Rule: Other gear types
Outfits
Clothes are for more than just covering your modesty. They can be used to protect yourself from extreme environments, influence crowds, or bolster your self image.- An Outfit is a set of clothes that provides special effects when worn.
- Outfits do not take up Inventory Slots when worn, only when they are being carried.
- You can only wear one Outfit at a time, unless otherwise stated.
- Outfits still work when worn with Light or Medium Armor, but are obscured by heavier armors.
- The appearance-based effects of Outfits don’t work on anyone who already knows the wearer.
Wearable Accessories
Armor and Outfits aren’t the only wearable items an adventurer will find useful. There are also practical storage solutions to increase Inventory Capacity.Wayfinding
While the basic geography of the Continent is widely known among, detailed information on specific regions is scant. Maps are rare and useful!- If you have a Map of an area and a Compass, you may act as a Guide when on a Journey, to avoid getting lost.
Illumination
The dark shelters unseen dangers and, while some species are better adapted to low light, many will require the comfort of a lamp.- Illumination gear lights up an area up to 20 ft from the source, unless otherwise stated.
The next 20 ft is then considered Partially dark Area condition (Obscured), and further would be Totally dark (if appliable).
Specialist's Kit
Craftsmans need access to the tools of their trade. Kits are collections of implements and materials that allow experts to conduct specialized tasks.- Some Abilities require the use of a Kit to be performed successfully.
- A single use of a Kit is expended each time an Ability is attempted, unless otherwise stated.
- Kits can be used 10 times before they need replenishment.
- A Specialist Kit can only perform the function it was intended for.
- When creating a new Gear, those Kits can turn golds into flexible crafting material to cover the Crafting Cost.
New Kit:
Slot: 2
Cost: 50
Slot: 2
Cost: 50
Refilling a Kit:
Cost: 25
Cost: 25
Books
Knowledge is a powerful weapon, and there is much to gain for those who enjoy a good book. Remember, a library is a treasure trove just as valuable as any jewel-house or chest.Tome
Large reference books and other bulky collections of knowledge.- Tomes contain knowledge of a single subject area.
- Your GM will answer any question covered by the Tome’s subject area on a successful Insight Check with the Tome’s Insight Bonus applyed on your roll.
Translation journal
While most understands Common, much is spoken/writen in other languages.- Some feature specific language, while the most complete can feature many if not all languages.
- You can attempt to communicate in the Journal’s featured language with a successful Insight Check.
Consumables
Like everyone, adventurers enjoy a hearty meal after a long day’s work. However, they are also partial to energy drinks and other performance-boosting food stuffs.- Portable Consumables prevent you from Starvation when out on a Journey.
- Some Consumables provide you with additional perks.
Combustible & Chemicals
Non-magical energy is stored in a variety of forms to power lanterns and simple machines. These volatile substances can also be weaponized!Miscellaneous
Not every single item an adventurer might want can be listed in Gear, so this section contains guidance for pricing any unlisted items you might wish to purchase.Discuss and agree with your GM any desired item’s utility, size, price, and availability.
Adventuring gear
These are tools intended for use in dangerous situations and are unlikely to be purchased by ordinary folk. As a result, they are expensive and will attract attention if carried around openly.Examples: Crowbar, grappling hook, Caltrop bag. Slots: 1 or 2 (varies with item).
Cost: 8.
Common rural and urban goods
Practical items for those that live a simple life. These can be easily obtained in small settlements and remote locales.Examples: Shovel, 30 ft of hemp rope, bricks, umbrella, hammer, writing implements and paper products. Slots: 1 or 2 (varies with item).
Cost: 0,1.
Oddities & Luxury items
Strange items that tend to serve either a very specific purpose or none at all! You won’t find these items for sale outside of a wealthy center of commerce.Examples: Pocket watch, decorative pottery. Slots: 1 or 2 (varies with item).
Cost: 16.
Trade goods
Barrels, sacks or crates of desirable goods bundled up for bulk sale. Adventurers can take advantage of their migratory nature and make a tidy profit transporting these goods from one region to another.Examples: Barrel of spice, Bag of seashell.
- Unlike other items you carry, you will always find a buyer for your Trade Goods at full price in any place that can afford them.
- A Trade Good’s value increases to 75 when sold outside its Home Region.
For example, you may purchase a barrel of spice from Asperia for 25, and sell it for 75 in the Vintergard.
Cost: 25.
Artifacts & Technologie (Solarite, Naethrite, Solnaeth)
These curious trinkets and devices are rare and expensive. Their unusual properties make them equally desirable to adventurers and curators of oddities alike.Artifacts :
To use the power of an Artifact, you must first Downtime (Identifying an artifact), then Attune.- You can Attune in 2 way :
- When you Downtime (Identifying an artifact), you can immediatly Attude to it.
- When you Downtime (Meditate), you can Attune to one of your Artifact.
- You can refill 1 charge from one of your Attuded Artifact during Downtime (Meditate), unless otherwise specified (this can be further improved with some Abilities).
- You can only be Attuned to 1 Artifact at a time, unless otherwise specified (this can be further improved with some Abilities).
Technologie :
There's is 3 types of Technologie:- Solarite: Those are fueled by the power of the sun contained in Solarite Crystals.
This Technologie is less powerfull, but more stable then the others.- Once it's charge are at 0, the power stop flowing.
- Restaure all its Charges at Noon.
- Naethrite: Those are fueled by a dark power contained in Naethrite Crystals.
This Technologie is more powerfull, but less stable then the others and can cause Naethrite pollution (cause chaotic behaviour).- Failure on a roll when using a Charge of this Technologie trigger unexpected result (determined by your GM).
- Once it's charge are at 0, the power can still flow, but taping in this power trigger unexpected result (determined by your GM) 100% of the time.
- Restaure all its Charges at Midnight.
- Solnaeth: Those are fueled by the fusion of a Solarite Crystals and a Naethrite Crystals, forming a Solnaeth Crystals.
This Technologie is a balance of the Solarite and Naethrite, they don't come without risk, but it's more stable than pure Naethrite.- Unlike Naethrite Technologie, failure on a roll when using a Charge of this Technologie dosn't trigger unexpected result.
- Once it's charge are at 0, the power can still flow, but taping in this power trigger unexpected result (determined by your GM) 100% of the time.
In case of a failure on your roll when using this Technologie at 0 Charge, the power stop flowing after triggering the unexpected result until recharged. - Restaure all its Charges at Noon and Midnight.
Cost: 200 (400 for Solnaeth Crystals).
Vehicles
Mounts won’t be able to traverse some of the most hostile terrain, or cover large tracts of land or sea without pause. For these occasions you’ll require a Vehicle.Vehicles come in a huge variety of shapes and sizes, each designed for a very specific purpose.
Each Vehicle has :
- Crewing: To control a Vehicle without penalty, you need the stated number of personnel.
- Fuel: Each Vehicle requires energy to move. This could come from your direct physical effort, harnessing an abundant natural resource, or using a Fuel or Engine.
You avoid Fatigued if you Rush on a Journey, unless it's energy come from you. - Traversable Terrain: This describes the environments the Vehicle is designed to operate in.
- Journey Time: Unless otherwise stated, a Vehicle doubles the distance you can travel in one day, when on a Journey.
- Inventory Slots: Vehicles are subject to the same rules as Animals when carrying gear, except Vehicles will not move if Overburdened.
Piloting Vehicles :
- Standard operation requires no Checks but your GM will decide if a difficult, or delicate, manoeuvre requires the pilot to make a Dexterity Check.
- Piloting rolls suffer a Disadvantage if you don’t have the required crew.
- Driving lessons: Your GM will decide if large, or sophisticated, Vehicles need a session of Downtime to master. Piloting without any training will incur a Major Penalty (-4) on piloting rolls.