Captain's Pack
Cost: 4500 Berri.
Contents: 1 Toolkit (pick one), Commoner’s clothes, an empty book, writing utensils, 7 days of field rations, a compass, 30 ft Rope, a fanny pack and a thermos.
Explorer's Pack
Costs: 4500 Berri.
Contents: 1 bedroll, 5 glow rods, 5 heating pads, 1 Den Den Mushi, Commoner’s clothes, 7 days of field rations, a Backpack, and 50 feet of rope.
Crafter's Pack
Costs: 8000 Berri.
Contents: 3 Toolkits (Pick three).
Traveler's Pack
Costs: 3000 Berri.
Contents: Commoner’s clothes, Fanny Pack, 20 ft rope, 1 bedroll, 2 glow rods, 1 blank map.
Marine's Pack
Costs: 4000 Berri.
Contents: Musket, 60 ft rope, 1 bedroll, 1 Bandage.
Pharmacist's Pack
Costs: 6500 Berri.
Contents: Commoner's Clothes, Cola, Bandage, Medicine Kit
Scholar Pack
Cost: 5000 Berri
Contents: Backpack, book of lore, ink, ink pen, parchment (10),little bag of sand, small knife
Bedroll
Cost: 250 Berri
Allows a creature to gain the benefits of a Short or long rest while not indoors or within a comfortable environment.
Caltrops
Cost: 500 Berri
These four-pronged metal spikes can cause damage to a creature's feet. You can scatter caltrops in an empty adjacent space, with a bonus action. The first creature that moves into that square must succeed at a DC 14 acrobatics check or take 1d4 piercing damage and gain 1 rank of bleed. A creature who has gained the bleeding condition from caltrops takes a 5-foot penalty to its Speed. Spending an action to pluck the caltrops free removes the speed penalty, but not the bleeding condition. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the same space are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can't be salvaged.
Diving Helmet
Cost: 1000 Berri
This helmet must be connected to a ship with its 200 ft cord. While wearing this helmet you gain the ability to breath underwater.
Swimming Fins
Cost: 1000 Berri
While wearing these fins you gain a swimming speed equal to your normal land movement speed, but while trying to move on land with them on your speed is reduced by 20ft.
Glow Rods
Cost: 1000 Berri
A small stick the side of a mechanical pen or pencil. When bent, it snaps and gives off a soft neon green light. The glow rod creates 20 feet of bright light and an additional 10 feet of Dim light.
Grappling Hook
Cost: 2,500 Berri
You can throw a grappling hook with a rope tied to it to make a climb easier, when wall walking is out of the question. To anchor a grappling hook, make a Strength or Dexterity (Survival) check vs the anchors DC, which is based on the target anchoring condition. On a success, your hook has a firm hold, but if you fail by 5 or more, the hook seems like it will hold but actually falls when you're partway up.
Grappling Hook DCs
DC Anchoring Condition
15 Complete 90-degree angle with a clear and obvious anchoring point that provides adequate support for the climbers weight.
20 Slightly awkward conditions such as heavy winds, rain or awkward anchoring points.
25 Very awkward conditions such Dim light, rain, lightly obscured vision, or uneven anchoring points.
30 Extremely difficult conditions such as Darkness, unfixed anchoring points.
Lockpicking Tools
Cost: 2,500 Berri
A set of lockpicking designed to break through the toughest of locks. You must have these on hand to perform a Lock Picking Tools (Dex) lock picking check versus a lock. On a roll of natural one they break and cannot be used.
Fanny Pack
Cost: 6,500 Berri
The Fanny Pack is a small, easily accessible pouch worn around the waist. It can store up to three consumable items, allowing them to be used as a free action once per turn, provided you have at least one free hand.
Thermos
Cost: 4,500 Berri
The Thermos is an insulated container designed to keep beverages or soups hot or cold. It can hold up to two consumable liquid items, allowing them to be consumed as a free action once per turn, provided you have at least one free hand.
Heating Pad
Cost: 2,500 Berri
When activated, this pad provides warmth for up to 4 hours in cold environments. Prevents exhaustion from cold for the duration. Each pad can only be used once before requiring a new heatstone (500 Berri, lasts 8 hours). Does not protect against extreme cold conditions caused by unnatural sources.
Collapsible 10-Foot Pole
Cost: 1,000 Berri
This pole can extend to a length of 10 feet or collapse into a compact 1-foot size. Provides an additional 5-foot reach for interacting with objects or triggering traps safely. Can hold up to 100 lbs of weight before collapsing.
Simple Shoes
Cost: 500 Berri
Reduces penalties for walking on slightly rough terrain by 5 feet. Does not confer protection against hazardous terrain or harsh environmental effects.
Reinforced Boots
Cost: 1,500 Berri
Grants a 5-foot reduction in difficult terrain movement penalties when traversing rocky, uneven, or debris-covered ground. Provides resistance to damage from caltrops and other small piercing ground hazards.
Warm Weather Gear
Cost: 1,500 Berri
Reduces exhaustion checks caused by hot environments by 1 level. If worn continuously, it prevents penalties from heat-based environmental effects for up to 8 hours.
Cold Weather Gear
Cost: 2,000 Berri
Provides resistance to cold-based environmental effects and reduces exhaustion checks caused by cold weather by 1 level. Prevents exhaustion from cold climates for up to 8 hours when worn.
Rain Poncho
Cost: 1,000 Berri
Prevents clothing or equipment worn underneath from becoming soaked, negating penalties caused by wet gear, such as added weight or movement restrictions. Functions for 8 hours of continuous rain or 1 hour of heavy storm conditions.
Climbing Gloves
Cost: 1,500 Berri
Grants advantage on Strength (Athletics) checks made to climb natural or artificial surfaces with handholds. Reduces movement penalties from climbing by 5 feet.
Travel Blanket
Cost: 500 Berri
Can be used to wrap a small creature or yourself to negate penalties from resting in cold environments. Provides 1 hour of mild warmth, which prevents a single exhaustion check from cold weather.
Multi-Purpose Bandana
Cost: 500 Berri
Can be used as a dust mask, scarf, or sunshield. Reduces vision penalties from sandstorms or heavy dust by 5 feet and prevents sunburn penalties when traveling in extreme heat.
Portable Cooking Pot
Cost: 2,000 Berri
Allows preparation of meals during short or long rests. Creatures who consume a meal prepared in this pot regain an additional 1d4 HP during a short rest or recover 1 additional level of exhaustion during a long rest. Requires a heat source to function.
Hand Warmer Stones
Cost: 1,000 Berri
Each stone provides warmth for 2 hours after activation. Negates 1 exhaustion level from cold effects when held continuously. Each stone can be reused up to 3 times before becoming inert.
Lantern & Oil
Cost: 1,500 Berri
Illuminates a 30-foot radius with bright light and an additional 20 feet of dim light for 4 hours per flask of oil. Functions in light wind and rain but extinguishes in heavy storms or underwater. Can be used as an improvised weapon to deal 1d4 fire damage if thrown.
Small Mirror
Cost: 500 Berri
Can be used to see around corners, signal for help, or examine small, hard-to-see areas. Grants advantage on Perception checks requiring line of sight when used properly.
Basic Sewing Kit
Cost: 750 Berri
Allows for temporary repairs to torn clothing or light fabric equipment. After 10 minutes of use, restores functionality to a damaged item, removing any penalties for 24 hours.
Compass
Cost: 2,000 Berri
Grants advantage on Survival checks related to navigation while in wilderness or open sea environments. Functions even in dim light but becomes unreliable in distortion fields.
Rope Ladder
Cost: 2,500 Berri
This collapsible ladder extends up to 20 feet and can support up to 500 lbs. Provides advantage on Strength (Athletics) checks for climbing and negates penalties for climbing smooth or slick surfaces.
Travel Cloak
Cost: 1,000 Berri
Provides light protection against environmental effects, such as rain, snow, or light cold. Negates minor penalties for movement or perception due to weather.
Folding Stool
Cost: 1,000 Berri
Provides a comfortable resting position during short rests. Negates penalties for resting on rough terrain and reduces time required for a short rest by 30 minutes.
Firestarter Gel
Cost: 2,000 Berri
A small jar of flammable gel that ignites on contact with air. Burns for 5 minutes, resistant to wind and rain, and can be used to start fires or as an improvised weapon (1d4 fire damage, requires a ranged attack roll).
Pulley System
Cost: 3,000 Berri
A portable pulley and rope system that can lift up to 300 lbs with reduced effort. Grants advantage on Strength checks for lifting or dragging heavy objects.
Bear Trap
Cost: 3,000 Berri
A heavy metal trap that clamps shut when triggered. A creature triggering it must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and be restrained until freed with a DC 15 Strength check.
Tarp (5 ft. by 5 ft.)
Cost: 750 Berri
A waterproof sheet that provides shelter for one Medium creature and their gear, negating penalties from rain or wet environments. Can also be used to transport loose items or as a makeshift stretcher.
Basic Toolkit
Cost: 2,500 Berri
A set of simple tools for repairing damaged equipment or devices. Grants advantage on checks to repair mundane items during short or long rests.
Animal Feed (5 lbs.)
Cost: 500 Berri
A sack of grain and dried vegetables suitable for feeding a Large or smaller animal companion for one day. Required for maintaining the loyalty of domesticated animals.
Signal Whistle
Cost: 250 Berri
A small metal whistle that emits a loud, sharp sound, audible up to 500 feet in calm conditions. Useful for signaling allies or distracting enemies.
Spy’s Toolkit
Cost: 7,500 Berri
A compact set of tools including a lockpick, cipher book, false documents, and a small mirror. Grants advantage on checks related to forgery, disguise, or decrypting messages.
Sunshade
Cost: 1,000 Berri
A lightweight, collapsible structure providing shade for up to two Medium creatures. Reduces exhaustion caused by heat during rests.
Whetstone
Cost: 500 Berri
A sharpening stone for maintaining blades. Using this during a short rest removes penalties from dulled weapons and grants a +1 bonus to attack rolls with a maintained weapon for the next 8 hours.
Writing Kit
Cost: 2,000 Berri
Includes a quill, ink, and parchment. Grants advantage on checks to create maps, documents, or drawings.
Folding Ladder (10 ft.)
Cost: 1,500 Berri
A collapsible wooden ladder that extends up to 10 feet. Grants advantage on Athletics checks for climbing and reduces time spent scaling vertical surfaces.
Chisel and Hammer
Cost: 1,500 Berri
Precision tools for carving or breaking stone and metal. Grants advantage on checks to shape or break stone materials.
Fishing Tackle
Cost: 1,000 Berri
A basic set for catching fish, including a rod and line. Grants advantage on checks to gather food during an adventure, while near water, providing enough fish to sustain 2 people after 1 hour of use.
Portable Anvil
Cost: 10,000 Berri
A small but durable anvil used for crafting or repairing weapons and armor in the field. Reduces penalties for crafting in non-ideal environments during a mission (GM discretion).
Tool Set Cost
Armorsmith's 2,500 Berri
Alchemist's 2,500 Berri
Botanist's 2,500 Berri
Cartographer's 2,500 Berri
Chef's 2,500 Berri
Disguise 2,500 Berri
Lock Picking 2,500 Berri
Carpenter's 2,500 Berri
Weaponsmith's 2,500 Berri
Weaver's 2,500 Berri
Medicine Kit 2,500 Berri
Poisoner's 2,500 Berri
Angler's 2,500 Berri
Medicine Kit
(5 Charges)
This kit includes all of the necessary implements to perform complex medical inquiries and procedures while not in a medical facility supported by sterilized environments, allowing you to diagnose and even treat issues such as broken bones, open wounds and even providing immediate care to people who are on death's door making death saving throws. Proficiency with this kit lets you add your proficiency bonus to any skill checks you make to perform medical tasks, light healing, condition treatment, stabilization and create Bandages.
Medical Check Up (1 Charge). By spending 1 charge over the course of 10 minutes, you are able to assess the current status of up to 6 creatures informing them of all conditions, diseases, poisons or effects, affecting them at the moment, and how to cure/remove it.
Light Patch Up (X Charge(s)). You select one creature within 5 feet of you. For the next 10 minutes, you spend time patching them up. Spend any number of charges. For each charge spent, the creature regains 2d4 hit points.
Full Fix Up (2 Charges). You select one creature within 5 feet of you. As an action, you stab them with an adrenal fluid meant to stave off death. Remove one failed death save from them.
Stabilization (3 Charges). Select one creature who is dying or making death saving throws within 5 feet of you. By spending 3 charge, you are able to stabilize them at 0 hit points. Doing this removes up to 2 failed death saves.
Disguise Kit:
(5 Charges)
This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with Disguise Tools lets you add your proficiency bonus to any skill checks you make to create a disguise. While you have proficiency and access to this Kit you can do the following; Create a Disguise of varying complexity.
When creating a disguise of any type, you spend one charge of this kit and create a small satchel or collection of clothing, materials and whatever else needed to don the disguise. This satchel has a Bulk of 1. You cannot don your disguise and your armor, unless armor is a part of the disguise. When you would don any disguise you've previously made, it takes 30 minutes of preparation and work to apply the disguise.
Creating a disguise will place its wearer into a variety of situations where their identity can be compromised. A creature suspicious of a disguised individual or group of individuals can make a Wisdom (Insight) vs the creator of the Disguises Intelligence or Charisma (Disguise Kit) to see through the disguise. A creature who fails their insight check may lower their suspicions for the moment, but it does not make those wearing the disguise immune to any further checks.
Plain Disguise (1 Charge). A simple change like a superficial scar, a costume change or applying a small temporary tattoo. These are quick to make and only take 10 minutes to develop the disguise.
Elaborate Disguise (2 Charges). Somewhere between being very fast and time consuming to assemble. In 1 hour or over the course of a short rest, you can create a large tattoo, dye your hair, or put on complex dresses like those huge ballroom gowns or craft extremely convincing copies of seemingly exclusive articles of clothing. Doubling the time, it takes to make this type of disguise gives all Insight checks made to see through this disguise disadvantage
Exquisite Disguise (3 Charges). Requiring the most work, taking its creator a minimum of 4 hours to create. These disguises include things like using makeup to give yourself an entirely new face, creating entirely new costumes, or creating a new persona for a performance. Doubling the time, it takes to make this type of disguise gives all Insight checks made to see through this disguise disadvantage.
A mundane but extremely common accessory which is employed all across the world for mechanical and most standard doors or latches. All locks are made of Steel or Iron and have an AC of 20 with a number of hit points equal to 15 x their Quality multiplier. All locks regardless of quality requires a Lock Picking Kit to pick and all has its own lockpick DC, number of allowable failed attempts before the lock jams and breaks, and total time needed to complete the process.
Locks
Lock Quality Lock Pick Duration Failed Attempts HP Multiplier Cost
Poor 1 Round 5 1x 500 Berri
Simple 1d4 Rounds 5 2x 2,000 Berri
Average 1 Minute 3 4x 10,000 Berri
Greater 5 Minutes 3 6x 25,000 Berri
Superior 10 Minutes 2 10x 50,000 Berri
Supreme 1 Hour 1 15x 100,000 Berri
Den Den Mushi are a class of telepathic snail that serves as a means of vocal and/or visual communication across the world. There exists various Den Den Mushi species which specialize in different types of signals.
(These are considered Living creatures)
Den Den Mushi
25,000 Berri
A standard communication Den Den Mushi capable of transmitting voice messages over short to medium distances.
Range: 10 miles.
(Comes in a earpiece variant)
Ship-Mounted Den Den Mushi
50,000 Berri
A larger Den Den Mushi installed aboard ships for long-range communication.
Range: 100 miles.
Requires a stable power source to operate.
Ultimate Den Den Mushi
100,000 Berri
Classified as a medium creature, this Den Den Mushi can handle global-scale transmissions and multiple simultaneous channels.
Range: Unlimited with a compatible relay system.
Black Den Den Mushi
200,000 Berri
A covert Den Den Mushi designed to intercept and hack into other transmissions.
Range: 5 miles
Passive Mode: Detect nearby Den Den Mushi transmissions within range.
Intercept Mode: Once per hour, intercept and listen to a targeted Den Den transmission within range.
Covert Operation: Does not emit signals when active, preventing detection unless deliberately searched for.
Horned Den Den Mushi
300,000 Berri
An advanced Den Den Mushi capable of jamming communications.
Range: 3000 ft (0.6 miles)
Communication Lock: Activate to block all Den Den Mushi communication in and out of the targeted area for 1 hour.
Range: 3000 feet. Requires a short rest to recharge between uses.
Detection: Emits a low-level pulse detectable with specialized tools or abilities.