Difference between revisions of "List of gear"
From NsdWiki
(more concoctions) |
|||
Line 92: | Line 92: | ||
|} | |} | ||
− | *''Sleep Tonic'' – sedative | + | *''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 | + | *''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 | + | *''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 | *''Speed Tonic'' – stimulant: AP bonus | ||
*''Inertia Tonic'' – sedative; AP penalty | *''Inertia Tonic'' – sedative; AP penalty |
Revision as of 00:30, 13 April 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/scroll 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 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 | 360𝕤 |
Tranquilizer | 12𝕤 |
Smelling salts | 360𝕤 |
Rage Tonic | 12𝕤 |
- 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: rattled
- Mind Fog – psychoactive: confused, distracted
- Pheromone Salve – psychoactive: bonus to charm (5 ft radius)
- Numb Tonic – psychoactive: unfeeling