Equipment and Wealth
Instead of keeping track of individual gold pieces, your wealth is represented by a number, indicating what you can and cannot afford. Gaining or losing a few coins doesn't affect your wealth, so don't worry about things like buying drinks at the tavern or searching dead goblins for coppers. Only big purchases and finding treasure affect your wealth.
You can readily afford anything below your wealth value without affecting it, though bulk purchases could lower it. You may purchase something equal to your wealth, though this always drops your wealth by 1. Most shopkeepers aren't interested in secondhand goods, so they usually won't buy weapons and armor looted from enemies, though they might be interested in valuable artifacts.
In order to pool wealth between characters, every character involved rolls a number of dice equal to their wealth, adding a single 1 to the buyer’s total wealth if they roll one. This can be done once per scene, usually in a town.
Every character starts with a wealth of 2, but also with the starting class equipment at no cost. The narrator is always free to decide if something will increase or decrease your wealth, depending on the situation.
For the most part, don’t worry about how much each character is carrying, as long as it’s a normal amount of gear: a suit of armor, a few weapons, personal belongings, and some treasure. Characters can carry larger things, but doing so prevents them from taking most other actions, including combat. For example, a character could carry another unconscious character, but they couldn’t do so while fighting, jumping over a pit, or climbing a wall.
Most weapons cost 2, but two-handed and ranged weapons cost 3. Normal ammunition for ranged or thrown weapons is not tracked; if a character has a throwing knife, they are considered to have as many as they need for most battles.
- One-handed weapons cause 1 wound for every point of stealth when attacking with advantage. This is a very effective tactic for sneaky rogues. One-handed weapons are also great for defensive warriors and clerics since it leaves their other hand free to use a shield.
- Two-handed melee weapons inflict 1 wound for every point of strength. This means that a character with no points in that skill deals no damage; the weapon is too heavy or large for them to wield properly! Two-handed weapons are great for warriors who favor damage over defense.
- Attacking with two one-handed weapons (often referred to as "dual wielding") allows you to re-roll one die per point of dexterity. Combat-oriented rogues get the most out of this.
- Ranged weapons can be used against targets near and far away, but require two hands (though they gain no benefit from strength), and suffer disadvantage against close targets. Warriors and rogues excel with ranged weapons, as they can be used with either weaponry or dexterity.
- Thrown weapons can be used against nearby targets and only require one hand to use, though they suffer disadvantage against close targets. Warriors and rogues excel with thrown weapons, as they can be used with either weaponry or dexterity.
- Unarmed attacks or those with improvised weapons have disadvantage. Though they prefer to use weapons, warriors can hold there own even when unarmed using strength. Unarmed attacks cause nonlethal damage, which can be resisted by fortitude, even while unarmored.
Drawing or sheathing a weapon doesn't require an action, though only one of each of those actions may be completed per turn. Dropping anything in your hands doesn't cost an action, either. For example, you could drop both your swords, draw a crossbow, and fire it all in one turn. Picking something up off the ground does cost an action, though.
Light armor allows you to roll fortitude against lethal physical damage. Heavy armor allows you to roll fortitude with advantage. Characters in heavy armor move slower than those in light or no armor. Anyone can roll fortitude against nonlethal damage.
Wearing light armor casues disadvantage on spellcraft rolls, while wearing heavy armor causes disadvantage on awareness, dexterity, reflexes, spellcraft, and stealth rolls. If you want to focus on rogue skills, you should avoid wearing heavy armor and, if you prefer mage skills, not use any armor at all. Light armor costs 2 and heavy armor costs 4.
A shield gives advantage when rolling reflexes to avoid an attack, however, using one causes disadvantage on dexterity, stealth, and spellcraft rolls. You can use a shield as though it were a weapon (or second weapon if you're using a weapon in your primary hand) to bash an enemy, but doing so means you lose advantage on your reflexes rolls that turn. Shields cost 2.
Items meant to aid in magical spellcasting are called implements, either arcane or divine. Without using one, all spellcraft and religion rolls to cast spells are made at a disadvantage. Implements require at least one hand. Classic examples of implements are wands, holy symbols, totems, and crystal balls. Weapons and shields are not normally implements, though some artifacts may count as both. Implements cost 4.
Kits, Tools, and Books
A kit, set of tools, or a book can give advantage when using a specific skill in certain situations, such as using a linguistics book to gain advantage on intelligence rolls made to translate something from another language, a climbing kit along with strength to scale a cliff wall, or a set of thieves' tools to pick a lock using dexterity. A character must have at least 1 rank in a skill to gain the benefit of a kit. Kits always cost at least 2.
Other Equipment and Services
There are many other types of equipment and services, from provisions and animals to inn rooms and tavern tabs. Your character lives a life according to what they can afford, with 1 being lower class (food, water, clothing, shelter), 3 being middle class (horse, house), 5 being upper class (ship, carriage, servants), and 7 being nobility (mansion, land), and 9 being royalty (castle, army).
Magical items are called artifacts and can provide an array of benefits. To identify an artifact, you must succeed on an intelligence or wisdom roll, depending whether it’s arcane or divine. Some artifacts are always on, such as magical weapons and armor, while others must be activated using spellcraft or religion, such as wands and holy symbols. Very simple artifacts be consumed by anyone, like potions or enchanted food. Very rare and intelligent artifacts might try to control whoever uses them, resisted by awareness or willpower.
Potion of Invisibility: spellcraft 3, become invisible for one scene
Potion of Healing: religion 3, heals one wound
Elixir of Restoration: religion 4, heals one wound and restores consciousness
Holy Sword: religion 5, counts as a divine weapon and divine implement
Magic Bow: spellcraft 4, counts as a magic weapon
Staff of Wizardry: spellcraft 5, counts as an arcane weapon and arcane implement
Ironsilk Robes: spellcraft 6, allows fortitude rolls against lethal damage
Shield of Faith: religion 5, counts as a divine implement
Black Skull: religion 6, social skills affect undead
Control Rod: spellcraft 6, social skills affect constructs