List of gear

From NsdWiki
Jump to: navigation, search
Name Cost
Standard Kit 30𝕀
Camp Kit 25𝕀
Cooking Kit 25𝕀
Climbing Kit 25𝕀
Digging Kit 30𝕀
Disguise Kit 100𝕀
Healing Kit 80𝕀
Hunter's Kit 60𝕀
Lock and key 240𝕀
Manacles 240𝕀
Skald's Kit 70𝕀
Thieves Kit 200𝕀
  • Camp Kit – Tent, bedroll, heavy blanket, lantern.
  • Cooking Kit – Spices, dry rations, cooking pots, utensils, flint and steel, oil, fishhooks, fish-line.
  • Climbing Kit – 50β€² 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 120𝕀 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 βˆ’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 120𝕀 for every 5 points on the DL, to a maximum of 40.
  • Thieves Kit – Lockpicks, caltrops, grease jar, scissors, grappling hook, 50β€² 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/scroll case, waterskin, torches.

Combat Items

Name Cost
Acid vial 360𝕀
Arrows Γ—24 12𝕀
Black powder grenade 360𝕀
Bolts Γ—12 12𝕀
Flashbang 360𝕀
Firearm rounds Γ—10 360𝕀
Sea fire 240𝕀
Sick sack 120𝕀
Smoke screen 240𝕀
Tar ball 180𝕀
  • 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 point of burning 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 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 – 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 – 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 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.

Concoctions

Name Cost
Sleep tonic 360𝕀
Tranquilizer 12𝕀
Smelling salts 360𝕀
Rage Tonic 12𝕀
  • Sleep Tonic – sedative. Nighty night! This hypnotic brew elicits intense drowsiness when consumed. A creature that ingests a sleep tonic must make a DL 15 Vitality check or gain the unconscious condition. The effects last four hours.
  • Tranquilizer – paralytic. How do you stop a rhino from charging? A tiny amount of this neurotoxic substance is enough to drop a human. Coat an arrowhead in it and you can stop an elephant. A creature who absorbs this chemical must make a DL 18 Vitality check or gain the muted, paralyzed, and prone conditions. The effects last 90 minutes.
  • Smelling Salts – stimulant. It's good to keep some of these in your corner when you're punch drunk. A pungent ammonia smell wafts from this tiny flask.
  • Speed Tonic – stimulant: AP bonus
  • Inertia Tonic – sedative; AP penalty
  • Rage Tonic – stimulant, muscle bonus
  • Pacifier – sedative: muscle penalty
  • Fear Powder – psychoactive. Paranoia in a bag! A fine talc-like powder bound up in a fragile cloth sack that fits in the palm of your hand. The sack produces a pungent cloud of dust when it strikes a solid object. Any creature within 5 feet of the impact must make a DL 18 Vitality check or gain the rattled condition. The effects last one hour.
  • Mind Fog – psychoactive. This coil of incense comprises spices, resins, and oils harvested from rare desert plants. The smoke it produces when lit is severely discombobulating. Creatures that breathe air within 10 feet of a lit coil must make a DL 16 Vitality check or gain the confused and distracted conditions. The effects last one hour.
  • Pheromone Salve – psychoactive: bonus to charm (5 ft radius). Desperation is a stinky cologne.
  • Numb Tonic – psychoactive: unfeeling. "It doesn't matter." This dram of black fluid strips a creature of its emotions. It tastes gross, but it does the job. Creatures who drink it gain the unfeeling condition. The effects last four hours.