This page contains a variety of items, goods, and services that characters might be able to purchase at settlements or from merchants and traders. The GM determines what items are available in any given location.
“Money” is an abstract resource representing wealth of any denomination. It can include trade goods, valuable gems, coins of different materials, letters of credit, etc. The details aren’t usually important.
Any purchase of goods or services costing less than 1 Money does not lower a character’s Money total. They are assumed to toss over a small denomination of money that doesn’t impact their Money total.
Prices also vary from place to place. The item entries in this chapter include a Cost value, which represents a rough estimate of how much Money is required to purchase that item, though supply and demand can affect this.
Characters who carry all their wealth on their person put themselves at risk of theft and losing it all. Large cities often have banks in which characters and crews can store their currency in relative safety. Otherwise, people often use lockboxes or store their goods in hidden locations.
Particularly sophisticated characters might write letters of credit as payment for goods and services. These letters are usually stamped with a unique symbol or wax seal, and are difficult to forge. They can be redeemed for the indicated amount at the character’s bank. A clever forgery might suffice for a moderate withdrawal, but is sure to draw attention in the long run as the victim discovers the unexpected loss of funds.
Player characters can purchase items from shops and marketplaces in Exploration or Downtime Mode, so long as such establishments are available to them. Particularly expensive or rare items are unlikely to be available except in specialized shops or when specially commissioned.
When a character makes a purchase, their Money total decreases by the amount paid. If they don’t have enough Money, they cannot make the purchase unless the seller is willing to trade other goods or services.
Most merchants are not in the habit of buying items from strangers off the street. Those that do typically pay half the listed cost of the item. When a player character sells an item, they gain Money based on what the merchant is willing to pay.
Upon character creation, each PC has 30 Money to spend on basic equipment. Any remaining Money is recorded on the character sheet.
"Burden" is an abstraction of weight, bulkiness, and general encumbrance of items. An item can have a Burden of 1 or higher, or "L" for "lightweight," which means it has no significant weight to it. A character can carry as many lightweight items at once as they wish, within reason. For example, a Buckler has a Burden of L, but this assumes the character is not carrying an unreasonable number of Bucklers at once. The GM may determine that a significant number of "lightweight" items count as 1 or more Burden when all carried at once.
A player character can comfortably carry an amount of Burden up to their Might die size (for example, 6 Burden for a Might die size of d6). Carrying Burden in excess of this causes the character to become encumbered (see Status Effects) until they drop some weight. A character simply cannot carry more Burden than twice their Might die size.
Apart from worn items such as armor, jewelry, and other accouterments, and held items such as weapons or torches, equipment must be carried on your body in pouches, packs, cases, and similar containers. Retrieving an item in this way usually requires the character to use a maneuver to do so.
On certain occasions, it may become important to know how much Burden a particular creature imposes. For instance, a player character might wish to carry their fallen comrade out of harm's way.
In general, most Medium-sized People that occupy 1 Space are approximately 5 Burden. The GM can increase or decrease this value depending on the situation and particular character. Other creatures can have lightweight Burden or immense Burden depending on their size. As a rule of thumb, assume that a creature's Burden increases by 5 for each additional Space it occupies beyond the first.
Carrying a backpack full of heavy stones is more difficult than pushing a wheelbarrow full of those same heavy stones. For this reason, any Burden that is being pulled, pushed, or dragged rather than carried counts as half that much Burden, rounded down. However, moving or traveling in this way is usually more time-consuming, or virtually impossible if the terrain is difficult.
Some items are typically sold in batches and are marked as such in the names of their item entries. The listed cost and Burden values for these items represents the total cost and Burden for the given quantity of items. If a character has a number of a batch item fewer than its normal purchase quantity, the Burden value of that item becomes one step lower (e.g. 2 Burden to 1 Burden, or 1 Burden to Lightweight).
For example, the item "3 Pints of Oil" comes in quantities of three flasks of oil per purchase, at a cost of 1 Money and having a total Burden of 1. A character who purchases this item twice means they must spend 2 Money, and they would then have 6 Pints of Oil, which has a total Burden value of 2. If that character then used up one Pint of Oil, they would have 5 remaining for a total Burden value 1.
A character may choose to gain a smaller number of items when they purchase a batch of items, but this does not decrease the price; it only decreases the Burden value. If a player character wanted to, they could purchase two of the item "3 Pints of Oil" by spending 2 Money, then discard one of the pints so they're carrying 5 Pints of Oil for a total Burden of 1 instead of 2.
Batches of Ammunition. Although ranged weapon ammunition such as as arrows and bolts are usually not counted and kept track of, some GMs and scenarios might require otherwise. In these cases, a batch of 20 pieces of ammunition can be given a default cost of 2 Money and have a Burden value of 1.
Maintaining a lifestyle in society costs money. Some lifestyles are more lavish than others. Some factions and organization may provide certain services for free.
Meager Lifestyle (0 Money/day): the life of a pauper—stale bread, cheap ale, and a hard bed. Sufficient for a poor Rest.
Common Lifestyle (2 Money/day): an average citizen's lot—hot meals, fresh water, and a soft bed. Sufficient for a decent Rest.
Luxurious Lifestyle (10 Money/day): the upper class experience—gourmet dining, fine wine, plush bedding, and entertainment. Sufficient for a fine Rest.
The estimates above represent a combination of housing and food expenses. If either food or shelter is already provided to a character, then the cost/day is divided in half. If both are provided, then they need spend no Money on lifestyle expenses for that day, unless they want to pay for a better lifestyle.
The most straightforward tactic for avoiding a quick death in combat is to don a suit of armor. Doing so will give you a greater chance of deflecting or absorbing physical attacks, though you will still be worn down eventually.
Suits of armor usually detract against the wearer's Stamina. Plus, the added Burden might make it more difficult for weaker characters to manage the weight without becoming encumbered. Other than that, nothing prevents a character from wearing any suit of armor they wish, and they gain the full benefits of doing so.
Cost: 5; Burden: 1
◇ Defend (Guard)—Success +2: Block 1 Stress or 1 Damage.
◇ Defend—★ Endure (19-20). Block 1 Stress and 1 Damage.
Cost: 20; Burden: 2
◇ Defend (Guard)—Success: Block 1 Stress or 1 Damage.
◇ Defend—★ Endure (17-20). Block 1 Stress and 1 Damage.
Cost: 150; Burden: 4
◇ Defend (Guard): Block 1 Stress or 1 Damage.
◇ Defend—★ Endure (15-20). Block 1 Stress and 1 Damage.
Cumbersome (trait). While you have one or more Cumbersome items equipped, your Stamina is reduced by an amount equal to the highest Cumbersome value among those you have equipped.
Anyone can heft a weapon and attack with it. The weapons provided in this section are those commonly found in the world of Senteia. Each weapon represents a broad category of specific weapons that serve the same purpose. For example, the “Sword” weapon is left purposefully generic. It could be a shortsword, a rapier, a katana, a cutlass, a kris, a saber, etc. So long as it’s a one-handed sword, it counts. The Polearm might be a halberd, a pike, a glaive, or even a trident. The Maul might instead be a giant club or two-handed hammer. It’s up to the player to decide what their weapon looks like.
Weapons often have additional boons or other traits that modify how attacks are made with them. Some, such as the Shield, Garrote, and Ranged Weapons provide new Tactical Mode maneuver and action options.
Unless otherwise specified, a player character has two hands with which to wield weapons or other items. A hand that is not holding an item or weapon is considered empty, and can be used to interact with objects in the environment, pick up items, or use the ◆ Brawl basic ability.
A weapon is defined as an item that has one or more of the following traits:
Flex Melee. A character that ◆ Strikes with this weapon can roll using either Finesse or Might.
Heavy Melee. A character that ◆ Strikes with this weapon must roll using Might.
Light Melee. A character that ◆ Strikes with this weapon must roll using Finesse.
Ranged X. A weapon with this trait can be used to ◆ Shoot at a target so long as there is a feasible path from the attacker to the target for the projectile to travel along. Ranged Weapons usually fire one or more pieces of ammunition in this way, and must be reloaded with more ammunition before they can be used in this way again. Ranged Weapons have a range increment, measured in spaces, as indicated in the Ranged trait. This isn’t the maximum distance at which the weapon can be effective, but rather the distance at which you can ◆ Shoot without penalty. Per the ◆ Shoot ability, a -1 edge penalty is applied for every additional increment of the weapon's range between you and your target. A weapon's maximum distance is up to five times its range increment. Beyond this distance, the weapon is either ineffectual, simply too unlikely to hit its target, or does not have the force necessary exceed that distance.
Harmless. Whenever this weapon would deal any amount of Damage, it instead deals 1 Stress.
Reach. While wielding this weapon with the requisite number of hands, your melee reach with it is increased to 2 spaces instead of 1.
Reload. A weapon with this trait needs to be loaded with ammunition before it can be used to attack. Ammunition is not usually tracked, but loading ammunition takes time. Each Reload trait specifies what type of turn component is required in order to do so. The most common Reload traits are ◆ Reload, ⬖ Reload, and Free Reload, which means the weapon can be reloaded for free any number of times per round. Some weapons may have even longer reload times, such as Reload (1 minute).
Thrown X. You can ◆ Shoot this weapon as if it had the Ranged trait with a range increment equal to its Thrown value, but no ammunition is used. When you do so, the Thrown Weapon lands at or near the space you targeted, and it can usually be recovered. You can attempt to throw a weapon without this trait, but doing so imposes -2 edge on the Attack roll, and the GM might impose the Harmless trait for this purpose. For example, throwing a sling at a creature is unlikely to have much effect. If the Thrown weapon also has the Flex Melee trait, you may choose to roll with either Might or Finesse when you ◆ Shoot with it. If it has the Heavy Melee trait, you must roll with Might when you ◆ Shoot with it.
Two-Handed. This weapon can be carried in one hand, but it isn't considered "wielded" unless it is being carried in two hands at once. This means a character cannot benefit from the weapon's boons, traits, or abilities while holding it in one hand, nor can they Attack with it. Releasing one or both hands from gripping a weapon can be done freely and at any time, and as part of another task such as pulling a lever or drawing another item. However, gripping the weapon again with both hands requires the ◇ Grip Weapon instant. When a Two-Handed weapon is picked up or drawn, the character can choose whether to grip it in one hand or two hands when they do so, without using ◇ Grip Weapon. Reloading a Two-Handed weapon can be done while wielding it in two hands, and doesn't cause the character's grip to change.
Weight (dX). Attack rolls you make with this weapon are made with -1 edge for each die size below its Weight rating your Might die size is. For example, a character with Might d6 would suffer -2 edge on Attack rolls made using a weapon with Weight d10.
Sometimes a character just doesn't have the right tool for the job. When a character tries to use a non-weapon item to Attack, they typically do so with -2 edge. Improvised weapons can usually be treated as having the Thrown 3 trait, and either the Light Melee or Heavy Melee trait, depending on the size of the item. The GM might also decide that the improvised weapon gains the Harmless trait.
Cost: 5; Burden: 1
◆ Strike—
—Success +3: Deal +1 Damage.
—★ Sweep (16-20; Flourish). On a failure, ◆ Strike another target.
Cost: 1; Burden: L
◆ Shoot—
—★ Pinpoint (17-20). On a failure, add +2 to your result.
—★ Envenom (15-20). On a success, the target suffers -2 edge to Resist the Attack’s Toxin (if any).
Cost: 1; Burden: L
⬖ Raise Shield (Move). Move up to half your Speed. Until the start of your next turn, you can use the ★ Deflect boon on ◇ Defend rolls:
★ Deflect (19-20). Block 2 Stress and 2 Damage.
Cost: 15; Burden: 1
◆ Shoot—
—Success +2: Deal +1 Damage.
—★ Pinpoint (17-20). On a failure, add +2 to your result.
—★ Pierce (18-20). 1 Stress and 1 Damage from this Attack are unblockable.
Cost: 1; Burden: 1
◆ Strike—★ Pierce (18-20). 1 Stress and 1 Damage from this Attack are unblockable.
Cost: 2; Burden: L
◆ Strike—
—Success +4: Deal +2 Damage.
—★ Pierce (18-20). 1 Stress and 1 Damage from this Attack are unblockable.
Cost: 1; Burden: L
You cannot ◆ Strike with a Garrote. Instead, you can only use it to ◆ Brawl (Wrestle) to grapple a target. While a creature is grappled in this way, they are also breathless.
Non-Person creatures are often immune to this effect if they lack a throat or similar body part (GM discretion).
◆ Strangle. Target creature grappled by you using the Garrote takes 1 unblockable Stress and 1 unblockable Damage. Until the start of your next turn, your ◇ Defend rolls against the target have -2 edge.
Cost: 8; Burden: 1
◆ Shoot—
—Success +1: Deal +1 Damage.
—★ Pierce (18-20). 1 Stress and 1 Damage from this Attack are unblockable.
Cost: 2; Burden: 1
◆ Strike / ◆ Shoot—Success +3: Deal +1 Damage.
Cost: 10; Burden: L
◆ Shoot—★ Pinpoint (17-20). On a failure, add +2 to your result.
Cost: 1; Burden: L
◆ Strike—★ Pierce (18-20). 1 Stress and 1 Damage from this Attack are unblockable.
Cost: 5; Burden: 1
◆ Shoot—
—Success +2: Deal +1 Damage.
—★ Pierce (18-20). 1 Stress and 1 Damage from this Attack are unblockable.
Cost: 5; Burden: 1
◆ Strike—
—Success (+2): Deal +1 Damage.
—★ Sweep (16-20; Flourish). On a failure, ◆ Strike another target.
◆ Strike / ◇ Defend—★ Parry (16-20). Block 1 Stress, or make 1 Stress from your Attack unblockable.
Cost: 3; Burden: 2
◆ Strike—
—Success (+2): Deal +1 Damage.
—★ Sweep (16-20; Flourish). On a failure, ◆ Strike another target.
—★ Pierce (18-20). 1 Stress and 1 Damage from this Attack are unblockable.
Cost: 4; Burden: 2
◆ Strike—
—Success (+2): Deal +1 Damage.
—★ Sweep (16-20; Flourish). On a failure, ◆ Strike another target.
Cost: 2; Burden: 1
◆ Strike—★ Sweep (16-20; Flourish). On a failure, ◆ Strike another target.
◆ Strike / Defend—
—★ Parry (16-20). Block 1 Stress, or make 1 Stress from your Attack unblockable.
—Trip (19-20). The target is knocked prone if they are within your reach.
Cost: 3; Burden: 1
⬖ Raise Shield (Move). Move up to half your Speed. Until the start of your next turn, whenever you ◇ Defend (Guard), you don't take the usual 1 Stress from doing so, and you can use the ★ Deflect boon on ◇ Defend rolls:
★ Deflect (19-20). Block 2 Stress and 2 Damage.
Cost: 3; Burden: 1
◆ Shoot—Success +3: Deal +1 Damage.
Cost: 1; Burden: L
◆ Shoot—Success +3: Deal +1 Damage.
Cost: 1; Burden: 1
◆ Strike / ◆ Shoot—Success +4: Deal +1 Damage.
Cost: 4; Burden: 1
◆ Strike—Success +3: Deal +1 Damage.
◆ Strike / ◇ Defend—★ Parry (16-20). Block 1 Stress, or make 1 Stress from your Attack unblockable.
Cost: 5; Burden: 1
Strike—
—Success +2: Deal +1 Damage.
—★ Pierce (18-20). 1 Stress and 1 Damage from this Attack are unblockable.
Cost: 3; Burden: 1
Strike—★ Snare (18-20). Choose one: the target becomes grappled by you (using this weapon), falls prone, or drops their held item.
Ammunition. Most non-Thrown ranged weapons require the wielder to supply ammunition in order to fire them. For example, a Longbow uses arrows. In most scenarios, it is not necessary to track individual pieces of ammunition for any purpose. A character using a ranged weapon is assumed to be maintaining a steady collection of suitable ammunition during their adventures, such that they will never run out except in especially dire circumstances. For example, the GM may trigger a severe bane during an extended mission to describe how a character's reserve of arrows has run out, or that the fletching is breaking away due to moisture or heat. This should be a rare occurrence, however, and ammunition should usually automatically restock upon returning to a town or place of refuge. Ammunition typically does not count against a creature's carried Burden.
Items with the Magic trait are relatively rare, though not unheard of in most civilized places. Mage characters can use any item with the Magic trait in order to ◆ Attune their minds to magic, allowing them to cast Spells. Some Magic items are only usable by Mage characters, while others can be used by a variety of characters.
Cost: 10; Burden: L
Note: This item has no effects beyond its Magic trait, which allows a Mage to use it to activate their Spell abilities.
Cost: 25; Burden: 1
◆ Activate: Invest 1 Fortune. While you're attuned and wielding this staff, you may use the following Augment effect whenever you cast a Spell:
Augment (Taxing): Take 1 Stress. Increase the range of the Spell by 5 spaces. If it has the Ranged trait, instead increase that trait value by 2.
Special. This item also counts as a Quarterstaff and has all the benefits of a Quarterstaff.
Cost: 35; Burden: L
◆ Activate: Invest 1 Fortune. While you're attuned and wearing this invested talisman, you can use the following instant when you ◇ Defend:
◇ Arcane Deflection (Taxing). Roll with Discipline instead of Might or Reflex.
Cost: 120; Burden: L
◆ Activate: Invest 1 Fortune. While this item is invested and worn by you, Augury effects have -3 edge when targeting you or anything within 10 spaces.
Cost: 25; Burden: 1
This glass sphere appears to contain a portion of the night sky, and has an eternal faint glow due to the specks of light within.
◆ Activate: Invest 1 Fortune. While invested, the Starglobe floats and hovers above your head, following you and shedding bright light in a Radius 5 area around it, and dim light out to Radius 10. While this item is invested, you can mentally dismiss and reactivate this effect using an action.
Investing Fortune. Some items and effects instruct you to invest 1 or more Fortune. When you do so, mark one Fortune symbol on your character sheet to indicate what effect is invested by that symbol. A symbol cannot be marked more than once, and it remains marked until you finish a ⧗ Rest. Investing a Fortune symbol does not remove or require Luck, nor does it prevent you from gaining Luck in that slot. If you would invest 1 or more Fortune, but you have no remaining symbols to do so, you cannot use that ability or effect.
In effect, this means that a character can invest a number of items up to their Fortune.
Alchemical items, while often bordering on the supernatural with the effects they generate, are not actually magical in the technical sense. Many people earn a decent living gathering, growing, or harvesting ingredients used in alchemical reactions.
Cost: 3; Burden: L
◆ Drink: For the next minute, remove 1 Stress at the start of each of your turns. When the duration ends, take 1 Fatigue.
Cost: 30; Burden: L
◆ Drink: Remove 3 Damage, then take 1 Wither. Add 2d4 Points to a recovery track for an Injury you have.
Special. If you take one or more doses of Regenera every day for three consecutive days, you regrow any limbs, ears, eyes, etc. that were lost or severed within the last 20 days.
Cost: 5; Burden: L
◆ Drink: Remove 3 Damage, then take 1 Wither.
Cost: 10; Burden: L
This hallucinogenic powder can be flung in a creature's face using the ◆ Brawl (Wrestle) action that doesn't take -1 edge. On a success, instead of choosing one of the success options provided, you can surprise the target, making them unable to ◇ Hold Breath in response to this Attack.
Alternatively, the powder can be hidden in a spring-loaded trap. If the triggering creature fails a Reflex roll, they are unable to ◇ Hold Breath in response to the trap.
When a creature breathes in this Toxin, they take 1 Stress and must roll to Resist against difficulty 4. The creature experiences vivid hallucinations until the end of their next turn. For the duration, they make all mental skill rolls with -2 edge.
Failure: The duration increases to 1 minute and the target takes 1 Fatigue.
Cost: 3; Burden: L
When this Toxin enters a creature's bloodstream, they take 1 Stress and must roll to ◇ Resist against difficulty 5.
Success: Take 1 Stress.
Failure: Take 1 Damage.
Cost: 200; Burden: L
When this Toxin is eaten or drunk by a creature, they take 3 Fatigue. The target falls unconscious, gaining the stable status effect.
Start a "Death's Door" progress track with 2d4 points. Every 24 hours, the target must roll to ◇ Resist against difficulty 7. On a success, add 1 point to the track. On a failure, subtract 1 point from the track.
Limit 0: The target dies.
Limit 10: The target removes the stable status effect and awakens, being cured of this Toxin. Complete the progress track.
Cost: 10; Burden: L
◆ Throw: Roll Might. You hurl the Smoke Bomb into a space within 4 + the roll's result.
Obscuring smoke erupts in a Radius 2 area centered on that space, blocking sight and imposing -2 edge on Attack rolls to anyone looking into, through, or out of the affected area. Each living creature beginning its turn in the area takes 1 Stress due to the cloying smoke.
At the start of each your turns, flip a coin. The smoke dissipates if you lose. Especially windy areas might make the smoke automatically dissipate during the first coin flip.
Items with the Material trait are resources that can used in a variety of ways. They can often be refined or collected from natural environments.
Cost: 1; Burden: 1
When emptied as an action (or thrown), the oil from this flask splashes the surface or target to make them slippery and flammable. When thrown at a creature, this item counts as having the Thrown 3, Harmless, and Weapon traits.
Oil can also be used as a source of fuel for devices such as oil lanterns.
A slippery creature has +2 edge on ⬖ Escape rolls. A flammable creature or object becomes burning whenever they take harm from a Fire effect.
Cost: 1; Burden: 1
This semi-magical material can be found in certain cave systems. Like ice, it is naturally cool to the touch, though it never melts. For this reason, it is often used with cold beverages.
When thrown into a space that is on fire or a creature that is burning, the flames in that space are doused immediately. If the target is an unwilling creature, this item counts as having the Thrown 3, Harmless, and Weapon traits. However, it loses the Harmless trait if the target has the Fire trait.
Some items are simply useful.
Cost: 1; Burden: 1
◆ Activate: You light the torch using a piece of flint. The torch sheds bright light out to Radius 4 and dim light out to Radius 2 until it is quenched or one hour has passed, after which it is consumed. While lit, the torch can be used to light other flames.
Cost: 3; Burden: 1
This basic supply kit includes the bare essentials for traveling in the wilderness: a thin bedroll and ground cloth, flint and steel, and small metal cookware.
Using this kit is usually sufficient for a poor ⧗ Rest, if accompanied by basic food. If it's raining, you might not be able to ⧗ Rest at all, taking 1 Fatigue instead.
Cost: 7; Burden: 3
This heavy duty supply kit is ideal for prolonged travel in the wilderness. It includes a two-person tent and tarp, a warm bedroll and blanket, flint and steel, a full mess kit, and various cooking spices.
Using this kit is sufficient for a decent ⧗ Rest if accompanied by cooked food.
Cost: 1; Burden: 1
These bland trail rations are mostly comprised of dried, tough biscuits that need to soak in water before becoming edible.
When consumed, each ration is sufficient for a poor ⧗ Rest, if accompanied by basic shelter.
Cost: 2; Burden: 1
This reliable rope is approximately 50 feet (10 spaces) in length. It can be used to lash objects together, tie up an unconscious creature, make a difficult climb easier to manage, etc.
Cost: 12; Burden: L
This set of professional lockpicks and tension wrenches is suitable for picking a wide variety of locks with a Guile roll.
Attempting to pick a lock without tools like these imposes -2 edge on the roll.
Cost: 5; Burden: 1
This kit is comprised of various bandages, salves, and balms that can aid in the healing process. It is used with the ⧗ Treat Wounds activity.