Currency
- 100 Copper (c) = 1 Silver
- 100 Silver (s) = 1 Gold
- 100 Gold (g) = 1 Platinum
- 100 Platinum (p) = 1 Diamond (d)
Basic Income Reference
- Average townsperson: 50s-1g per month (laborers, shopkeepers, craftsmen)
- Skilled artisan: 5-10g per month
- Wealthy merchant: 50g-1p per month
- Noble/Lord: 5+ Platinum per month
Standard Adventurer’s Kit
All adventurers start with this kit for free. This is a backpack with the following items in it:
- Rope (50 feet)
- Torch (3)
- Tinderbox
- Bedroll
- Waterskin
- Iron Spike (6)
- Belt Pouch
- Basic Tool Kit - Hammer, nails, small knife for general utility
- Small Sack (2)
- Oil Flask
Toolkits
Note: All Toolkits cost 2 gold each
| Toolkit | Contents | Benefit |
|---|---|---|
| Thieves’ Tools | Lockpicks, tension wrenches, small mirror, thin wire, prying tools | Required for most Thievery skill attempts involving locks and mechanical traps |
| Healer’s Kit | Bandages, splints, medicinal herbs, suturing thread, small blade | Required for using Medicine skill to provide Applied Healing to others |
| Artisan’s Tools | Hammer, chisels, measuring tools, small anvil, basic materials | Required for most Crafting skill attempts, provides workspace for repairs |
| Climber’s Kit | Pitons, carabiners, climbing harness, chalk, specialized rope | Required for Athletics checks in certain dangerous climbing conditions (sheer walls, ice, etc.) |
| Scholar’s Kit | Quills, ink, parchment, magnifying glass, reference notes | Required for detailed Academia research and copying complex texts |
| Survival Kit | Snares, fishing line, water purification tablets, navigation tools | Required for certain Survival checks in harsh wilderness environments |
| Trapper’s Kit | Basic trap-making materials | Contains 20 Trap Materials |
Basic Items
There used to be a table here, with prices and items. Lots of them. All the prices were under 1g. What’s the point.
You’re heroes, even if you’re level 1. You can afford basic items. I leave it up to the GM to not let you walk around with a general store on your back, and you still have to declare you bought these things, but my goodness, please don’t sit there tracking 10c for a couple torches when you’re getting hundreds or thousands of copper worth of gold per adventure.
GMs: Be smart. Let them have nice things. Track usages, maybe make them expend stuff for tension (“oh s*** we’re out of light sources”).
Basic Potions
| Name | Cost | Effect |
|---|---|---|
| Healing Potion | 3g | 🚧 Restore 2d6+2 HP immediately |
| Antidote | 1g | End all Poison effects and gain immunity to poison for 1 hour |
| Stimulant | 2g | Advantage on next Agility check within 1 hour |
| Night Vision Elixir | 1g | See in darkness as if it were dim light for 2 hours |
| Fortifying Draught | 2g | Advantage on next Endurance check within 1 hour |
| Clarity Tonic | 3g | Advantage on next Willpower check within 1 hour |
Cost of Living (Urban Areas)
| Standard of Living | Cost (Day) | Amenities |
|---|---|---|
| Subsist | 3c | Shared room in flophouse, street food, worn clothing. Basic shelter and sustenance only. |
| Comfortable | 3s | Private room at inn, quality meals, decent clothing. Clean accommodation with regular services. |
| Flourish | 2g | Luxury suite, fine dining, tailored clothing. Premium services, personal attendants, social access. |
Basic Services
| Service | Cost (Day) | Description |
|---|---|---|
| Horse Rental | 2s | Rent a riding horse for local travel within town boundaries |
| Messenger Service | 5c | Deliver message or small package anywhere within the town |
| Guide Service | 1s | Local guide to navigate unfamiliar districts or find specific locations |
| Storage Vault | 1s | Secure storage for valuables at merchant house or bank |
| Cart & Driver | 5s | Hired transport for moving heavy goods or multiple passengers |