Difference between revisions of "List of gear"
From NsdWiki
Line 2: | Line 2: | ||
! Name !! Cost | ! Name !! Cost | ||
|- | |- | ||
β | |Standard Kit | + | |Standard Kit || 30π€ |
β | |30π€ | ||
|- | |- | ||
β | |Camp Kit | + | |Camp Kit || 25π€ |
β | |25π€ | ||
|- | |- | ||
β | |Cooking Kit | + | |Cooking Kit || 25π€ |
β | |25π€ | ||
|- | |- | ||
β | |Climbing Kit | + | |Climbing Kit || 25π€ |
β | |25π€ | ||
|- | |- | ||
β | |Digging Kit | + | |Digging Kit || 30π€ |
β | |30π€ | ||
|- | |- | ||
β | |Disguise Kit | + | |Disguise Kit || 100π€ |
β | |100π€ | ||
|- | |- | ||
β | |Healing Kit | + | |Healing Kit || 80π€ |
β | |80π€ | ||
|- | |- | ||
β | |Hunter's Kit | + | |Hunter's Kit || 60π€ |
β | |60π€ | ||
|- | |- | ||
β | | | + | |Lock and key || 240π€ |
β | | | ||
|- | |- | ||
β | |Thieves Kit | + | |Manacles || 240π€ |
β | |200π€ | + | |- |
+ | |Skald's Kit || 70π€ | ||
+ | |- | ||
+ | |Thieves Kit || 200π€ | ||
|- | |- | ||
|} | |} | ||
Line 41: | Line 35: | ||
*''Healing Kit'' β Herbs, salves, anti-venoms, bandages, needle and thread, scalpel, scissors. Grants a +4 to [[Healing]] check, supplies are depleted after 5 uses. | *''Healing Kit'' β Herbs, salves, anti-venoms, 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. | *''Hunter's Kit'' β Bird call, fishhooks, fish-line, snares, butterfly net, bear trap. | ||
β | *''Thieves Kit'' β Lockpicks, caltrops, grease jar, scissors, grappling hook, 50β² rope, | + | *''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. | *''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-case, waterskin, torches. | *''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-case, waterskin, torches. | ||
Line 55: | Line 51: | ||
|- | |- | ||
| Flashbang || 360π€ | | Flashbang || 360π€ | ||
β | |||
β | |||
β | |||
β | |||
|- | |- | ||
| Sea fire || 240π€ | | Sea fire || 240π€ | ||
Line 69: | Line 61: | ||
|} | |} | ||
β | *''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. An acid vial has a Harm of 12, and Muscle cannot be included in the Damage Roll. | + | *''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. |
*''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]]. | *''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]]. | ||
β | *''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. | + | *''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. |
β | + | *''Sea fire'' β 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. | |
β | + | *''Sick sack'' β An animal stomach filled with a rancid concoction that would make even the most iron-stomached person gag. It's gross! A creature hit by a sick sack 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. | |
β | *''Sea fire'' β A vial containing a strange 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. | ||
β | *''Sick sack'' β An animal stomach filled with a rancid concoction that would make even the most iron-stomached person gag. It's gross! A creature hit by a sick sack must make a DL 15 [[Vitality]] check. | ||
*''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 of hitting. The smoke clears away within 10 rounds, unless wind is present, which shortens the duration to 2 rounds. | *''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 of hitting. 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 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. | *''Tar ball'' β 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. | ||
[[Category:Equipment]] | [[Category:Equipment]] |
Revision as of 15:16, 13 January 2019
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, anti-venoms, 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-case, waterskin, torches.
Combat Items
Name | Cost |
---|---|
Acid vial | 360π€ |
Black powder grenade | 360π€ |
Flashbang | 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.
- 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.
- 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 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 β An animal stomach filled with a rancid concoction that would make even the most iron-stomached person gag. It's gross! A creature hit by a sick sack 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.
- 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 of hitting. 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 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.