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Equipment

Equipment can be modified using either the Crafts or Performance skills, depending on the nature of the enhancement. Each peice of Equipment listed below is assumed to be of Average(+1) quality, lower quality equipment can be purchased at -1 Cost but gain an aspect as determined by the GM. Higher quality equipment is available as well with costs dependent on if the addition is an aspect or skill bonus.

Every peice of equipment has an aspect that is the name of the equipment. So if you have a Great Sword listed as equipment, then its aspect is “Great Sword.” This aspect may be compelled or invoked as normal.

Armor

Armor can absorb a consequence instead of you when it is being worn properly. In addition the Armor Training stunt allows armor to “soak” stress as well.

Type Cost Consequence Examples
Light Average(+1) 1 Mild Leather, Fur, Studded, Cuir-bouilli
Medium Good(+3) 1 Moderate Mail, Splint, Banded
Heavy Superb(+5) 1 Minor, 1 Moderate Brigandine, Plate

Shields

A shield can also grant a defensive bonus through the use of the Shield Training stunt.

Type Cost Bonus1) Consequence
Hand Average(+1) 1 Mild
Small Fair(+2) 1 Mild
War Good(+3) 1 Moderate
Tower Great(+4) 1 Mild, 1 Moderate

Weapons

Using a weapon may grant its wielder a damage bonus to the amount of stress that they cause when using the attack action. In order to gain the damage bonus you must at least succeed on your attack to inflict Physical Stress upon the target.

Range is the number of zones that the weapon can reach when using the Shooting skill. The weapons are not broken out in a huge list of various weapons with little differences, instead they are categorized in broader strokes. Narration determines what weapon can be used with Shooting - Crossbow (yes), Great Sword (no).

Type Cost Damage Range Examples
Light Mediocre(+0) 0 1 Hand Axe, Dagger, Javelin, Cestus, Main Gauche
Medium Fair(+2) 1 2 Flail, Morning Star, Broadsword, Bow, Staff, Rapier
Heavy Great(+4) 2 2 Great Axe, Great Sword, Longbow, Crossbow

Mounts, Conveyance, and Structures

  • Maintenance cost rolled monthly, failure result in negative aspect
Item Cost Maintenance
Donkey Fair(+2) Mediocre(+0)
Riding Horse Good(+3) Average(+1)
War Horse Superb(+5) Good(+3)
Cart Great(+4) Average(+1)
Carriage Epic(+7) Good(+3)
Canoe Fair(+2) Mediocre(+0)
Rowboat Great(+4) Average(+1)
Sailing boat 2x Superb(+5) Good(+3)
Long ship 3x Superb(+5) Great(+4)
Galley 3x Fantastic(+6) Superb(+5)
Merchant Cog 3x Epic(+7) Fantastic(+6)
War Galley 3x Legendary(+8) Legendary(+8)
Merchant Carrack 3x Legendary(+8) Epic(+7)
Cottage 2x Great(+4) Average(+1)
House 2x Superb(+5) Fair(+2)
Townhouse 2x Fantastic(+6) Great(+4)
Manor House 3x Epic(+7) Fantastic(+6)
Tower 3x Superb(+5) Great(+4)
Keep 3x Fantastic(+6) Superb(+5)
Fort 3x Epic(+7) Fantastic(+6)
Castle 3x Legendary(+8) Epic(+7)
Palace 4x Legendary(+8) Legendary(+8)

Equipment

Item Cost
Backpack Mediocre(+0)
Tent Average(+1)
Bedroll Mediocre(+0)
Book (blank, 50 pages) Great(+4)
Candles Average(+1)
Climbing Gear Fair(+2)
Flask Mediocre(+0)
Grappling Hook Fair(+2)
Potion Good(+3)
Healer's Kit Fair(+2)
Lantern Fair(+2)
Oil (1 pint) Mediocre(+0)
Pick or Shovel Average(+1)
Quiver (full) Average(+1)
Rope (20 yards) Average(+1)
Scroll Case Fair(+2)
Thieves' Tools Good(+3)
Tinder Box Average(+1)
Waterskin Mediocre(+0)
Writing Equipment Fair(+2)
Riding Gear Fair(+2)
Normal Clothing Average(+1)
Formal Clothing Good(+3)
Winter gear Fair(+2)
Cheap Meal Mediocre(+0)
Good Meal Fair(+2)
Trail Rations (7 man-days) Fair(+2)
Cheap Drink Mediocre(+0)
Good Drink Average(+1)
Poor Lodging Mediocre(+0)
Good Lodging Good(+3)

Healing

The cost of a healer depends on the highest level of consequence that you wish to have “healed.” The effects of being healed is that the consequence will recover at one step lower (i.e. a Severe Consequence will recover as a Moderate Consequence).

Item Cost / Quality of Healer
Heal Extreme Consequence (1 month) Fantastic(+6)
Heal Severe Consequence (1 week) Great(+4)
Heal Moderate Consequence (1 day) Fair(+2)
Heal Minor Consequence (1 hour) Mediocre
Cure Disease / Poison Level of Disease/Poison

Transportation

Cost Distance
Average(+1) Anywhere less than a day by cart or river barge
Fair(+2) Anywhere a few days away, includes cheap food and accommodation
Good(+3) Anywhere less than a week, includes cheap board
Great(+4) Any neighboring country
Superb(+5) To distance country usually by sea or trading caravan. May take several weeks.
Fantastic(+6) Another continent across the ocean. May take months
Epic(+7) A great voyage of exploration or discovery. May take years
Legendary(+8) A place extremely difficult to reach, hazardous, or remote. May take years.
1)
requires stunt