Otherworld:Equipment
Contents
Weapons
- Action Points
- This details the number of Action Points necessary to use the weapon.
- Parry
- The bonus the weapon grants the character on a Defense Roll when the weapon is used to parry an attack.
- Hurt
- The amount of damage the weapon does on its own, which is factored into the Attack Roll.
- Type
- The type of Hurt the weapon inflicts. Either Slashing, Bludgeoning, or Piercing. Certain spells, items and armor protect better against certain types of Hurt.
- Notes
- Any relevant notes about the weapon.
Weapons marked with a (†) are fast weapons. These weapons are small or light and easy to conceal and grant a character a +2 bonus on Thievery/Disguise checks to conceal them.
Weapons marked with a (‡) are two-handed weapons. They must be held with both hands. Two handed weapons give a character a −2 penalty to Thievery/Disguise checks to conceal them.
Up Close and Personal
Older Stuff
Name | AP | Parry | Hurt | Type | Notes | Cost |
---|---|---|---|---|---|---|
Fast blade (Ace) † | 3 | −2 | 2 | P, S | +2 Disguise/Thievery to conceal | 25𝕤 |
One-handed blade (Strongblade) | 4 | −1 | 5 | P, S | 𝕤 | |
Two-handed blade (Big Mother) | 5 | 8 | P, S | −2 Disguise/Thievery to conceal | 𝕤 | |
Fast bludgeon (Blackjack) † | 3 | −2 | 2 | B | +2 Disguise/Thievery to conceal | 𝕤 |
One-handed bludgeon (Queensrod) | 4 | −1 | 5 | B | 𝕤 | |
Two-handed bludgeon (Gatecrasher) | 5 | 8 | B | −2 Disguise/Thievery to conceal | 𝕤 | |
Spear (Pigsticker) | 4 | P | −2 Disguise/Thievery to conceal | 𝕤 |
Weird, Wild Stuff
Name | AP | Parry | Hurt | Type | Notes | Cost |
---|---|---|---|---|---|---|
Aether Torch | 4 | 10 | F | +4 to Smash checks, incendiary | 𝕤 | |
Fast arcblade (Tickler) † | 3 | 4 | S, E | arcing, stun, shorts on a crit fail | 𝕤 | |
Arcblade | 4 | 7 | P | arcing, stun, shorts on a crit fail | 90𝕤 | |
Two-handed arcblade (Daddy Zappa) | 5 | 10 | S, E | arcing, stun, shorts on a crit fail | 𝕤 | |
Arcgloves † | 3 | 3 | B, E | cannot be disarmed, arcing, stun, shorts on a crit fail | 𝕤 | |
Ki-blade | 4 | S, P | 𝕤 | |||
Sawbracers † | 3 | +1 | 3 | S | Cannot be disarmed | 𝕤 |
Shiversword (small) † | 3 | 3 | S, P | Jams on a crit fail | 𝕤 | |
Shiversword | 4 | 6 | S, P | Jams on a crit fail, requires power cell | 𝕤 | |
Shiversword (large) | 5 | 9 | S, P | Jams on a crit fail, 2 handed, requires power cell | 𝕤 | |
Sickstick | 3 | 3 | B | stun, easy conceal, | 𝕤 | |
Springstaff | 4 | 5 | B | knockdown, easy conceal | 𝕤 |
Things That Go Boom/Twang/Whoosh
Name | AP | Parry | Hurt | Clip | Type | Notes | Cost |
---|---|---|---|---|---|---|---|
Fast Pistol | 3 | −2 | 6 | 5 | P | 𝕤 | |
Pistol | 4 | −2 | 9 | 5 | P | 𝕤 | |
Heavy Pistol | 5 | −2 | 12 | 5 | 𝕤 | ||
Fast Rifle | 3 | 0 | 9 | 5 | 𝕤 | ||
Rifle | 4 | 0 | 12 | 5 | 𝕤 | ||
Heavy Rifle | 5 | 0 | 15 | 5 | 𝕤 |
- Pistols - A pistol is a firearm which can be used in one hand.
- Rifles - For our purposes, a rifle is any gun which normally requires two-hands to shoot. Most rifles are best fired from the shoulder and have a buttstock.
Modding Guns
Guns and their use can be modified in a number of ways.
- Barrel Upgrade - Can be taken up to three times. Increases the Hurt of the weapon by one.
- Bayonet - A blade which is attached to rifles, turning them into formidable melee weapons.
- Capacity Upgrade - Increases the magazine capacity by one. Can be taken to a maximum capacity of 10.
- Cheap - Weapon is available at half-price. On a crit-fail, the weapon always explodes.
- Grenade Launcher - An under-mounted launcher available on rifles.
- Laser-sight - Called shots can be made at no penalty.
- Scope - Weapon may be fired at max range at no penalty.
- Suppressor - Mutes the sound and dims the flash of gunfire. Perception checks to notice suppressed gunfire is DL 25 (non-suppressed is usually DL 10).
- Loud Ammo - Deafens adjacent targets.
- Flashy Ammo - Blinds adjacent targets.
- Stun Ammo
- Non-lethal Ammo
Fast Pistols
- Cobra MP-38 Machine Pistol
Common Pistols
- Falke C-96 semi-auto
- Speakeasy semi-auto
Heavy Pistols
- Avenger Revolver - The Avenger is a revolver style
- Magpie Pocket Pistol
Fast Rifles
- Swarzdag Assault Rifle
Common Rifles
- Grand 1900
Heavy Rifles
- C&G Shotgun
- Lupo Shotgun
- Pallbearer Sniper Rifle
Guns and Critical Failures
- (6-10) Hangfire - There is a short lag between and ejection of the projectile. Automatic miss, loss of ammo.
- (5) Oops - The character drops the gun. Requires 2 AP to retrieve.
- (4) Jam - The round does not load properly into the chamber as the magazine is clogged with dirt. Requires a reload.
- (3) Dud - The round loads into the chamber, but does not fire. Round must be carefully removed with a Machinery check (5 AP, DL 15).
- (2) Squib - The round is fired, but does not clear the barrel, and gets stuck (Perception DL 15, secret, to notice the squib). If another shot is fired, the gun will explode in the user's hand, destroying the gun and causing damage to the wielder (Grunt Save DL 18).
- (1) Explosion - A round which is packed with much too much propellant, or a gun with a faulty barrel will cause the gun to be blown apart, destroying the gun and injuring the wielder (Grunt Save DL 20).
Name | AP | Parry | Hurt | Clip | Type | Notes | Cost |
---|---|---|---|---|---|---|---|
Arcgun | 4 | −2 | 10 | 10 | E | arcing weapon, stun, requires Manacell | 1,000𝕤 |
Avenger Revolver | 4 | −2 | 12 | 6 | P | reliable | 900𝕤 |
Cobra MP-38 Machine Pistol | 4 | −2 | 11 | 12 | P | 750𝕤 | |
Crossbow | 5 | −1 | 16 | 1 | P | hard conceal | 600𝕤 |
DR-153 Drachenrot Flamethrower | 5 | 0 | 15 | 8 | F | hard conceal, incendiary, requires Aethercell | 2,000𝕤 |
Falke C-96 semi-auto pistol | 3 | −2 | 8 | 9 | P | sniping | 500𝕤 |
Hunting Bow | 5 | −1 | 14 | N/A | P | hard conceal, reliable | 650𝕤 |
Magpie Pocket Pistol | 3 | −2 | 6 | 4 | P | easy conceal, reliable | 200𝕤 |
Pallbearer Bolt-action Rifle | 5 | −2 | 18 | 1 | P | hard conceal | 2,000𝕤 |
C&G Shotgun | 5 | 0 | 15 | 6 | P | stayback, knockdown, hard conceal | 1,000𝕤 |
Shuriken | 3 | −2 | 2 | N/A | S, P | easy conceal | 10𝕤 |
Speakeasy 9mm semi-automatic pistol | 3 | −2 | 7 | 15 | P | 350𝕤 | |
Swarzdag Assault Rifle | 5 | 0 | 16 | 10 | P | hard conceal | 1,500𝕤 |
Thumpgun | 4 | −2 | 10 | 5 | B | knockdown, requires Manacell | 800𝕤 |
Name | AP | Parry | Hurt | Type | Notes | Cost |
---|---|---|---|---|---|---|
Concussion Grenades | 5 | −2 | 16 | B | knockdown | 𝕤 |
Chillcube Grenades | 5 | −2 | 14 | C | stun, | 𝕤 |
Dessication Grenades | 5 | −2 | 14 | H | 𝕤 | |
Flare Grenades | 5 | −2 | 0 | N/A | blinding | 𝕤 |
Fragmentation Grenades | 5 | −2 | 20 | S, P | 𝕤 | |
Incendiary Grenades | 5 | −2 | 16 | F, B | incendiary | 𝕤 |
Smoke Grenades | 5 | −2 | 0 | N/A | grants large cover | 𝕤 |
- Arcing - On a critical success when using this weapon, the energy jumps in an arc to a another target. Choose a second target and roll another Attack Roll.
- Incendiary - On a successful attack, this weapon lights its targets on fire. On a critical failure, the weapon explodes, dealing damage to its wielder. Roll a Grunt Save (DL 25) and take the result as damage.
- Knockdown - On a critical success when using this weapon, the target is knocked prone. Frequently seen on shotguns.
- Reliable - This weapon never malfunctions as a result of rolling a critical failure. Revolver-style pistols are famous for their reliability.
- Sniping - This weapon does not suffer penalties when firing at long ranges.
- Stayback - When used against a target within melee weapon range (five to ten feet), the weapon's hurt is increased by +2.
- Stun - Targets hit by the weapon will act last in Reaction order in the next round.
- Ace – An ace is another term for dagger. Daggers and knives are the most inexpensive and prevalent weapon among the common people.
- Aether Torch – A short handle which is capable of producing a tall, super-heated flame from one or both ends which is hot enough to melt through steel. The flame may be shortened or lengthened, but has a maximum length approaching six feet. Dangerous to use, even by proficient handlers, aether torches have been known to explode. Aether torches require cells of compressed Aether gas.
- Arcblade – A sword or other bladed weapon which is imbued with electrical energy in the same way as an Arcglove. Requires arcgloves to handle safely. Powered by a mana cell.
- Arcglove – A gauntlet which generates a flow of electricity along and around it, which can be discharged during hand-to-hand fighting, shocking the opponent. Powored by a mana cell.
- Arcgun – A gun which shoots arcs of condensed electricity at short ranges. Powered by a mana cell.
- "Avenger" Revolver – A handgun with a revolving block consisting of six chambers. Great stopping power, but the shooter is frequently required to reload.
- Chillcubes – Grenades which discharge a chemical gas which freezes water and chills the air, causing damage to anyone caught in its path.
- Dessication Grenades – Grenades which radiate micro-waves, stealing the moisture from the bodies of those nearby and causing internal organ damage.
- Gunblade – Similar to a bayonet, this is a long blade which can be attached to some firearms, enabling their use as a formidable melee weapon. "Gunblade" is both the term for the blade, and the assembled weapon itself. Not all guns allow for the attachment of a gunblade.
- Ki-blade – Weapons of legend, rumored to hold within them the soul of a dead kensai. When held by a Kensai, a ki-blade allows the wielder to charge it with "ki," or spirit energy, which greatly increases the weapon's deadliness.
- Red Dragon Rifle – A large gun which shoots flames via the muzzle fed by a cannister of highly-flammable, ultra-condensed gas attached to the gun like a magazine.
- Sawbracers – Leather bracers reinforced with metal which conceal several small, serrated blades which tear at an opponent in hand-to-hand combat.
- Shiversword – A weapon consisting of a pair of thin blades which move back and forth at very high speeds, causing the weapon to "shiver." This movement of the blades means the cutting edge is extremely sharp.
- Shiverswords come in all sizes and are commonly used in cooking or as work tools, in the form of knives.
- "Speakeasy" – An automatic handgun with less stopping power than a revolver that can nonetheless be fired more quickly.
- Springblade – An unextended springblade resembles a shortsword with a long handle, which sometimes make them rather conspicuous. By pressing a button, the springs inside the handle eject lengths hidden one inside the other, turning the weapon into a spear. The new length of the weapon is fixed until the button is pressed again, which allows the shaft to collapse.
- Springstaff – A springstaff functions just like a bladeless springsword, and resembles a short metal rod in appearance.
- Thumpgun – These guns, when fired, produce a single sonic pulse which is inaudible to humanoid ears, but has concussive force enough to knock targets off their feet and hurt them. Thumpguns are commonly used by bounty hunters, and law enforcement, as well as those who wish to trade lethal effect for discretion.
Armor
- Aether Wither
- Arc Diffuser
- Arc Shield
- Infantry Light Armor
- Mariner Light Armor
- Night-guard Light Armor
- Night-guard Heavy Armor
- Spellgloves
Gear
- Aether Cell
- Bloodbook
- Combustion Collar
- Dreamstones
- Focus Magnet
- Mana Inhibitor Collar
- Mana Cell
- Memory Stones
- Rocketpack
- Soulstones
- Spellcard
- Spidercord
- UCA (Underwater Conversion Aparatus)
- Comlink
Mods
- Gunblade -
- Silencer -
- Short barrel - half range, +1 Hurt
Food/Drink
- Amrita - A liquor made from honey and rare spices and herbs. The true recipe is ancient, dating back thousands of years, and some cultures propose their recipe has not changed in all that time.
- Ambrosia -
- Edge-
- Ichor -
- Lucy -
- Soma -
- Teikal - A potent, smoky-tasting liquor. +2 Courage
Materials
- Cloudstuff
- Tenebran Steel
- Tombwood
- Krakentooth Ink
Mechanical Augmentation
- Tin Limb
- Clockwork Organ
- Handcannon
Transportation
Cars
- Red Sky Aegis
- Guild
Planes
Boats
Tanks
Other
- AT board
- Trowlish Thundermaker – A larger, very powerful version of the revolver crafted by the Trowls with a Trowl's size and strength in mind. The Thundermaker has 8 chambers in its revolving block. When fired, the noise and kickback are immense. Anyone with a Muscle score of less than 6 firing a Thundermaker takes a -8 penalty on attacks with it. Anyone smaller than a Trowl must use the weapon with two hands.
- Arcshield
- Arc Diffuser
- Aether Wither
- Infantry Armor
- Mariner Light Armor
- Nightguard Light Armor
- Nightguard Heavy Armor
- Stealthsuit
- Spellgloves
- Aether Cell – A power source for devices, but second to Mana cells in terms of efficiency and potency.
- Arc Collar – Packmasters attach these collars to the necks, or rarely wrists/ankles, of prisoners, laborers, slaves, or enemies. The packmaster can remotely activate the collar, which sends a shock into the body of the host. Arc collars are often used to "train" captives and are sometimes used in conjunction with Mana Inhibitor Collars (M.I.C.).
- Bloodbook – Relics of the Old Ways, a set of bloodbooks were a way of communicating over long distances. What was written in blood in one book could be read in either all the books or in a single master tome, depending on how the books were enchanted. Since the advent of radio communications, bloodbooks have slightly decreased in value, but due to their easily-disguised nature, they are still utilized.
- Combustion Collar – Barbaric devises still in use by ruthless cultures and slavers, these collars attach to their hosts and remain there until removed by a trained packmaster. The packmaster may activate the collar, at which time it explodes, obviously killing the host and killing or wounding anyone nearby. Any attempt to remove the collar through force results in immediate activation.
- Focus Magnet – A Focus Magnet is a pucklike stone which can be used to push (diamagnetism) or pull (paramagnetism) metal objects through the expenditure of MP.
- Dreamstones
- Mana Inhibitor Collar – Less gruesome than the combustion collar, the M.I.C. continually drains the Mana energy inherent to the host, stopping it from activating any powers, preventing it from casting spells, and keeping it in a state of mild exhaustion. These collars keep a host at a constant state of 0 MP and Stage One on the Knockout Track.
- Mana Cell – a highly efficient, productive energy source for devices and vehicles.
- Memory Stones – Small precious gems which contain memories. The gems are worth a good deal of money on the black market, depending on the memory.
- Rocketpack –
- Soulstones –
- Spellcard –
- Spidercord –
Clothing
Sometimes it's not who you know, but how you dress. Here are some examples of outfits available for your character to purchase. If a character is wearing an outfit which is ill-suited for the task at hand (for instance, wearing hobo clothes to a dinner party or Political Dress on the tundra), the character will suffer a penalty to applicable rolls and may be subject to damage.
Name | Cost |
---|---|
Political Dress | 500𝕤 |
Fancy Duds | 300𝕤 |
Cold Weather Clothes | 100𝕤 |
Average Joe | 50𝕤 |
Hobo Clothes | 5𝕤 |
Grifter's Clothes | 25𝕤 |
Fashionable Clothes | 400𝕤 |
Building Weapons
Modding/Upgrading Weapons
Shields
Name | AP | Parry | Hurt | Type | Notes | Cost |
---|---|---|---|---|---|---|
Light shield | 2 | +2 | 2 | B | 250𝕤 | |
Heavy shield | 4 | +4 | 3 | B | +1 to Trip | 400𝕤 |
- Light shield – A simple shield made of wood with metal rivets and reinforcements, commonly strapped to the arm. Useful in melee combat as a bludgeoning weapon.
- Heavy shield – A large shield — large enough to cover nearly from the shoulders to the knees. Often dish-shaped, made of wood and covered with a layer of bronze or similar metal. Its weight makes it particularly effective as a bludgeoning weapon, and is known to knock an opponent backwards or prone.
Armor
Most armor is hard to come by and most folks who pursue or partake of the criminal element don't bother with it. However, as it often means the difference between life and death, those who do wear it are eventually thankful for having it.
- Bonus
- This is the number you add to Defense Rolls and record in the "Armor" box on the character sheet
- Hindrance
- The penalty imposed to certain rolls
- Donning and Removing Armor
Name | Bonus | Hindrance | Cost | |
---|---|---|---|---|
Simple | 2 | 0 | 𝕤 | |
Good | 4 | 0 | 𝕤 | |
Great | 6 | 0 | 𝕤 | |
Superior | 8 | 0 | 𝕤 |
- Padded Armor – Armor which is made of layered fabric, such as cotton, linen, or wool, and is usually quilted. Sometimes referred to as a gambeson or a jupon. Often padded armor is a single, long, garment with sleeves, that would partially cover the thighs.
- Leather Armor – Suits of leather armor are boiled and waxed. Leather is sturdy, won't rust, and allows more free movement than does heavier plate armor. A suit of leather armor would come with a cuirass to cover the torso, as well as bracers or vambrances to protect the forearms, cuisses to protect the thighs, and greaves to protect the shins. The armor components are fastened to the body by laces and hooks.
- Reinforced Leather Armor – Just like leather armor, but with riveted metal studs or plates attached to the leather. The added metal rivets don't add any additional movement restriction, but do slightly enhance the wearer's protection from attacks.
- Half-chain Armor – This armor is mostly leather with several parts reinforced beneath by chain mail. It is slightly bulkier than reinforced leather armor, but takes about the same amount of time to put on or remove.
- Breastplate – A piece of armor made of several interlocked plates that provides protection for the torso. Can be worn alone (only providing a +2 to defense), but usually accompanied by a suit of leather underneath.
- Chain mail – A chain shirt called a hauberk is knee-length mail which includes a coif covering the head. A suit of chain would also include chausses to cover the legs and also mail-reinforced gauntlets. Typically, one would wear a padded gambeson underneath the mail. Mail is heavier and more movement restricting than lighter armors.
- Scale Armor – Scale armor is constructed by affixing small, metal scales to a leather or cloth backing. A suit of scale armor includes a shirt that covers the torso down to the upper thighs and partially the arms. It would include a set of gauntlets, but no leg coverings. Scale armor is not as flexible as mail, but is cheaper to produce. A suit of scale is affixed by leather laces on the backing material.
- Heavy Chain – Similar to chain mail, but the links are far more tightly-knit, leaving less space for weapons to penetrate. Also, the rings are riveted, having small studs that give a greater rate of deflection against incoming blows.
- Half Plate – A suit of mail with metal plates affixed in certain vital locations. Poleyns strapped over the knees, metal cuisses strapped over the thighs, couters covering the elbows, pauldrons covering the shoulders, and a breastplate to cover the torso. A tasset is attached to the breastplate to cover the hips. This suit would also include gauntlets and greaves. Very restrictive to movement, but provides great protection.
- Field Plate – A finely-crafted suit of armor that is individually fitted to the wearer. Full suits of plate armor show status and lineage. Each piece of the armor is riveted and interlocked with another piece, providing total covering of the body from head to toe. A helmet with a visor would be included along with sabatons covering the feet and gauntlets for the hand. The pieces of armor are strapped to a layer of padded armor beneath. Field plate is heavy and restrictive, but very sturdy.
A combatant wearing armor with a score greater than 5 (being anything above breastplate) will take a minus to his or her Dodge skill in the Defense Roll. A character wearing chain mail will take a −1, scale will take a −2 and so on. The GM might also require that such an armored character would take this penalty to physical skill checks such as Climb, Swim, Athletics, Gymnastics, Sneak, and perhaps even Spot (if wearing a fully-enclosed helm).
Characters that use shields don't actually receive any sort of armor bonus. Instead, they use the shield for parrying during their Defense Roll.
Gear
Name | Cost |
---|---|
Standard Kit | 30𝕤 |
Camp Kit | 25𝕤 |
Cooking Kit | 25𝕤 |
Climbing Kit | 25𝕤 |
Digging Kit | 30𝕤 |
Disguise Kit | 100𝕤 |
Healing Kit | 80𝕤 |
Thieves Kit | 200𝕤 |
Skald's Kit | 70𝕤 |
- 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.
- Camp Kit – Tent, bedroll, heavy blanket, lantern.
- Cooking Kit – Spices, dry rations, cooking pots, utensils, flint and steel, oil, fishhooks, fish-line.
- Climbing Kit – 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.
- Healing Kit – Herbs, salves, bandages.
- Thieves Kit – Lockpicks, caltrops, grease jar, scissors, grappling hook, rope, small jar of acid.
- Skald's Kit – Ink, quills, sealing wax and sigil-stamper, loose parchment, bound book with lock, tin-whistle.
Mounts and Animals
Name | Cost | |
---|---|---|
Riding Horse | 800𝕤 | |
Warhorse | 2,000𝕤 | |
Blackbeak | 4,000𝕤 | |
Donkey | 50𝕤 | |
Bullhound | 1,000𝕤 | |
Leather Barding | 700𝕤 | |
Steel Barding | 2,000𝕤 | |
War Barding | 10,000𝕤 |
- Riding Horse – Horses serve as excellent transportation and beasts of burden. However, most horses do not fare well in the chaos of combat. Riding horses require their riders to make Personality + Animal Control or Agility + Ride checks (2 AP) against a DL of 12 for each round of combat to keep the horse from throwing its rider and running away. If the check is failed, the rider takes the difference as damage.
- Warhorse – Warhorses are trained in the arts of warfare and do not require their riders to make checks to avoid being throw simply because they are in combat.
- Donkey – Donkeys and mules are perfect beasts for hauling heavy gear or awkward tools, or for pulling heavy objects in a harness. Donkeys make poor mounts for combat purposes and will always throw their rider and run away if confronted with hostile forces.
- Blackbeak – Blackbeaks are stout, bipedal mounts with short vestigial wings and powerful legs, which they use to jump large distances and propel themselves furiously over land. They derive their name from their sharp beaks which are capable of easily rending flesh. Blackbeaks make poor beasts of burden, since their frame is not suited for much cargo, but make great mounts in combat thanks to their aggressive natures and the ease with which they are domesticated. For more information on these creatures, see the Blackbeak entry.
- Bullhound – Bullhounds are the preferred mounts of Goblyn warriors. Bullhounds also make great guard dogs.
Services
Healing
- 1𝕤 for each HP healed
- 5𝕤 for each Tainted HP healed
- 50𝕤 for curing of most common disease or poisons
- 250𝕤 for curing of uncommon disease or poisons
Simple Room and Board
- 1𝕤 per night
Good Room and Board
- 5𝕤 per night
Elegant Room and Board
- 10𝕤 per night
Parking
- 1𝕤 all day
Stabling
- 1𝕤 per night for horses
- 3𝕤 per night for exotic animals
Shipping/Passage
- 5𝕤 per week of travel for each passenger/piece of cargo
Messenger/Postage
- 5𝕤 per day of travel
- 1𝕤 local
Personal Security
- 10𝕤 per day
Translation
- 5𝕤 per page
- 5𝕤 per day
Cab Service
- 1𝕤 per 5 miles
Car Service
- 1𝕤 per mile