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 "L" for "lightweight," which means it has no significant weight to it, or a Burden of 1, 2, 3, etc. 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. Carrying Burden in excess of this causes the character to become encumbered (see Status Effects) until they shed 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.
The type of container determines how difficult and time-consuming it is to retrieve items from it.
Pouches. In general, items of lightweight Burden can be carried in a pouch that can be worn on the belt, concealed in a sleeve, sewn onto a coat, as part of a bandolier, etc. When a character retrieves an item from a pouch, they can do so using an ◇ instant.
Packs. Any item with 1 or more Burden must be stowed in a larger container such as a backpack or large satchel. When a character retrieves an item from a pack, they can do so using a ◈ maneuver.
Cases. Some items (namely weapons and ammunition) can be carried in a case appropriate to its type, such as holsters for firearms, scabbards for swords, quivers for arrows, etc. When a character retrieves an item from a specialized case, they can do so using an ◇ instant if it's 1 Burden or more, or for free if it's lightweight.
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.
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 (6 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
ArmorDefend (Guard)—On success (+2): Block 1 Damage.
Defend—⛊ Endure (18-20): Block 1 Stress and 1 Damage.
Cost: 20; Burden: 2
Armor Cumbersome 1Defend (Guard)—On success: Block 1 Damage.
Defend—⛊ Endure (18-20): Block 1 Stress and 1 Damage.
Cost: 150; Burden: 4
Armor Cumbersome 2Defend (Guard)—On success: Block 2 Damage.
Defend—⛊ Endure (18-20): Block 1 Stress and 1 Damage.
While you have one or more Cumbersome items equipped, you have an amount of Stress equal to the highest Cumbersome value among those you have equipped. This Stress cannot be removed until you no longer have any Cumbersome items equipped. Fatigue can still replace this Stress as normal, though it reverts back to Stress when the Fatigue is removed.
Example: Hartford is wearing Heavy Armor, which has the Cumbersome 2 trait. His Stamina is 5, but due to his armor he has 2 permanent Stress that cannot be removed except by first removing the armor, or if replaced by Fatigue. This will cause him to get exhausted faster than he would otherwise. For example, he could only gain 3 Stress in combat before becoming vulnerable. Similarly, while Traveling he is more limited in how much he can Hustle or Double-Time due to taking Fatigue. Once he has 3 Fatigue and is vulnerable, he is unable to use Taxing abilities or effects.
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 warhammer. 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.
Ammunition. Most Ranged weapons have an Ammunition trait that indicates the type of ammunition required and the weapon's capacity for that ammunition. One unit of ammunition is expended whenever the weapon is used for a Ranged Attack, and the ammunition generally cannot be recovered once expended. Once a weapon's ammunition capacity is expended, it must be Reloaded with more ammunition before it can be used in this way again. For example, the Crossbow has the Ammunition (1 bolt) trait. This means that in order to be ❖ Shot, the Crossbow must be loaded with 1 bolt, but it cannot be loaded with more than 1 bolt at once.
Harmless. A weapon with this trait is ineffective at dealing Damage directly. Whenever it would deal any Damage to a target, it instead deals no Damage. If the target would suffer from Damage in another way, such as poison administered with the weapon, that Damage can still take effect as normal.
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 and thrown weapons have an indicated Range such as 5 or 10 Spaces, indicated as part of the Ranged or Thrown trait name. This isn’t the maximum distance at which the weapon can be effective, but rather the distance at which you can ❖ Shoot without penalty. For every additional increment of the weapon's Range between you and your target, add -1 Edge to the Attack roll (per the ❖ Shoot ability). A weapon's maximum distance is up to five times its Range. 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.
Reach. While wielding this weapon with the requisite number of hands, your melee reach with it is increased to 2 Spaces instead of 1.
Thrown. You can ❖ Shoot this weapon as if it were a Ranged weapon. When you do so, the weapon lands at or near the Space you targeted, and it can usually be recovered. The weapon's Range in Spaces (see the Ranged weapon trait) is indicated as part of the trait name. You can attempt to throw a weapon without this trait, but doing so imposes -2 Edge on the Attack roll (per the ❖ Shoot ability), 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.
Two-Handed. This weapon can be carried in one hand, but it isn't considered "wielded" unless it is being carried in both 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 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.
Cost: 1; Burden: L
Weapon Light Melee Harmless◈ Raise Buckler (Move): Move up to half your Speed. Until the start of your next turn, you can use the following boon:
Defend—⛊ Brace (17-20): If you Guarded, you don't take the usual 1 Stress from doing so.
Cost: 2; Burden: 1
Weapon Heavy Melee Harmless◈ Raise Shield (Move): Move up to half your Speed. Until the start of your next turn, you can use the following boons:
Defend—⛊ Brace (15-20): If you Guarded, you don't take the usual 1 Stress from doing so.
Defend—⛊ Deflect (19-20): On a failure, your roll succeeds instead, and you block 1 Stress and 1 Damage.
Cost: 1; Burden: 1
Weapon Flex Melee Two-HandedStrike—⛊ Whirl (16-20; instant; Flourish): On a failure, Strike another target within reach.
Strike/Defend—⛊ Parry (16-20): Block 1 Stress, or make 1 Stress from your Attack unblockable.
Strike/Defend—⛊ Trip (19-20): The target is knocked prone if they are within your reach.
Cost: 5; Burden: 1
Weapon Heavy Melee Two-Handed Weight d6Strike—On success (+2): The target takes 1 Damage.
Strike—⛊ Whirl (16-20; instant; Flourish): On a failure, Strike another target within reach.
Strike/Defend—⛊ Parry (16-20): Block 1 Stress, or make 1 Stress from your Attack unblockable.
Cost: 3; Burden: 2
Weapon Heavy Melee Two-Handed Weight d8Strike—On success (+2): The target takes 1 Damage.
Strike—⛊ Whirl (16-20; instant; Flourish): On a failure, Strike another target within reach.
Strike—⛊ Pierce (18-20): 1 Stress and 1 Damage from this Attack are unblockable.
Cost: 4; Burden: 2
Weapon Heavy Melee Reach Two-HandedStrike—On success (+2): The target takes 1 Damage.
Strike—⛊ Whirl (16-20; instant; Flourish): On a failure, Strike another target within reach.
Cost: —; Burden: 1
Weapon Flex MeleeStrike—On success (+3): The target takes 1 Damage.
Strike—⛊ Pierce (18-20): 1 Stress and 1 Damage from this Attack are unblockable.
Cost: 2; Burden: 1
Weapon Flex Melee Thrown 3Strike/Shoot—On success (+3): The target takes 1 Damage.
Special: When you Shoot this Weapon using its Thrown trait against a target within its first range increment, you can roll with Might instead of Accuracy.
Cost: 1; Burden: 1
Weapon Flex Melee Reach Thrown 3Strike/Shoot—On success (+4): The target takes 1 Damage.
Special: When you Shoot this Weapon using its Thrown trait against a target within its first range increment, you can roll with Might instead of Accuracy.
Cost: 4; Burden: 1
Weapon Flex MeleeStrike—On success (+3): The target takes 1 Damage.
Strike/Defend—⛊ Parry (16-20): Block 1 Stress, or make 1 Stress from your Attack unblockable.
Cost: 2; Burden: L
Weapon Light MeleeStrike—On success (+4): The target takes 2 Damage.
Strike—⛊ Pierce (18-20): 1 Stress and 1 Damage from this Attack are unblockable.
Cost: 1; Burden: L
Weapon Light Melee Thrown 3Strike—On success (+3): The target takes 1 Damage.
Strike—⛊ Pierce (18-20): 1 Stress and 1 Damage from this Attack are unblockable.
Cost: —; Burden: L
Weapon Light Melee Two-Handed HarmlessSpecial: 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.
❖ Strangle: Target creature grappled by you using the Garrote takes 1 unblockable Stress and 1 unblockable Damage. Until the start of your next turn, their Escape attempts have -1 Edge.
Cost: 3; Burden: 1
Weapon Light Melee ReachStrike—⛊ Snare (18-20): The target becomes grappled by you (using this Weapon), falls prone, or drops its held item (your choice).
Cost: 15; Burden: 1
Weapon Ranged 10 Two-HandedShoot—On success (+2): The target takes 1 Damage.
Shoot—⛊ Pinpoint (17-20): On a failure, add +2 to your result.
Strike—⛊ Pierce (18-20): 1 Stress and 1 Damage from this Attack are unblockable.
❖ Slow Reload: Load 1 piece of ammunition in the Weapon.
Cost: 10; Burden: L
Weapon Ranged 5 Ammunition (1 bolt)Shoot—On success (+3): The target takes 1 Damage.
Shoot—⛊ Pinpoint (17-20): On a failure, add +2 to your result.
◈ Standard Reload: Load 1 piece of ammunition in the Weapon.
Cost: 3; Burden: 1
Weapon Ranged 10 Two-HandedShoot—On success (+3): The target takes 1 Damage.
◇ Fast Reload (Reaction): Load 1 piece of ammunition in the Weapon.
Cost: 5; Burden: 1
Weapon Ranged 10 Two-HandedShoot—On success (+2): The target takes 1 Damage.
Strike—⛊ Pierce (18-20): 1 Stress and 1 Damage from this Attack are unblockable.
◇ Fast Reload (Reaction): Load 1 piece of ammunition in the Weapon.
Cost: 8; Burden: 1
Weapon Ranged 10 Two-HandedShoot—On success (+3): The target takes 2 Damage.
Strike—⛊ Pierce (18-20): 1 Stress and 1 Damage from this Attack are unblockable.
◇ Fast Reload (Reaction): Load 1 piece of ammunition in the Weapon.
Cost: —; Burden: L
Weapon Ranged 5 Ammunition (1 stone)Shoot—On success (+3): The target takes 1 Damage.
◇ Fast Reload (Reaction): Load 1 piece of ammunition in the Weapon.
Cost: —; Burden: L
Weapon Ranged 3 Ammunition (1 dart) HarmlessShoot—⛊ Pinpoint (17-20): On a failure, add +2 to your result.
Shoot—⛊ Envenom (15-20): On a success, the target suffers -2 Edge to Resist the Attack’s Toxin (if any).
◈ Standard Reload: Load 1 piece of ammunition in the Weapon.
Cost: 10; Burden: L
Magic Implement❖ Invest: Until you finish a Rest, you can use Magic abilities that you know while you have this item on your person.
Cost: 25; Burden: 1
Magic Implement❖ Invest: Until you finish a Rest, you can use Magic abilities that you know while you have this item on your person.
Augment (Taxing): Take 1 Fatigue. For the duration, the Range of all your Magic abilities increases by 3 while you're holding this item in one or two hands.
Special: This item can be wielded as a Quarterstaff.
Cost: 35; Burden: L
Magic Implement❖ Invest: Until you finish a Rest, you can use Magic abilities that you know while you have this item on your person.
Augment (Taxing): Take 1 Fatigue. For the duration, you can use Arcana in place of Endurance or Reflex when you Defend.
Cost: 2; Burden: L
Alchemical Curative Consumable❖ Drink: For the next minute, remove 1 Stress at the start of each of your turns. When the duration ends, take 1 Fatigue.
Cost: 15; Burden: L
Alchemical Curative Consumable❖ Drink: Remove 3 Damage, then take 1 Blight. 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: 3; Burden: L
Alchemical Curative Consumable❖ Drink: Remove 3 Damage, then take 1 Blight.
Cost: 2; Burden: L
Alchemical Toxin Poison Consumable InhaledWhen a creature breathes in this Toxin, they take 1 Stress and must roll to Resist against Difficulty d8.
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.
Cost: 3; Burden: L
Alchemical Toxin Poison Consumable InjectedWhen this Toxin enters a creature's bloodstream, they take 1 Stress and must roll to Resist against Difficulty d10.
Success: Take 1 Stress.
Failure: Take 1 Damage.
Cost: 200; Burden: L
Alchemical Toxin Poison Consumable IngestedWhen 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 d12. 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: 9; Burden: 1
Magic LightThis 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: Spend 1 Luck. The Starglobe sheds bright light in a Radius 5 area around it, and dim light out to Radius 10. This effect lasts until you finish a Rest or 24 hours have passed, whichever happens first.