List of gear
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Revision as of 05:03, 13 March 2022 by Doublecompile (talk | contribs) (remove burning, bleeding, infected conditions)
Name | Cost |
---|---|
Standard Kit | 30π€ |
Camp Kit | 25π€ |
Cooking Kit | 25π€ |
Climbing Kit | 25π€ |
Digging Kit | 30π€ |
Disguise Kit | 100π€ |
Healing Kit | 80π€ |
Hunter's Kit | 60π€ |
Lock and key | 240π€ |
Manacles | 240π€ |
Skald's Kit | 70π€ |
Thieves Kit | 200π€ |
- Camp Kit β Tent, bedroll, heavy blanket, lantern.
- Cooking Kit β Spices, dry rations, cooking pots, utensils, flint and steel, oil, fishhooks, fish-line.
- Climbing Kit β 50β² rope, grappling hook, pitons, hammer,
- Digging Kit β Pick, shovel, hammer, torches, crowbar.
- Disguise Kit β Prosthetics, glue, make-up, powders, scented oils, wigs, false teeth, hair dyes, fake jewelry. Grants a +4 to Disguise check, supplies are depleted after 5 uses.
- Healing Kit β Herbs, salves, cloth, bandages, needle and thread, scalpel, scissors. Grants a +4 to Healing check, supplies are depleted after 5 uses.
- Hunter's Kit β Bird call, fishhooks, fish-line, snares, butterfly net, bear trap.
- Lock and key β A metal locking mechanism and the key that opens it, appropriate for chains, doors, or chests. Can be picked with a DL 15 Machinery check. More complex locks that offer higher DLs are available; add an extra 120π€ for every 5 points on the DL, to a maximum of 30.
- Manacles β A pair of iron restraints on a short length of chain that prevents a creature from using its arms. These manacles should work for all humanoid creatures of Size 0. Half price for Size β1, Double price for Size 1. Can be escaped with a DL 25 Thievery or Might check. More solid manacles that offer higher DLs are available; add an extra 120π€ for every 5 points on the DL, to a maximum of 40.
- Thieves Kit β Lockpicks, caltrops, grease jar, scissors, grappling hook, 50β² rope, crowbar.
- Skald's Kit β Ink, quills, sealing wax and sigil-stamper, loose parchment, bound book with lock, tin-whistle.
- Standard Kit β Backpack, soap, small mirror, cheap perfume, small clay jug, whetstone, straight-razor, needle and thread, candles, dice, leather pouches, grease pencil, map/scroll case, waterskin, torches.
Combat Items
Name | Cost |
---|---|
Acid vial | 360π€ |
Arrows Γ24 | 12π€ |
Black powder grenade | 360π€ |
Bolts Γ12 | 12π€ |
Flashbang | 360π€ |
Firearm rounds Γ10 | 360π€ |
Sea fire | 240π€ |
Sick sack | 120π€ |
Smoke screen | 240π€ |
Tar ball | 180π€ |
- Acid vial β A small glass container full of a caustic fluid. When thrown or poured onto a combatant, it causes a point of degradation to worn armor (or shield, if a shield is used to parry). The target and anyone within 5 feet of the impact takes 1 damage. In addition, the target is subject to a Damage Roll. An acid vial has a Harm of 12, and Muscle cannot be included in the Damage Roll.
- Arrows β The ammunition for bows. Most quivers are made to fit 2 dozen arrows. Arrows are single-use items; a successful shot ruins the arrow.
- Black powder grenade β A volatile explosive projectile the size and shape of a pomegranate that must be lit and thrown. The thrower makes an Attack Roll, and anyone within 10 feet from the point of impact can attempt to Dodge. A black powder grenade has a Harm of 20, and Muscle cannot be included in the Damage Roll. It makes a stunning boom; all combatants in range, even those who successfully evade damage, must make a DL 15 Stamina check or move one step down the Knockout Track.
- Bolts β The ammunition for crossbows, heavier than arrows. Pistol crossbow ammunition is 50% of the listed cost. Bolts are sold in bundles of one dozen. Bolts are single-use items; a successful shot ruins the bolt.
- Firearm rounds β A powder horn and bullets for 10 shots. A powder horn can be used as an impromptu black powder grenade. Neither powder nor bullets can be reused.
- Flashbang β A sophisticated mixture of chemicals that erupts with powerful light and sound. Anyone within 10 feet from the point of impact must make a DL 20 Stamina check. Those who fail gain the blinded and deafened conditions for 2 rounds. On a Critical Failure, the conditions last 4 rounds.
- Sea fire β A vial containing a strange, gluey chemical mixture that burns when exposed to air or water. The flames ignite when the vial shatters. Targets struck by this vial immediately catch fire (see Chapter 9: Adventurers Beware). Anyone within 5 feet of the impact takes 1 point of burning damage. Very useful in naval combat, as ship decks, ropes, and sails can be easily set aflame.
- Sick sack β An animal stomach filled with a putrid muck that would make anyone gag. It's gross! A successful hit causes the sack to burst, ejecting its rancid contents. The target must make a DL 15 Vitality check. Failure bestows acute disgust (i.e. nausea and vomiting) a severity 2 illness [treatable, fightable every hour, limited to 12 hours]. On a Critical Failure, the creature gains the unconscious condition. A sick sack can also be imbued with an infectious disease. "Ichor? I barely know her!"
- Smoke screen β A mixture of compounds which produces a plume of thick white smoke. The smoke provides total cover, but ranged shots into the smoke have a 50% chance to hit. The smoke clears away within 10 rounds, unless wind is present, which shortens the duration to 2 rounds.
- Tar ball β A mass of sticky black tar and rope that must be lit and thrown. Targets struck by a lit tar ball catch fire (see Chapter 9: Adventurers Beware). Very useful in naval combat, as ship decks, ropes, and sails can be easily set aflame. Anyone within 5 feet of the impact takes 1 point of burning damage.