Difference between revisions of "List of gear"

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*''Digging Kit'' – Pick, shovel, hammer, torches, crowbar.  
 
*''Digging Kit'' – Pick, shovel, hammer, torches, crowbar.  
 
*''Disguise Kit'' – 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.
 
*''Disguise Kit'' – 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'' – Herbs, salves, anti-venoms, bandages, needle and thread, scalpel, scissors. Grants a +4 to [[Healing]] check, supplies are depleted after 5 uses.
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*''Healing Kit'' – Herbs, salves, cloth, bandages, needle and thread, scalpel, scissors. Grants a +4 to [[Healing]] check, supplies are depleted after 5 uses.
 
*''Hunter's Kit'' – Bird call, fishhooks, fish-line, snares, butterfly net, bear trap.
 
*''Hunter's Kit'' – Bird call, fishhooks, fish-line, snares, butterfly net, bear trap.
 
*''Lock and key'' – 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 120𝕤 for every 5 points on the DL, to a maximum of 30.  
 
*''Lock and key'' – 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 120𝕤 for every 5 points on the DL, to a maximum of 30.  

Revision as of 22:18, 12 March 2022

Name Cost
Standard Kit 30𝕤
Camp Kit 25𝕤
Cooking Kit 25𝕤
Climbing Kit 25𝕤
Digging Kit 30𝕤
Disguise Kit 100𝕤
Healing Kit 80𝕤
Hunter's Kit 60𝕤
Lock and key 240𝕤
Manacles 240𝕤
Skald's Kit 70𝕤
Thieves Kit 200𝕤
  • Camp Kit – Tent, bedroll, heavy blanket, lantern.
  • Cooking Kit – Spices, dry rations, cooking pots, utensils, flint and steel, oil, fishhooks, fish-line.
  • Climbing Kit – 50′ rope, grappling hook, pitons, hammer,
  • Digging Kit – Pick, shovel, hammer, torches, crowbar.
  • Disguise Kit – 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 – Herbs, salves, cloth, bandages, needle and thread, scalpel, scissors. Grants a +4 to Healing check, supplies are depleted after 5 uses.
  • Hunter's Kit – Bird call, fishhooks, fish-line, snares, butterfly net, bear trap.
  • Lock and key – 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 120𝕤 for every 5 points on the DL, to a maximum of 30.
  • Manacles – 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 −1, 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 120𝕤 for every 5 points on the DL, to a maximum of 40.
  • Thieves Kit – Lockpicks, caltrops, grease jar, scissors, grappling hook, 50′ rope, crowbar.
  • Skald's Kit – Ink, quills, sealing wax and sigil-stamper, loose parchment, bound book with lock, tin-whistle.
  • Standard Kit – Backpack, soap, small mirror, cheap perfume, small clay jug, whetstone, straight-razor, needle and thread, candles, dice, leather pouches, grease-pencil, map-case, waterskin, torches.

Combat Items

Name Cost
Acid vial 360𝕤
Arrows ×24 12𝕤
Black powder grenade 360𝕤
Bolts ×12 12𝕤
Flashbang 360𝕤
Firearm rounds ×10 360𝕤
Sea fire 240𝕤
Sick sack 120𝕤
Smoke screen 240𝕤
Tar ball 180𝕤
  • Acid vial – 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 – 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 – 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 – 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 – 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 – 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 – A vial containing a strange, gluey chemical mixture that burns even when exposed to water. The flames ignite when the vial shatters. Targets struck by a vial of sea fire gain the burning condition. Anyone within 5 feet of the impact takes 1 damage. Very useful in naval combat, as ship decks, ropes, and sails can be easily set aflame.
  • Sick sack – An animal stomach filled with a rancid concoction that would make anyone gag. It's gross! A successful hit causes the sack to burst, and its target must make a DL 15 Vitality check. Being covered in putrid muck is awful, so even on a successful check, the creature moves one step down the Knockout Track. On a failure, the creature moves two steps down the Knockout Track. On a Critical Failure, the creature gains the unconscious condition. A sick sack can be imbued with a disease, and a creature hit with a diseased sick sack gains the infected condition. "Ichor? I barely know her!"
  • Smoke screen – 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 – A mass of sticky black tar and rope that must be lit and thrown. Targets struck by a lit tar ball gain the burning condition. 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 damage.