Wealth is abstracted into "Silver" and "Gold." 1 Gold is equal to 10 Silver. Technically, the character may not have a single piece of silver or gold on them. However, this abstraction roughly identifies the value of the assets they possess. It is assumed that in downtime the character reorganizes their wealth into currencies or assets that they could reasonably manage (such as by using bank notes).
A PC is considered "poor" if she has 0 Silver, which may result in fine-grained resource handling at the discretion of the GM. Otherwise, PCs can ignore most purchases below 1 Silver within reason, as long as it doesn't become excessive (GM's discretion). If a PC makes several small purchases that would collectively be valued at a single silver piece, it would be the same as purchasing something that is 1 Silver.
|1 Silver||A sword, a leather chestpiece, well-crafted bracers, a laborer's service for a month, a month of nice rent and good food, etc.|
|1 Gold||A full set of plate mail, a laborer's service for a full year, a low-tier slave, a good work horse, a year of nice rent and good food, etc.|
|5 Gold||An average-sized farm, a beautiful house in the city, two top-tier slaves, etc.|
|10 Gold||A small team of trained war horses with armor, a large farm, a squad of five fully-equipped elite mercenaries for a year, a legendary-quality weapon, etc.|
|50 Gold||A large multi-story estate or manor in the city, a large ship complete with supplies, etc.|
|100 Gold||A minor magical artifact, etc.|
|1000 Gold||A unit of 1000 fully-supplied soldiers in service for a year, a major magical artifact, etc.|
|10,000 Gold||A large fortress, a full suit of magical armor, etc.|
Players can simplify their equipment lists by purchasing "kits." Kits include a variety of items, and the quality of each item in the kit is equal to the quality of the kit itself. The GM can decide what kits are allowed, how much they cost, and what contents are available in each kit.
|Kit Example||Example Contents|
|Adventuring Kit||Weapon, armor, casual attire, outdoor attire, footwear, pouch, moneybag, fire-starting supplies, utility knife, grooming supplies, rope, etc.|
|Blacksmith Kit||Hammer, anvil, vise, grips, tongs, heavy gloves, buckets, etc.|
|Crafting Kit||Hammer, saw, chisels, carving knives, thread, needles, thimbles, etc.|
|Forgery Kit||Several pens and brushes, many parchments and papers, etching tools, magnifying glass, dyes, etc.|
|Heavy Labor Kit||Pick, axe, shovel, saw, heavy work boots, heavy gloves, rags, water skin, bucket, chisel, utility knife, machete, etc.|
|Hunting Kit||Wire, bait, traps, fishing gear, rope, utility knife, carving knives, etc.|
|Infiltration Kit||Lock picks, glass cutters, crowbar, listening cone, rope, grappling hook, etc.|
|Medical Kit||Salves, bandages, herbs, rags, small medical tools, etc.|
|Religious Kit||Holy symbol, holy water, religious texts, religious clothing, religious tome, offerings, prayer book, etc.|
|Social / Disguise Kit||Multiple outfits, makeup, grooming products, wigs, mirror, glasses, jewelry, etc.|
|Travel Kit||Pack mule (or mount), compass, sextant, hunting and fishing gear, trapping equipment, cooking supplies, travel packs, two-person tent, climbing and rappelling equipment, etc.|
|Writing / Art Kit||Notebook, parchments, quills, calligraphy pens, ink, paintbrushes, paints, oils, scroll case, etc.|
|Wizard's Kit||Wizard's bag, aurostone ring, spell book, wand, component pouch, components, grimoire, symbols, crystals, scrolls, rare ingredients, etc.|
The majority of kits and pieces of equipment are considered "standard" quality, and receive no bonuses or penalties when being used. However, some may have qualifiers on them that modify their value and the corresponding advantages that they receive.
• Exceptional quality items are rare and expensive, but possess extra functions. An exceptional sword might be silent when the blade is drawn or be secretly concealed in a cane. Exceptional items provide useful role-playing advantages, but do not provide mechanical bonuses (such as extra damage or soak).
• Legendary quality items far exceed the quality of exceptional items. They gain mechanical advantages such as +1 damage (weapons), +1 soak (armor), or an advantage when used, or +1 to certain skill tests. However, most are far too rare and expensive for anyone but rich nobles to afford – they are usually owned by powerful lords, generals, archmages, and other notable figures.
• Poor quality items are often hacked together to create a makeshift solution, or created by someone with low skill. They are ineffective and may have penalties when used.
|Unarmed||1d3||+2 IP for the round, +1 die bonus to gambits & called shots|
|Makeshift Weapons||1d6||+1 IP for the round, +2 die bonus to gambits & stunts|
|Bludgeon||1d6+1||+1 Parry (+1 die when parrying), +2 die for knockback gambits|
|Heavy Bludgeon||1d6+2||Requires Two Hands, +2 die bonus for knockback gambits|
|Small Blades||1d4+2||+1 IP for the round, +1 die bonus to gambits & called shots|
|Long Blades||1d4+3||+1 Parry (+1 die bonus when parrying)|
|Heavy Blades||2d4+1||Pierce 1, Requires Two Hands, -1 die penalty|
|Impact Weapons||1d6+1||Pierce 2|
|Chopping Weapons||1d8+1||No bonus|
|Heavy Weapons||2d6-1||Pierce 2, Requires Two Hands, -2 die penalty|
|Pole Weapons||1d6+1||Pierce 2, Requires Two Hands, +2 die bonus vs. mounted units|
|Whips||1d3+1||Short Range, +1 die bonus to gambits|
|Exotic Weapons||2d6-1||-3 die penalty, Requires Custom Proficiency|
|Crossbow||1d8+1||Pierce 3, costs 4 IP to reload|
|Heavy Crossbow||1d10+2||Pierce 5, Turret (stationary), costs 8 IP (or full turn) to reload|
|Thrown Blades||1d4||Short Range Only, +2 IP for the round|
|Thrown Poles||1d4+2||Short Range Only, Pierce 1|
|Thrown Binds||N/A||Short Range Only, +1 die bonus for gambits|
|Projectiles||?||+2 IP for the round|
|Poor||Pierce -1, or -1 Damage if weapon cannot pierce|
|Legendary||Pierce +2, or +1 Damage, or +1 die bonus to attacks, or +1 IP per round|
Armor may complicate certain actions at the discretion of the GM, such as athletic stunts and stealth.
|Light or Mixed||0||+1 die bonus to defense||Leather armor, studded armor, etc.|
|Medium||1||Chain mail, ring armor, etc.|
|Heavy||2||-1 die penalty to defense||Plate mail, scale mail, etc.|
|Superheavy||3||-2 die penalty to defense||Extra thick plate mail, beast scale mail, etc.|
|Supernatural||4||-3 die penalty to defense||Thick exoskeleton, alchemical battle suit, etc.|
|Light Shield||1||+1 Parry (+1 die bonus when parrying)|
|Heavy Shield||2||+2 Parry (+2 die bonus when parrying), -1 die penalty to offense|
|Poor||-1 Soak (to minimum of 0) or -1 die penalty to combat|
|Exceptional||+1 Parry (+1 die bonus when parrying)|
|Legendary||Soak +1, or automatic +1 Defense|