged [BB] 1 6p Simple Me-
Silent, Slow 0 AP
Athletics lee (Simple 3+[PB] Fast, Throwing,
Spear 1H or 2 H (1 AP NONE [AB] 1 2s
Ranged yards Weak
Martial thrown)
Boarding Axe 1H or 2H 0 AP NONE Engaged [AB] Backslash, Fast 1 7s thrown)
Melee
Martial Engaged or Reach, Skewer-
Martial Spontoon 2H 0 AP NONE [CB] 2 10s
Cavalry Sabre 1H 0 AP NONE Engaged [CB] Backslash, Slow 1 £5 Melee 1 yard ing
Melee
Simple Break, Cold Iron,
Simple Stake 1H 0 AP NONE Engaged [BB] 1 3p
Melee Pummeling
Garrote Melee or 2H 0 AP NONE Engaged NONE Silent, Strangling 1 1s
Athletics Martial Me-
0 AP Engaged
lee (Martial
Martial Tomahawk 1H (1 AP NONE or 1+[PB] [CB] Throwing 1 10s
Ranged
Melee 0 AP thrown) yards
Gunstock Engaged or Backslash, thrown)
(Martial 1H or 2H (1 AP NONE [CB] 2 9s
Club 1+[PB] Throwing
Ranged thrown) Simple Break, Immolate,
Torch 1H 0 AP NONE Engaged [BB] 1 1p
thrown) Melee Pummeling
Hanger Simple Simple
1H 0 AP NONE Engaged [CB] Weak 1 £1 Defensive, Pum-
Sword Melee War Shield Melee or 1H 0 AP NONE Engaged [BB] 2 1s
meling, Slow
Athletics
Simple
Melee 0 AP Engaged Martial Engaged or
Fast, Skewering, Zweihänder 2H 0 AP NONE [CB] Punishing, Reach 3 £12
Harpoon (Simple 1H or 2H (1 AP NONE or 1+[PB] [AB] 2 3s Melee 1 yard
Throwing, Weak
Ranged thrown) yards
thrown)
Simple Ranging from useful tools Slowly coming into use among the British
Hatchet 1H 0 AP NONE Engaged [CB] Slow, Weak 1 10p AGRICULTURAL TOOL: BAYONET:
Melee
such as pitchforks, scythes and sledgehammers, these Army, the bayonet is uncommon in 1776. It employs
WARES & WEAPONS
Simple
1776. Real weapons are far more effective, but a cross to favored by robbers. This little weapon is used to knock
Melee 0 AP Engaged Histo- the jaw, roundhouse kick to the kidney or knee to the out an opponent quickly and quietly.
Break, Pummel-
Improvised (Simple 1H or 2H (1 AP NONE or 1+[PB] [BB]
ing, Throwing
1 rian’s groin sometimes speaks louder than words alone.
Ranged thrown) yards decision BOARDING AXE: This naval weapon is used to cut nets,
thrown) slash rigging and smash through cabin doors. It is an
easy, inexpensive multitool for Privateers.
CAVALRY SABRE: Mainly used by Cavalry, these KNIFE: As a proper multipurpose tool, knives are carried CANNONS & OTHER WAR MACHINES? CRAFT ITEM
swords are designed for chopping at an opponent. Sabres by every person, spanning all cultures. Knives are meant This game is not one of large-scale siege warfare. This may take a while ...
are easily distinguished because the back of the blade is to be used in close quarters but can be thrown in a pinch. Instead, it concentrates on characters’ personal
CRAFT ITEM CHECK: When you intend to make your
serrated and used to slash back and forth quickly. trials. War machines will be more explicitly
LOADED STICK: Whether called a club, a shillelagh, own goods or weapons, make a Survival or Tradecraft
detailed in a future supplement.
GARROTE: Made from cat muscle or steel wire stone-headed club or a walking stick with an iron head, Test (the Historian will make this determination for
To answer a final question: how much Damage
attached between two spools, this is the quintessential these weapons are often innocuous, carried openly. you). Depending on the Grade you want to make, the
does a cannon do to a character? Enough to render
assassin’s weapon. Skilled assassins can put people ‘to Difficulty Rating eases or worsens:
SPEAR: Used for hunting, on horseback and for war, the them Slain! without a chance to Defend. Or—to
sleep’ permanently, whereas the unskilled will butcher
a victim’s neck in the process, to the sound of much
spear remains a versatile weapon. put it another way—force the British Empire to K Inferior Goods: (Easy +20%) Skill Test
surrender Boston to the Rebels on March 17, 1776.
gurgling and screaming. SPONTOON: Despite its archaic appearance, this short, K Average Goods: (Standard +/-0%) Skill Test
halberd-bladed spear is used by the British Empire.
GUNSTOCK CLUB: This unusual weapon is found in
It is used to defend a regiment’s colors against cavalry K Superior Goods: (Hard -20%) Skill Test
Indigenous warriors’ hands, made in a musket shape and C R A F T I N G WA R E S
attacks and held crosswise behind their rank-and-file to EFFECT: If successful, you’ve created the item and can
sporting a sharpened stone or heart-shaped metal blade. & WEAPONS
discourage soldiers from breaking. add any one additional Quality to it if it’s a weapon.
HANGER SWORD: Shoddy and more for show than There will come a time when your character will want to If failed, you recover the raw material and can try
STAKE: Tipped with cold iron, these unusual weapons
any real fighting, hanger swords are used in duels for gather the raw materials themselves to create their own again, following the time to craft outlined in Other
are carried by superstitious people.
reputation. items or weapons. While a generally laborious process, Considerations.
TOMAHAWK: Traditionally made of hickory with a crafting items can save a fortune, depending on the
HARPOON: Used by whalers and found only in CRITICAL SUCCESS: You can also remove any one
stone or metal blade, the tomahawk is used as a weapon Grade of the item you intend to craft.
maritime areas, the harpoon can make an effective Quality from the weapon (unless it’s the Break Quality).
and sometimes a ceremonial tool.
weapon against humans as well. Six feet long overall, it CRAFTING PHARMACOPEIA? If the item was intended to be Inferior or Average, it is
consists of a massive wooden shaft about five feet long TORCH: Swabbed in oil and cloth, torches are used upgraded to Superior.
Details regarding drugs, laudanum, smelling salts,
and terminating with an iron tip and cruel barb. to light the path and sometimes repurposed as cruel
tincture and other rare substances is covered in CRITICAL FAILURE: You ruin the raw material and
weapons against the wronged.
HATCHET: Hatchets are small, handheld axes used for Article 9: Hexenmeister’s Almanack. must purchase it again.
clearing trails, foraging and a variety of other survival FLAMING ARROWS & OTHER CONSIDERATIONS: The time it takes to craft
skills. An excellent multi-purpose blade, it allows the BURNING WEAPONS
GRADE items varies—for every pound (£) or less the item costs
lightweight hatchet to be readily carried on a belt or into
Using a bandage and a pot of oil, you may impart typically, it takes one day to craft. Simply divide the
a fight. All crafted objects have a Grade assigned to them, which
the Immolate Quality to 9 arrows. You can also object’s cost in pence (p) to determine if you can craft
will reflect the cost of raw materials and the benefits the
HOLY WATER: Blessed by all faiths’ clerics, these grant the Immolate Quality to melee weapons more than once per day. You may bring on help to reduce
item confers to you:
sacred water bottles are harmful to spirits and devils. or ranged weapons that possess the Throwing the time to craft by one day per helper (up to 9 helpers).
It otherwise shatters into shards of glass and harmless Quality, but they immediately gain the Ruined K Inferior (25% of cost): Increase Encumbrance Value The Historian will make the final call on raw materials,
water when thrown at people of this realm. Quality upon dealing Damage. by 1 resources and time needed to craft an item.
To ignite a weapon, you must Load for 2 AP.
HORSEWHIP: Used to drive cattle and horses, these
Ignited weapons remain lit for 9 minutes before K Average (50% of cost): no benefits RESELLING NEWLY CRAFTED
WARES & WEAPONS