Equipment

== Optional: Encumbrance ==
For coins, 50 coins equals 5 points of encumbrance.
Characters can manage a certain amount of encumbrance based on their Strength Characteristic before feeling its effects. A character can carry a number of encumbrance points equal to their Strength Characteristic x 10. Thus, a character with Strength 45%, could manage 450 points of encumbrance before slowing down. For every 50 points by which they exceed their encumbrance, they take a –1 penalty to their Movement Characteristic.
Dwarfs can handle larger loads than other characters, using their Strength Characteristic x 20 instead. Dray animals, such as horses, can handle larger loads and may handle encumbrance values equal to their Strength Characteristic x 30.
A character or creature’s encumbrance value equals the sum of character or creature’s Strength and Toughness Characteristics multiplied by 10.
== Coinage ==
exchange rates
The rate of exchange is as follows.
1 gold crown (gc) = 20 silver shillings (s) = 240 brass pennies (p)
1 silver shilling = 12 brass pennies
== Availability ==
Characters searching for a particular item or service must make a successful Gossip Test modified by the availability of the item (Table 5–2: Consequences of Availability provides a baseline modifier for Gossip Tests to find an item in a community of 1,000 people or less). For communities larger than 1,000 people, reduce the difficulty for finding an object by one step for communities of 10,000 or less, or two steps for communities of 10,000 or more. If the community has 100 people or less, increase the difficulty by one step. Table 5–3: Availability by Population shows how the difficulty changes based on population size.
=== Consequences of availability ===
Availability	Difficulty 	Gossip Skill Test Modifier
Very Rare 	Very Hard 	–30%
Rare 	Hard 	–20%
Scarce 	Challenging	–10%
Average 	Average 	
Common 	Routine 	
Plentiful 	Easy 	
Abundant 	Very Easy 	
=== Availability by Population ===
Availability	Below 100 	Below 1,000	Below 10,000	10,000 or more
Very Rare 	GM’s discretion	Very Hard 	Hard 	Challenging
Rare 	Very Hard 	Hard 	Challenging 	Average
Scarce 	Hard 	Challenging	Average 	Routine
Average 	Challenging 	Average 	Routine 	Easy
Common 	Average 	Routine 	Easy 	Very Easy
Plentiful 	Routine 	Easy 	Very Easy 	Automatic
Abundant 	Easy 	Very Easy 	Automatic 	Automatic
== Craftsmanship ==
Normally, craftsmanship has no affect on game play for regular goods and services. A poorly crafted tallow candle may refuse to stay lit, or sputter, or give off a foul odour, while the best-crafted wax candle may burn brightly, resist gusts of wind, and so on. In the case of weaponry and armour, there are effects on the item’s performance or encumbrance, but in cases of general goods and services, differences of quality are merely descriptive. The GM may reduce the difficulty of certain tests, but it is entirely at her discretion.
=== Weapon Craftsmanship ===
All weapons presented in the chapter are of common craftsmanship. For weapons of better or worse construction, use the following modifiers, unless otherwise mentioned in the weapon’s description.
Best: This weapon is one of the best of its kind. When wielding such a weapon in combat, you gain a +5% bonus to your Weapon Skill or Ballistic Skill (as appropriate). In addition, it is less cumbersome than a standard weapon, reducing the overall encumbrance of the weapon by 10% (to a minimum of 1). Ammunition of the best craftsmanship does not give you a bonus to BS, but its encumbrance is reduced. Weapons of the best craftsmanship are often beautiful, with gemstones set into the pommel, or extra detail in the workmanship. Some weapons of this level of craftsmanship may be plain, but exquisite in its performance.
Good: This weapon is of high quality, with good balance and reliability. It is less cumbersome than a standard weapon, reducing the overall encumbrance of the weapon by 10% (to a minimum of 1). Ammunition of good craftsmanship confers no benefits.
Poor: Weaponry of poor craftsmanship is shoddy and unreliable. When wielding such a weapon in combat, you take a –5% penalty to your Weapon Skill or Ballistic Skill (as appropriate). Poor quality ammunition applies this penalty to the weapon with which it is used. If a poor missile weapon is used with poor ammunition, the wielder takes a –10% penalty to their Weapon Skill.
=== Armour Craftsmanship ===
All armours presented in the chapter are of common craftsmanship. For armour of better or worse construction, use the following modifiers, unless otherwise mentioned in the weapon’s description.
Best: A master armourer constructed this armour. It is tailored to the individual so it fits properly. When wearing such armour, you halve the encumbrance value.
Good: This is exceptional armour. Though not the best, it was constructed with care and skill. Reduce the encumbrance of this armour by –10%.
Poor: Poor armour rarely performs well, with pieces falling off on the battlefield, straps breaking, or is otherwise worn out. Given its sorry state, and the extra effort a character must give to maintain it, this armour adds +50% to the armour’s encumbrance.
Craftsmanship	
Cost Multiplier	
Availability
Best 	x10 	Drop 2 steps
Good 	x3 	Drop 1 step
Common	x1 	—
Poor 	x1/2	Increase 1 step
== Weapons ==
=== Melee Weapons ===
Name 	Cost 	Enc 	Group 	Damage	Qualities 	Availability
Buckler 	2 gc 	10 	Parrying 	SB-4 	Balanced, Defensive, Pummelling	Average
Dagger 	1 gc 	10 	Ordinary 	SB-3 	None 	Common
Demilance ( Calvary Spear)	20gc 	75 	Cavalry 	SB 	Fast, Impact, Tiring 	Scarce
Flail* 	15gc 	95 	Flail 	SB+1 	Impact, Tiring 	Scarce
Foil 	18gc 	40 	Fencing 	SB-2 	Fast, Precise 	Rare
Gauntlet/Knuckle-duster 	1 gc 	1 	Ordinary 	SB-3 	Pummelling 	Common
Great Weapon* 	20gc 	200 	Two-handed	SB 	Impact, Slow 	Average
Halberd* 	15gc 	175 	Two-handed	SB 	Special 	Common
Hand Weapon (sword, etc) 	10gc 	50 	Ordinary 	SB 	None 	Common
Improvised 	 	 	 	 	 	
35 	Ordinary	SB-4 	None 	 	 	
Lance 	15gc 	100 	Cavalry 	SB+1 	Fast, Impact, Tiring 	Rare
Main Gauche 	4 gc 	15 	Parrying 	SB-3 	Balanced, Defensive 	Scarce
Morning Star 	15gc 	60 	Flail 	SB 	Impact, Tiring 	Scarce
Quarter Staff* 	3 s 	50 	Ordinary 	SB-2 	Defensive, Pummelling 	Plentiful
Rapier 	18gc 	40 	Fencing 	SB-1 	Fast 	Scarce
Shield 	10gc 	50 	Ordinary 	SB-2 	Defensive, Special 	Common
Spear 	10gc 	50 	Ordinary 	SB 	Fast 	Common
Sword-breaker 	5 gc 	40 	Parrying 	SB-3 	Balanced, Special 	Scarce
Unarmed 	 	 	 	 	 	
Ordinary 	SB-4 	Special	 	 	 	
=== Missile Weapons ===
Name 	Cost 	Enc 	Group 	Damage	Range†	Reload 	Qualities 	Availability
Blunderbuss 	70gc 	50 	Gunpowder 	3 	32/- 	3 Full/6 Full	Shrapnel, Unreliable 	Scarce
Bola 	7 s 	20 	Entangling	1 	8/16 	Half 	Snare 	Scarce
Bow* 	10gc 	80 	Ordinary 	3 	24/48 	Half 	None 	Common
Crossbow* 	25 gc 	120 	Ordinary 	4 	30/60 	Full 	None 	Average
Crossbow Pistol 	35 gc 	25 	Crossbow 	2 	8/16 	Full 	None 	Rare
Elfbow* 	70 gc 	75 	Longbow 	3 	36/72 	Half 	Armour Piercing 	Very Rare
Firearm* 	300gc 	30 	Gunpowder 	4 	24/48 	2 Full 	Impact, Unreliable 	Very Rare
Hochland Long Rifle 	450gc 	70 	Engineer 	4 	48/96 	2 Full 	Impact, Unreliable 	Very Rare
Improvised 	 	 	 	 	 	 	 	
10 	Ordinary	SB-4	6/– 	Half 	None 	 	 	
Javelin 	25 s 	30 	Ordinary 	SB-1 	8/16 	Half 	None 	Average
Lasso* 	1 gc 	10 	Entangling	N/A 	8/– 	Half 	Snare 	Plentiful
Longbow* 	15 gc 	90 	Longbow 	3 	30/60 	Half 	Armour Piercing 	Average
Net 	3 gc 	60 	Entangling	N/A 	4/8 	Full 	Snare 	Plentiful
Pistol 	200gc 	25 	Gunpowder 	4 	8/16 	2 Full 	Impact, Unreliable 	Very Rare
Repeater Crossbow* 	100gc 	150 	Crossbow 	2 	16/32 	Free 	Special 	Very Rare
Repeater Firearm* 	600gc 	30 	Engineer 	4 	24/48 	Free 	Experimental, Special	Very Rare
Repeater Pistol 	400gc 	25 	Engineer 	4 	8/16 	Free 	Experimental, Special	Very Rare
Shortbow* 	7 gc 	75 	Ordinary 	3 	16/32 	Half 	None 	Common
Sling 	4 gc 	10 	Sling 	3 	16/32 	Half 	None 	Common
Spear 	10 gc 	50 	Ordinary 	SB 	8/- 	Half 	None 	Common
Staff Sling* 	6 gc 	50 	Sling 	4 	24/48 	Half 	None 	Rare
Throwing Axe/Hammer 	5 gc 	40 	Throwing 	SB-2 	8/- 	Half 	None 	Average
Throwing Dagger/Star	3 gc 	10 	Throwing 	SB-3 	6/12 	Half 	None 	Common
Whip 	2 gc 	15 	Entangling	SB-4 	6/- 	Half 	Snare 	Average
=== Ammunition ===
Name 	Cost	Enc	Group	Damage	Range†	Reload	Qualities	Availability
Arrows (5) 	1 s 	10 	 	 	 	 	 	
Common 	 	 	 	 	 	 	 	
Bolts (5) 	2 s 	10 	 	 	 	 	 	
Average 	 	 	 	 	 	 	 	
Firearm Shot (10) 	1 s 	10 	 	 	 	 	 	
Rare 	 	 	 	 	 	 	 	
Gunpowder (per shot)	3 s 	1 	 	 	 	 	 	
Very Rare 	 	 	 	 	 	 	 	
*Requires two hands to wield, so this weapon cannot be used in conjunction with a shield or buckler
†Range is expressed in yards; if you are using squares, simply halve to find the range.
Special: See weapon description (link from weapon) name for additional special rules.
* Arrows (for bows) and bolts (for crossbows) come in bundles of five. At the end of an encounter, you can retrieve fired ammunition, but each has a 50% chance of being ruined or lost. For the desperate, arrows and bolts can serve as melee weapons (treat them as improvised weapons, see page 109), but they have a 50% chance of breakage with each successful attack.
* Firearm shot is available in small oiled cloth pouches of 10 shots each. Used as ammunition for any Engineer and Gunpowder weapons, they are more common than the weapons for which they are designed. Best Craftsmanship firearm balls are made of steel, while lower quality shot might be lead, ceramic, or even clay. Unlike other forms of ammunition, once the firearm ball is shot from a firearm, it is not reusable.
* Gunpowder, required to fire pistols and other firearms, is sold in small kegs or in horns, stopped with wax to prevent moisture from ruining the powder. There are no craftsmanship differences in gunpowder, though if exposed to water, the gunpowder is ruined. Each dose of gunpowder is good for one shot.
== Armor ==
Armour Type 	Cost 	Enc	Location(s) Covered	AP	Availability
 	 	 	 	 	
Leather 	 	 	 	 	
Leather Skullcap 	3 gc 	10 	Head 	1 	Common
Leather Jerkin 	6 gc 	40 	Body 	1 	Common
Leather Jack 	12 gc 	50 	Body, Arms 	1 	Common
Leather Leggings 	10 gc 	20 	Legs 	1 	Common
Full Leather Armour	25 gc 	80 	All 	1 	Average
 	 	 	 	 	
Chain 	 	 	 	 	
Mail Coif 	20 gc 	30 	Head 	2 	Average
Mail Shirt 	60 gc 	60 	Body 	2 	Average
Sleeved Mail Shirt 	95 gc 	80 	Body, Arms 	2 	Average
Mail Coat 	75 gc 	80 	Body, Legs 	2 	Average
Sleeved Mail Coat 	130 gc	100	Body, Arms, Legs 	2 	Average
Mail Leggings 	20 gc 	40 	Legs 	2 	Scarce
Full Mail Armour 	170 gc	210	All 	3 	Scarce
 	 	 	 	 	
Plate 	 	 	 	 	
Helmet 	30 gc 	40 	Head 	2 	Scarce
Breastplate 	70 gc 	75 	Body 	2 	Scarce
Plate Bracers 	60 gc 	30 	Arms 	2 	Scarce
Plate Leggings 	70 gc 	40 	Legs 	2 	Scarce
Full Plate Armour 	400 gc	395	All 	5 	Rare
=== The Effects of Armour ===
The protection of armour does come with a price. Good armour is heavy and can reduce the speed and dexterity of the wearer. The effects of armour, which are cumulative, are as follows:
* If you are wearing light armour (Basic) or only leather armour (Advanced), you suffer no penalties.
* If you are wearing medium armour (Basic) or any type of mail (Advanced), you suffer a –10% penalty to your Agility Characteristic. This penalty does not apply if the only mail you are wearing is a coif.
* If you are wearing heavy armour (Basic) or any type of plate (Advanced), you suffer –1 penalty to your Movement Characteristic. If you are using Encumbrance, you can ignore this penalty, as the Encumbrance system already accounts for this.
== Clothing ==
Attire 	Cost 	Enc	Availability
Rags 	1 p 	5 	Abundant
Poor 	10 s 	10 	Abundant
Common 	1 gc 	15 	Plentiful
Good 	3 gc 	15 	Common
Best 	10 gc 	20 	Average
Robes 	15 gc 	25 	Average
Costume/Entertainer	5 gc 	10 	Average
Uniform 	15 gc 	15 	Scarce
Noble’s Garb 	50 gc 	30 	Rare
Royal Garb 	100 gc	50 	Very Rare
Cloak 	5 gc 	10 	Plentiful
Overcoat 	10 gc 	15 	Plentiful
Hat, simple 	10 s 	1 	Plentiful
Hat, wide-brimmed 	1 gc 	5 	Plentiful
Hood or Mask 	10+ s 	2 	Common
== Food & Drink ==
Food & Drink 	Cost 	Enc 	Availability	Description
Ale 	2 p 	2 	Plentiful 	Brewed from wheat, barley, yeast and other mysterious ingredients, ale is one of the staple drinks of the Empire, and indeed, most of the Old World. In a grim and perilous life, where each sip of water could kill you, a warm alcoholic haze and a deep nutty flavour are deemed deeply desirable qualities in a drink.
Beer 	1 p 	2 	Abundant 	Similar to ale, yet brewed with hops for added flavour and longevity, beer is the travellers friend. Most far flung inns will only stock beer, as it is less likely to go “off head” than ale. Dwarfs in particular are fond of a good beer, and have been know to produce some champion pints.
Keg of Ale or Beer 	18 p/3 s	30 	Abundant 	Containing twenty-four pints of ale or beer, a keg
is not a particularly portable item. Innkeepers usually pay an extra barrel deposit of 1 s for each 18 p keg that they order from the brewery, refundable upon return of the barrel. Characters wanting to “buy and go” must pay the second price listed, which
covers the cost of the barrel.
Fodder per Day 	5 p 	50 	Plentiful 	This horse feed is typically a mixture of hay and oats.
Food per Day (Poor) 	5+ p 	10 	Plentiful 	Food per Day (Poor) is the minimum amount
of prepared food you must eat in order to stay healthy. Typically consisting of rough bread and pottage of beans or cabbage, its not pleasant to look at, eat or smell. Considering the high price, most commoners make their own, from food they grow, or animals they slaughter.
Food per day (Average)	10+ p 	10 	Common 	Food per Day (Average) is the amount of prepared food you must eat in order to stay healthy, feel full and
satisfied. Usually consisting of bread and cheese, pie and ale or a thick vegetable and meat stew, this fare is the everyday lot of the middle classes.
Food per Day (Good) 	18+ p 	10 	Average 	Food per Day (Good) is a handsome portion of
prepared food, suitable for you to feel luxuriously well fed, and even put on weight. Consisting of wine, meats, cheeses, pastries and cakes, this fare is considered suitable for a feast by most folk, although it is the everyday lot of the rich and the noble.
Rations (per Week) 	6+ s 	50 	Common 	This food is designed for easy consumption while travelling. It includes a mixture of nuts, dried fruit, salted meat, and biscuits. Nourishing, it keeps well, and it provides the needed energy for long journeys.
Cheap Pie 	1-3 p 	2 	Common 	Be it a Rumsters Special or a homemade Beef and Beer, pies are a common fare for all classes. Portable and tasty, the pastry helps disguise the quality and freshness of the contents—a considerable boon to the “cook them fast, sell them cheap” Halfling vendors who are common in many cities.
Loaf of Bread 	2 p 	2 	Abundant 	The staple fare of the Old Worlder’s diet.
Side of Meat 	1 s 	10 	Average 	Half of a cow, sheep, pig, goat or other livestock, these are the “basic units” of the meat trade. Sometimes smoked, salted,dried, or honeyed to keep for longer, a skilled butcher can cut up to eight portions from these.
Delicacy 	3+ s 	varies	scarce 	There are many fine and rare delicacies to be had in the Old World, from the horseflesh sausages of Bretonnia to thousand year-old eggs from far Cathay. Far more common in large cities, these are usually saved for special occasions, or moments of conspicuous consumption.
Spirits, Bottle 	1 s 	5 	Average 	This category includes any hard liquor, from pure grain alcohol to rotgut whiskey.
Wine, Common 	1 s 	5 	Common 	See Below
Wine, Quality 	10 s 	5 	Average 	Wine includes any beverage made from fermented grapes. The wines from the Tilean City States and Estalian Kingdoms lean towards red vintages, while wine from the Empire favours lighter and sweeter grapes. Common people use wine to cleanse their water, as wine is too valuable to be consumed by itself. If they do drink it, they likely add water to it.
=== Starvation ===
A destitute character may go up to three days without food before being required to make a Routine (+10%) Toughness Test. On a successful test, you tighten your belt and may go on another day. If you fail the Toughness Test, you take 1 Wound. Each day after the third the difficulty of the test increases by one, from Routine to Average, from Average to Challenging, and so on, to a maximum of Very Hard. After the seventh day, you automatically take 1 Wound each day until you starve to death, or eat. Each failed test deals 1 Wound. Wounds incurred from starvation cannot be restored until you actually eat. Water deprivation has the same effects, except you start making Toughness Tests on the second day onward, and on the sixth day, and each day thereafter, you automatically take 1 Wound until you die. You need at minimum a quarter-gallon of water each day.
=== The Effects of Alcohol ===
Whenever you start drinking undiluted alcohol, you run the risk of becoming drunk. If you limit yourself to a number of alcoholic beverages equal to your Toughness Bonus, you remain relatively sober. For each additional drink quaffed, however, you must make a Consume Alcohol Test. Difficulty depends on the drink (see table below).
On a successful test, the alcohol does not have any effect. On a failed test however, you start down the path to drunkenness. Each failed Consume Alcohol Test increases the difficulty of WS, BS, Ag, and Int
Tests, and the difficulty of further Consume Alcohol Tests, worsening the difficulty by each failed test (such that Ale, which starts at Routine, becomes Average, then Challenging, Hard, and finally Very Hard). The listed difficulty is in addition to the normal difficulty of a test; for a drunk, some things are nearly impossible.
Consume Alcohol Test
Drink 	
Consume Alcohol Test Difficulty
Ale 	Routine
Beer 	Easy
Wine 	Routine
Spirits	Average
Failed Tests
Number of Failed Consume Alcohol Tests	
Difficulty of WS, BS, Ag, Int Tests
1 	Challenging
2 	Hard
3 	Very Hard
4 or more	Stinking Drunk, see below
Stinking Drunk
If you fail four or more Toughness Tests, you’re stinking drunk. Being stinking drunk, you must spend a half action each round to keep your bearings. If you opt not to take this half action, roll 1d100 on the following table.
The effects of alcohol fade after a number of hours equal to 1d10–your Toughness Bonus (minimum of 1 hour). If you’re stinking drunk, the effects end after 1d10 (minimum of 4) hours.
Roll	
Effect
01-30	“I’ve only had a few ales, officer”: No effect, you can act normally, albeit with a -30% penalty to your WS, BS, Ag, and Int.
31-40	“I feel… unusual”: Confused, you may move at half your normal rate but otherwise can take no action.
41-50	“You’re my besht mate”: Disoriented, you’re vaguely aware of what’s going on, and may defend yourself and move at normal rates, but may not cast spells.
51-60	“Are you lookin’ at my Halflin’?”: Dull-witted, you function normally, but your Attacks characteristic is reduced by 1.
61-70	“I’ll take yer all on…”: Confused but resolute, you’re not sure what’s going on, and lash out randomly, either verbally if not in combat, or with a weapon (friend or foe, whoever is closest).
71-00	“Sleep…now…”: You pass out in a pool of your own vomit for 1d10 hours or until someone wakes you.
== General Equipment ==
=== Carrying Equipment ===
Container 	Cost	Enc 	Availability	Description
Backpack 	30 s	20 	Plentiful 	A backpack is a simple bag with straps that fit over your arms distributing the weight onto your shoulders. Backpacks can hold 250 units of encumbrance. Better backpacks are oiled leather and waterproof, while shoddier packs are cloth, and likely to split. Backpacks have a flap that closes over its mouth with a cinch to keep it closed.
Case, map or scroll	1 gc	2 	Scarce 	A case is a leather roll designed to hold a map or a scroll. It usually comes with wooden or metal caps that fit on either end to protect the contents. A typical case can comfortably fit 3 scrolls or maps.
Chest 	5 gc	40 	Average 	This is a lidded wooden box. Better chests are reinforced with iron bands and locks, while shoddy chests sometimes even lack a lid. An average chest can hold 300 units of encumbrance.
Flask, leather 	15 s	5 	Average 	See Below
Flask, metal 	2 gc	15 	Scarce 	Flasks are small containers used to hold water, beer, oil, or some other liquid. They commonly come in leather, or the sturdier metal varieties, though ceramic flasks (the same price as leather) are available in some lands. A flask holds about a pint of liquid.
Jug 	4 s 	10 	Plentiful 	This simple clay or ceramic container has a small handle and a spout at the top. A jug holds 1 gallon of liquid, increasing its encumbrance to 105 units.
Pouch 	5 s 	1 	Plentiful 	This small bag comes with ties to hang it from your belt, backpack, or strap. These are cloth, but better pouches may be silk, fur, or cured leather. A pouch holds 400 coins or 2 units of encumbrance.
Purse 	2 s 	1 	Plentiful 	A purse is a special kind of pouch designed to hold money. Smaller and concealable, it is preferred as it is less visible than a pouch and thereby safer. A purse can hold 100 coins.
Sack 	5 s 	7 	Plentiful 	A sack is a general-purpose cloth or linen bag. It holds 200 units of encumbrance.
Saddlebag 	2 gc	5 	Average 	A saddlebag ties onto a saddle, and is nearly always made of durable leather. It can carry 250 points of encumberance. Inside, there are smaller pouches and divisions to keep items separate.
Slingbag 	2 gc	5 	Average 	A slingbag is a pouch with a shoulder strap. Though smaller than a backpack, a slingbag is easier to manage, and a lot less bulky. Slingbags hold 200 units of encumbrance.
Water Skin 	8 s 	1/30	Plentiful 	A water skin is a large animal bladder fitted with a mouthpiece. Water skins hold one gallon of water. When filled, a water skin is 30 units of encumbrance.
=== Lighting ===
Light source 	Cost 	Enc	Availability	Description
Candle, tallow	3 s 	5 	Plentiful 	See Below
Candle, wax 	6 s 	5 	Average 	Candles are either tallow (animal fat) or beeswax (or some other kind of wax). Tallow candles burn
fitfully, and give off an acrid stink. Wax candles burn cleaner, and are sometimes scented (best craftsmanship pricing).
Firewood 	2 s 	5 	Plentiful 	Used to build campfires, kindling at this price is specially
treated to burn. You can forage in the wilderness by making an Outdoor Survival Test, with the difficulty depending on the nature of the terrain, as your GM adjudicates.
Oil, lamp 	5 s 	5 	Plentiful 	Harvested from whales in the north, animals in the mainland, or other sources, oil is used to fuel lamps. Purchased oil comes in a small vial, and has enough for a lamp to burn 4 hours.
Lamp 	5 s 	20 	Plentiful 	A lamp is a simple device, little more than an oil reservoir with a wick dipped inside.
Lantern 	5 gc 	20 	Average 	See Below
Lantern, Storm	12 gc	30 	Scarce 	A lantern is a sturdier device, equipped with a larger wick, and giving off a commensurably brighter light. Storm lanterns have glass pane inserts to protect the flame from wind and rain. Lanterns use lamp oil for fuel.
Match 	1 p 	 	 	
Average 	A match is a thin sliver of wood with one end chemically
treated to produce a flame when drawn across a rough
surface. Any given match has a 50% chance of lighting. A poorly constructed match reduces this chance to 25%, while a goodly crafted match ignites 75% of the time, and those of best craftsmanship always light.	 	 	
Torch 	5 p 	5 	Plentiful 	A torch is a wooden club with one end dipped in naphtha
or wrapped in oil-soaked rags. A torch can be used as an improvised weapon. See Chapter 6: Combat, Damage, and Movement for details on Fire.
=== Illumination ===
Lighting can make the difference in nasty fights. Each light source illuminates an area with bright light allowing Normal Vision in a radius measured in yards, followed parenthetically by the distance in squares for those using tactical maps. This illumination is shadowy, but bright enough to see clearly. Beyond this radius, the light source sheds some light, but not enough for details beyond large objects, barriers, walls, and structures. The Maximum Vision column reflects the greatest distance a character can see using this light source. Beyond the normal radius of bright light, a character can only see structures and other large objects. Spotting distance refers how far away a light source can be seen in the dark. Duration indicates how long a light source burns before sputtering out.
Source 	Normal Vision	Maximum Vision	Spotting Distance	Spotting Distance
Match 	2(1) 	6(3) 	12(6) 	1 round
Candle 	6(3)  	16(8)  	26(13) 	2 hours
Lamp 	6(3)   	16(8) 	26(13) 	4 hours
Torch 	10(5)    	30(15) 	50(25) 	1 hour
Lantern 	16(8)  	40 (20)  	70(35)  	4 hours
Camp Fire 	16(8)  	40(20) 	70(35)  	Varies
Night Vision	30(15)  	30(15) 	 	
=== Miscellaneous ===
Item 	Cost 	Enc	Availability	Description
Blanket 	25 s 	10 	Plentiful 	For those who need a bit more than a travel-stained cloak for warmth in the wilderness, there are blankets.
Cooking Pot 	1 gc 	20 	Plentiful 	This small iron pot is hardy and can withstand the rigors of travel.
Cutlery, wooden 	5 s 	2 	Plentiful 	See Below
Cutlery, metal 	3 gc 	4 	Common 	This set of cutlery includes a spoon, fork, and a small knife. Most cutlery is wooden, though pewter or silver varieties are available to those with coin to spend.
Cutlery, silver 	15 gc 	3 	Scarce 	See Above
Deck of cards 	1 gc 	1 	Plentiful 	This deck consists of 36 vellum tarot cards. Better sets
have painted panels and a small cloth bag or wooden carrying case.
Dice (bone) 	6 s 	 	 	
Plentiful 	Dice, 6-siders, are carved animal bones or wood. They
are sold in pairs. Each die has pips or a rune carved on each surface. Weighted or fixed dice can be purchased for twice the listed price.	 	 	
Instrument 	5 gc 	5 	Common 	This listing is a catchall for all the common instruments
in the Old World, from horns, to strings, to woodwinds.
Harpsichords and larger instruments are far more expensive, upward of 10 or even 100 times the listed price.
Kettle 	30 s 	10 	Plentiful 	A kettle is a specially constructed cooking pot used to boil water or other liquids. Boiling liquid generating steam in the kettle powers a shrill whistle in the kettle’s lid.
Ladder 	10 s 	50 	Common 	This stout wooden ladder is 3 yards tall and has about ten rungs.
Lock, average 	1 gc 	5 	Common 	See Below
Lock, quality 	10 gc 	5 	Scarce 	Locks in the Old World are overlarge and bulky. Each lock comes with two keys. The better the lock, the greater the difficulty of the Pick Locks Test.
Mirror 	10 gc 	5 	Rare 	This small metal mirror is polished steel covered with a thin layer of glass. Better mirrors have silver backs. These objects are not that useful as they rarely reflect an actual depiction of an object, frequently distorting proportions or distances.
Paper 	5 s 	 	 	
Very Rare 	See Below 	 	 	
Parchment 	1 s 	 	 	
Rare 	Paper is made from cloth or plant fibres, while parchment is thin strips of animal hide. These materials are expensive and hard to find, as only the largest cities have skilled papermakers.	 	 	
Perfume or Cologne	1 gc 	 	 	
Common 	Bathing is at a premium and with dense
populations living in proximity the stench is terrible. In the Old World, many people rely on scents to mask not only their odour, but that of others.	 	 	
Religious Symbol 	1 gc 	5 	Common 	Religious symbols are commonly small wooden
representations of a God or a church. For details on the Gods, consult Chapter 8: Religion and Belief.
Rope, 20 yards 	1 gc 	50 	Common 	This is a slender cord of rope made of twisted hempen fibres.
Tankard, pewter 	1 gc 	5 	Plentiful 	See Below
Tankard, wooden 	10 s 	5 	Plentiful 	A tankard is a large wooden or pewter drinking mug.
Telescope 	100 gc 	5 	Rare 	A telescope, or spyglass, magnifies an object by 5 times. Each quality grade above common increases the magnification by 5 times more.
Tent 	15 s 	20 	Common 	This small tent is large enough to house one man. Larger tents are available, doubling the price for each additional person it sleeps. Cheap tents, those of poor craftsmanship, leak, while the best tents are waterproof.
Tinderbox 	30 s 	5 	Plentiful 	This small box holds curls of wood shavings and other
flammables and comes equipped with pieces of flint and steel to generate the spark. A tinderbox has enough tinder to light six fires, though you can easily refill it provided supplies are on hand.
=== Tools ===
Item 	Cost 	Enc	Availability	Description
Abacus 	10 gc 	5 	Rare 	An abacus is a device used to make arithmetic calculations. It is a frame set with rods on which balls or beads slide. This is a common tool for merchants.
Gin Trap 	2 gc 	20 	Common 	This small metal device is used for catching medium
game, like badgers, foxes, pheasants and so on.
Snare 	1 s 	2 	Common 	A two-foot length of cat gut, waxed linen thread, wire, or other similar cordage, a snare is used to capture small game such as rabbits. Mostly used by the poor, in some provinces unlicensed possession of snares can lead to prosecution as a poacher.
Book, Illuminated 	350 gc	50 	Very Rare 	See Below
Book, Printed 	100 gc	35 	Very Rare 	These overlarge tomes are nearly all hand copied, though with the emergence of the printing press, the old methods of transcribing books are starting to fade. Still, block printing is not much faster, at least now, than the traditional ways. Books are rare and expensive, limited to scholars, priests, and other educated types. Covers are usually wooden, wrapped in leather and stamped with a metallic foil. The pages are vellum or sometimes paper. Books are all hand stitched. They can be used as improvised weapons.
Chain, per yard 	30 s 	5 	Rare 	This thick set of interconnected links measures three yards long.
Crowbar 	10 s 	10 	Common 	A crowbar is a thick bar of metal with a tapered end.
When used to open doors, chests, or other similar containers, the wielder gains a +5% bonus to Strength Tests. Crowbars can be used as improvised weapons.
Disguise Kit 	5 gc 	10 	Scarce 	This small box contains a palette of make-ups and
dyes, with possibly prosthetic noses, or other enhancements to conceal one’s features. If you use a Good or better disguise kit you gain a +5% to Disguise Tests.
Fish Hook and Line	3 s 	2 	Common 	This sharp j-hook is tied to ten feet of thin cord.
Grappling Hook 	4 gc 	20 	Average 	A grappling hook is a heavy three or four pronged
device that looks something like an anchor. Intended for climbing, you can use it as an improvised weapon.
Lock Picks 	10 gc 	20 	Average 	This is a small wallet filled with an assortment of files,
screwdrivers and wires. To make a Pick Locks Test, you must have a set of lock picks
Manacles 	5 gc 	20 	Average 	This set of heavy irons fits over a subject’s wrists. They
are not adjustable, so they may not fit over the wrists of large creatures, or may conversely be too loose for smaller creatures. A set of manacles comes with a single key.
Metal Ingot, Base 	25 s 	20 	Average 	This is a bar of metal, iron for the listed price. Other
types of metal, silver, copper, and so on, increase the price. A metal ingot can be used as an improvised weapon.
Pick 	25 s 	20 	Average 	A pick is a tool consisting of a haft that meets a spike
perpendicularly. On one side of the spike is a blunted end to crush rock. Picks count as hand weapons.
Pole, Yard 	1 s 	10 	Plentiful 	This slender wooden pole measures three yards long.
Sledge Hammer 	20 s 	40 	Common 	This is a long hafted hammer with a large metal
head. It can be used as an improvised weapon that requires two-hands to wield.
Spade 	25 s 	20 	Common 	A simple shovel with an iron or wooden head. It can be used as an improvised weapon.
Spike 	5 s 	5 	Common 	Useful for climbing, nailing doors shut, or piercing the chests of vampires, spikes are a useful adventuring tool. The indicated price is for one spike. A wooden spike is a stake, and these are available for 5 p each or even crafted by hand, though they are not suited for hammering into stone, just people.
Trade Tools 	50 gc 	50+	Average 	These tools encompass several different groups of tools, from an engineer’s tools (which includes things like tongs, a saw, a hammer, nails, and so on) to Navigator’s Kits (sextant, maps, and charts), to an Apothecary’s kit (including a pestle and mortar, a small knife, and containers). Any career-based trade tools fall under this heading.
Wooden Wedge 	8 p 	2 	Plentiful 	When this small wooden block is positioned under
a door, it increases the difficulty of the Strength Test to open the door by one step.
Writing Kit 	10 gc 	5 	Average 	This case includes a vial of ink, several quills, a small
knife, sand to dry the ink, and the tools to mix more ink.
Writing kits of the best craftsmanship serve as illuminator’s kits, and they contain the essential equipment to scribe, but also a host of brushes, pigments, and chemicals to mix up any colour to create beautiful illuminated manuscripts.
== Vehicles ==
Item 	 	Enc	Availability
Boat, River 	600 gc 	 	
Rare 	 	 	
Boat, Rowing	90 gc 	900	Average
Cart 	50 gc 	 	
Common 	 	 	
Coach 	500+ gc 	 	
Rare 	 	 	
Ship 	12,000 gc	 	
Scarce 	 	 	
Wagon 	90 gc 	 	
Common 	 	 	
=== Boats and Ships ===
Nearly all boats are manufactured from heavy planking, with lighter wood and canvas for decking and shelter. The most common riverboat measures about twelve yards long and is broad in the beam. A single rigged sail to catch the wind propels the vessel, though many rely on horses to tow them over long distances. A river boat takes 1d10+10 days to construct, while a river barge, a river boat of twice the cost and size, takes, on average, six months. River boats require a crew of at least six men, but can accommodate up to ten. In addition to the crew, most river boats can carry up to 30 more people, with horses counting as three people each. A river barge can haul 45,000 units of encumbrance. Ocean ships can be as small a river boat or far larger. The price listed on Table 5–13: Vehicles is for a galleon which can haul about 130,000 units of encumbrance, with a crew of 30 men, and capable of accommodating 60 passengers.
An oarsman propels a row boat. Significantly smaller, a row boat serves to shuttle travellers across rivers. Included in this category are small flat boats and skiffs. A row boat can carry a maximum of 6 people, including the rower. A row boat can haul encumbrance equal to one person for every person less than six on the boat.
==== Boat & Ship Statistics ====
Vehicle 	M	TB	W
River Boat	3	5 	70
Row Boat 	3	2 	10
Ship 	3	10	150
Should a boat be attacked by missile fire or magic, use the following chart to determine the location of any hit on a boat or ship:
==== Boat & Ship Hit Locations ====
1d10	Rowing Boat 	River Boat/Ship
1-3 	Exposed crew member 	Exposed crew member
4-5 	Exposed crew member 	Cargo or otherwise the hull
6-7 	Cargo or otherwise the hull	Hull
8-10	Hull 	Hull
=== Carts, Coaches, and Wagons ===
These devices all use the same rules. In general, all are constructed from a sturdy wooden frame with panelling of a lighter wood or sometime canvas. Average construction time is three months. Four horses pull a coach, two pull a wagon, and one pulls a cart. In the case of a coach, a guard and driver man it. Coaches can comfortably carry six passengers with room for two more on the roof. At most, a coach can carry 12 passengers. Carts can accommodate one driver and two passengers, and a wagon can carry six passengers in addition to the driver.
Assuming a normal complement of passengers, there is room for each passenger to carry a chest or something of a similar size, strapped tothe roof. These vehicles have the following characteristics:
==== Carts, Coach, and Wagon Statistics ====
Vehicle	M	TB	W
Cart 	3	4 	20
Coach 	4	5 	60
Wagon 	4	5 	30
For the purpose of missile fire and magic, horses and carriages count as a single target. To determine the location of any hits on coaches, roll 1d10 and consult the following table.
==== Carts, Coach, and Wagon Hit Locations ====
1d10	Location
1-2 	Horse (select randomly)
3-7 	Vehicle body
8 	Wheel
9-10	Exposed crew member or passenger (select randomly)
Exposed crew or passengers consist of those individuals on top of the coach, those hanging out the sides, or leaning through a window.
If the leading horse is killed, the coach immediately comes to a halt, turning over unless the driver makes a successful Drive Test. In the event of a crash, all the occupants take 1d10 Wounds, modified by Toughness Bonus only. Characters outside of the carriage are thrown a couple of yards clear but take no damage.
If a horse of the second pair is killed, the vehicle drops to half speed until the animal carcass is cut free. If both horses of the second pair are killed, the results are the same as if one of the lead horses were killed.
A wheel can take 8 Wounds before collapsing. This damage does not count against the vehicle on the whole. However, once a wheel is lost, the vehicle comes to a halt just as if one of the lead horses had been killed.
== Mounts ==
Mount 	Cost 	Enc	Availability	Description
Destrier 	500 gc	 	 	
Scarce 	 	 	 	
Light Warhorse	300 gc	 	 	
Common 	 	 	 	
Pony 	50 gc 	 	 	
Common 	 	 	 	
Riding Horse 	80 gc 	 	 	
Common 	 	 	 	
Saddle 	5 gc 	50 	Common 	See below
Harness 	1 gc 	20 	Common 	To ride a horse effectively, a character needs a
saddle and harness. Lacking these essential tools, all Ride Tests increase in difficulty by one step.
== Livestock ==
Livestock 	Cost 	Enc	Availability
Cat 	1 s 	 	
Plentiful 	 	 	
Chicken 	5 p 	 	
Plentiful 	 	 	
Cow 	10 gc 	 	
Plentiful 	 	 	
Dog (pedigree) 	3 gc 	 	
Plentiful 	 	 	
Dog, War 	30 gc 	 	
Rare 	 	 	
Goat 	2 gc 	 	
Plentiful 	 	 	
Hawk 	80 gc 	 	
Rare 	 	 	
Horse, nag, draft or Mule	25+ gc	 	
Plentiful 	 	 	
Horse, pack 	40 gc 	 	
Plentiful 	 	 	
Ox 	30 gc 	 	
Plentiful 	 	 	
Pig 	3 gc 	 	
Plentiful 	 	 	
Pigeons, Homing 	1 gc 	 	
Average 	 	 	
Sheep 	2 gc 	 	
Plentiful 	 	 	
== Travel Services ==
When a hero needs to get somewhere fast, and lacks the resources to buy his own horse, there are many services available in most towns and cities. Cost is listed as two values. The number preceding the slash is the minimum cost for a short trip and the number following the slash is per 10 miles—used for longer trips. Characters can sometimes hitch a ride on a wagon at no cost by making a successful Gossip Test, modified according to the driver’s disposition.
Mode of Travel 	Cost 	Availability	Description
Cart or Wagon 	1 p /15 p 	Plentiful 	See Below
Cart with 2 horses	1 s /3 gc 	Plentiful 	Travelling by carts and wagons usually involves the characters sitting in the bed of the vehicle, crowded by other goods or animals. Wagons have room for a passenger next to the driver, but not all drivers are amenable to sharing this space. The better the wagon is, the smoother the ride.
Coach 	1 gc /7 gc	Average 	Coach service is certainly the most expensive, but also the
most stylish. These vehicles offer plush seats, and better coach service sometimes provides refreshments. Again, the better the service is, the smoother the ride.
River Boat 	1 s /5 s 	Plentiful 	See Below
Ship’s Passage 	1 gc /5 gc	Common 	On river boats, characters rarely have quarters of their own, rather sleeping on the deck with the rest of the crew. Some ships, however, have passengers’ quarters, especially the nicer ones. Poor transportation by ship
Wagon, 3 horses 	10 s /4 gc	Common 	See Cart with 2 horses
== Lodgining ==
Lodgings/Amenities 	Cost
Bath 	1 s
Inn Common Room per night 	5 p
Private Room 	10 s
Stabling per horse per night	10 p
== Skilled Services ==
This category includes work performed by all manner of professions, from common labourers to hired muscle. Table 5–17: Services has two categories. One is for common services, used for everyday people when a character needs a porter, a guide, or a doctor. The other group consists of skilled services, for times when a character need someone with experience. These NPCs are always fully generated using Chapters 2 and 3, and many accompany the heroes on their adventures.
* Artisan: An artisan includes smiths, apothecaries, and any other profession who manufactures equipment.
* Entertainer: Entertainers can include dancers, clowns, mummers, singers, or comedians.
* Labourer: This is the wage for peasants, when a character needs a little muscle to carry bags, clear a cave-in, and so on.
* Physician: Hiring a physician is special. They are extremely expensive, and nearly always out of the price range for commoners. A single visit has the same result as a successful Heal Test, restoring 1d10 Wounds to a lightly injured character, or 1 wound to a heavily injured character. You can only benefit from a visit to the physician once a day.
* Servant: These individuals are barmaids, footmen, or other individuals of some other unskilled non-labour profession.
* Skilled Servants: Skilled servants, also called henchmen, serve to provide a skill a character lacks or to add a little extra muscle on an adventure. Skilled hirelings have completed one or more careers, and are both harder to find and more expensive. If an NPC accompanies a character on an adventure, he may be eligible for a share of the spoils.
XP Total	Cost per Day	Share*	Availability
100 	6 s 	— 	Average
400 	10 s 	1/2 	Average
800 	15 s 	3/4 	Scarce
1200 	25 s 	1 	Scarce
1600 	35 s 	1 	Rare
2000 	50 s 	1 	Very Rare
*A Skilled Servant receives a share of the spoils if he participates in an adventure.
== Special Equipment ==
=== Draughts ===
Draughts are liquid concoctions that can produce a variety of effects. They do not require magic to manufacture, instead using a mixture of herbal and chemical components. You must have Trade Tools (Apothecary), spend 1d10 hours per draught, and succeed at a Trade (Apothecary) Test with difficulty as listed in parentheses.
Draught 	Cost 	Enc 	Availability	
Trade (Apothecary)	Description
Bugman’s Ale 	50 gc 	5 	Very Rare 	Hard	First brewed by Josef Bugman, and later distributed throughout the major cities of the Old World, drinking a frothy mug of this ale bolsters a character’s resolve, making him immune to Fear Tests for 1d10 hours. However, Bugman’s Ale is extremely potent, counting as four drinks, and
requires a Hard (–20%) Consume Alcohol Test to avoid getting stinking drunk.
Greta’s Boon 	30 gc 	 	 	 	
Very Rare 	Hard 	When the fumes of this unusual mixture of aromatics and chemical components is inhaled, it temporarily improves your senses, conferring a +5% bonus to Intelligence Tests for 1d10 rounds. 	 	 	
Healing Draught	5 gc 	 	 	 	
Average 	Routine	Consuming a healing draught automatically heals 4 Wounds from a lightly injured character. A healing draught has no effect on a heavily injured character. This draught will not raise your Wounds Characteristic above your current maximum.	 	 	
=== Poisons ===
Poisons are assassins’ tools, the weapon of choice for nobility, and a dangerous enemy for any combatant to face. Poisons come from many natural sources, including plants like the black lotus, or extracted from a creature such as a giant scorpion or spider. Most poisons kill, but a few can provide some benefits, augmenting a character’s skills in combat in exchange for a terrible addiction. To prepare or apply a poison, you must succeed a Prepare Poison Test applying the listed difficulty. On a failed Test, the poison is ruined. On a Test result of 95% or higher, the user accidentally poisons himself. These are but a sample of poisons available in the Old World.
Poison 	Cost 	Enc 	Availability	
Prepare Poison	Description
Black Lotus 	20 gc 	 	 		
Very Rare 	Average 	The black lotus, an extremely deadly
plant, grows in the deepest forests of the Southlands. A weapon coated with the sap, and that inflicts at least 1 Wound, deals 4 additional Wounds unless the target succeeds a Challenging (–10%) Toughness Test. 	 		
Chimera Spittle 	150 gc 	 	 		
Very Rare 	Very Hard 	Harvested from a Chimera, no small
feat in itself, Chimera spittle is highly acidic and burns the flesh on contact dealing 1 Wound with the merest drop. Applying this venom requires a steady hand, and a successful Agility Test, or the poisoner gets a little on him, taking the aforementioned damage. On the first successful attack by a weapon envenomed by Chimera spittle, the victim must succeed a Hard (–20%) Toughness Test or take 1 Wound and die in 1d10 rounds 	 		
Crimson Shade 	35 gc 	 	 		
Very Rare 	Routine 	Concocted from the leaves of the Estalia blood oak, crimson shade is a highly addictive drug. When a character smokes a dose, he gains a +3 bonus to his initiative result (Agility plus 1d10) and increases his Strength Characteristic by +5%. The effects of this drug last for one hour. Unfortunately, after every use of this drug, the character must succeed a Very Hard (–30%) Will Power Test or take a –10% penalty on all Weapon Skill and Ballistic Skill Tests until he acquires another dose.	 		
Dark Venom 	30 gc 	 	 		
Very Rare 	Challenging	Cultivated from the horrid Heldrakes—
sea dragons of the Western Ocean even the slightest wound infected by dark venom results in terrible pain. If you deal at least 1 Wound with a weapon coated in this poison, the target takes an additional Wound on the following round from electric jolts of raw agony coursing through his body. 	 		
Heartkill 	800 gc 	 	 		
Very Rare 	Hard 	Certain potent venoms become even deadlier when mixed. Such is the case of the amphisbaena (the two-headed serpent) and jabberwock venom. When so mixed, it forms a colourless, odourless liquid, virtually undetectable when placed in food or drink. An imbiber must succeed a Challenging (–10%) Toughness Test or die in 2d10 rounds, as the poison courses through his body, seizes the heart and kills it. 	 		
Mad Cap Mushrooms	30 gc 	 	 		
Very Rare 	Easy 	The hallucinogenic mad cap mushrooms are popular with the Goblin tribes of the World’s Edge Mountains. When consumed before battle, the character slips into a mad and destructive rage. His Strength attribute increases by +1 and he becomes oblivious to damage, further reducing all Wounds taken by –1. In his madness, he can’t dodge or parry. The effects of this drug last for 2d10 rounds. At the end of the effect, the mushrooms deal 2 Wounds. 	 		
Mandrake Root 	25 gc 	 	 		
Very Rare 	Easy 	This sinister drug is popular among the mad for its numbing effects. For details on this poison, see Mandrake Man under Insanity 	 		
Manticore Spoor 	65 gc 	 	 		
Very Rare 	Average 	Harvested from Manticore dung, this
poison is lethal, but has soporific side-effects. The first hit made by a weapon smeared with Manticore spoor that also deals damage, requires the victim to succeed a Challenging (–10%) Will Power Test or fall asleep. If the victim fails this test, not only does he slip into a dreamless slumber, he must also succeed a
Hard (–20%) Toughness Test. If he fails this test too, he dies. 	 		
=== Oddities ===
Item 	Cost 	Enc	Availability	Description
Antitoxin Kit 	3 gc 	 	 	
Scarce 	An antitoxin kit includes a small knife, several herbal packs, and live leeches. If poisoned and you fail your Toughness Test, you may spend 2 full actions to try to save your life with the antitoxin kit. If you still live by the end of the 2 full actions, you may re-roll your Toughness Test. 	 	 	
Blessed Water 	10 gc 	 	 	
Scarce 	A priest or other holy person blessed this water, making it pure. When sprinkled on Undead, it causes 1 Wound, regardless of Toughness Bonus of Armour. 	 	 	
Healing poultice	5 p 	 	 	
Common 	A warm and stinking sludge of healing herbs and all manner of foulness. When used in conjunction with a Heal Test, on a subject who is heavily injured, the subject counts as lightly wounded for that Heal Test, thereby regaining 1d10 wounds instead of the single Wound. Characters using a poultice will have to put up with stinking of dung, cow urine or whatever nastiness has been used as a base for the mixture.	 	 	
Grimoire 	500 gc 	 	 	
Very Rare 	This a tome of arcane knowledge, used by wizards studying the magical arts. 	 	 	
Lucky Charm 	15 gc 	 	 	
Average 	No two of these folk charms look the same, as each incorporates runes, religious symbols, or signs and symbols of good luck. A lucky charm is good for just one use. You can use the luck charm to reroll one Test or ignore a successful hit. If the latter, you must announce you are using a charm prior to determining Wound loss. 	 	 	
Religious Relic 	5 gc 	 	 	
Scarce 	A religious relic is some remnant of a dead saint or holy person. Such an object could be a bone, a scrap of cloth, or jewellery. A religious relic adds a +5% to Charm and Gossip Tests when you interact with someone of this religion. 	 	 	
=== Replacements and Appendages ===
Name 	Cost 	Enc	Availability	Description
Earring 	1+ s 	0 	Common 	A common enough sight in the Empire, for both men and
women, earrings and nose rings are usually “self administered”, sometimes to mark a special occasion, rite of passage or event, or sometimes simply for whim or fashion. Ear- and nose rings can vary wildly in quality, from simple wire and bead affairs, all the way up to the finest jewellery money can buy.
Eye Patch 	6+ p 	0 	Common 	A practical and affordable alternative to a false eye, an eye patch is a section of material attached to long cords, worn over the missing eye and tied securely at the back of the head. The materials used vary with quality—the worst being formed of little more than rags, the best of the finest leathers, silks and velvets. Designs and decorations move in and out of fashion, though amongst military veterans it is traditional to display the heraldry of ones regiment or commander
False Eye 	1+ s 	0 	Average 	A man can lose his sight to many things, but some are
unwilling to admit defeat. False eyes are a popular conceit of the rich, who can afford high quality glass imitations, matched to their remaining eye. However, where the Nobility set the fashion, many try to follow hence poor quality wood or stone eyes “plug the gap” between rich and poor.
False Leg 	6+ s 	0 	Average 	A sad necessity of war, artificers and surgeons the Empire over have had plenty of practice creating all manner of replacement limbs. Formed of a set of harnessing straps, a cup and a usually wooden “peg”, these prosthetics allow the wounded mobility and independence once more. The poorest quality are little more than scavenged wood and a few straps, whereas the finest are often cushioned, jointed and finely inlaid with heraldry, curses, or art. If you have a false leg, your Movement Characteristic is only –1 instead of halved (see Permanent Effects in Chapter 6:
Gilded Nose 	6+ s 	0 	Scarce 	The obscure Dwarf smith Skalt Helfenhammer was said
to have created the first “replacement nose” after an incident with black powder and a rogue candle. Whilst he chose the most noble of metals, gold, most today do not have the luxury of such a material. Wood, iron or ceramics form the basis of most, though the term “gilded nose” lives on. The most basic are little more than a spout, slotted into the nasal cavity, whereas the
finest are almost indistinguishable from the real thing.
Skull Plate 	1+ s 	0 	Average 	Used on the most severe of head injuries, Skull plates are a section of curved metal inserted or bolted onto the very bone, to cover any missing sections of skull. Usually very functional, the poorest are brutal and basic looking—perhaps with weld marks, or traces of their original form as a cooking pot, or whatever. The finest are etched with runes or prayers, and inlaid with fine metals or gems.
Tattoo 	3+ s 	0 	Average 	Common amongst sailors, soldiers, Dwarfs, and thieves, tattoos are skin decorations created by pricking pigment underneath the skin with fine needles. The poorest in quality are crooked, childish scrawls, whereas the finest are almost works of art.
Veteran’s Hand	60+ gc	0 	Rare 	Formed of two or more metal “pincers” controlled
through wires, straps and weights, this expensive prosthetic allows the user to grip and pick up objects, imparting a measure of dexterity, though fine manipulation remains impossible. Made to measure by craftsmen, even the worst quality are marvels of engineering, though they may perhaps be previously owned, temperamental, or rusting. The finest are exquisite jewelled and gilded creations, sometimes worth more than the person sporting them.
Wooden Teeth 	3+ s 	0 	Average 	Disease, accident, and decay have ensured that false
dentures are enjoying reasonable popularity in the empire. Purchasers have the option of full, half or partial sets of teeth made of “plates” fixed with wooden, ivory, or in some cases real teeth, to replace their own. The worst quality are often secondhand, shoddy looking, and chafe the mouth, whilst the best are carved of the finest woods, the whitest teeth, and are moulded to a perfect fit.