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Adventuring Equipment - Food & Survival Gear (Chapter 6.3b)

Adventuring Equipment - Miscellaneous (Chapter 6.3c)

Miscellaneous Adventuring Gear - All the Other Stuff (6.3c):

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Arcane Talisman Set: A MW belt pouch holding an organized set of 7 small jewelry items that meet the requirements for the Arcane Focus for each of the 7 schools of magic.

Chain: Made of 1” iron links. May have hooks on the end.

CraComs: Crafting Components - used to make items. Come in 3 values; Cheap, Average, Expensive. See Craft Skills

Craft Kit (Skill type): Choose any 1 Craft Skill. (Ex: Craft Kit [Woodwork] or Craft Kit [Jeweler]) This kit is a box with hinged lid which contains all the basic tools needed to complete most crafting projects for the indicated Skill.

-Attempting to craft an item without tools incurs at least a -4 penalty (or it may be impossible). MW Kits grant a +2 Gear Bonus.

Divine Focus (Holy Symbol): This small sculpture serves as a channel for the divine magic of priests. (Always MW)

Focus Wand: This small rod may be used as an Arcane Focus. It grants a +1 Gear Bonus on magic Touch Attack Rolls while wielded. A MW Focus Wand grants a +2 Gear Bonus on all magic Touch Attack Rolls. (See Wizard, Ch3.9 for details)

Ghillie Cloak: This long, hooded cloak is covered strips of cloth in varying shades of green & brown. When worn with the hood up, it appears as a tangled mass of natural foliage, granting you a +3 Gear Bonus on Hide checks in forests, jungles, & swamps. If you move over 25’ in a round, you lose this bonus until you remain stationary for 1 Turn. This design causes a -2 Penalty on Hide checks in mismatched settings.

  -MW grants +4 Gear Bonus to Hide. Cost: 150gp, 4 lbs, 5 Storage

Gold Pieces (GP) & Gems: Detailed in Equipment & Wealth

Grappling Hook: Collapsible iron hook, may be tied to a rope. Allows an attached rope to be tossed with a 20’ Range Increment. A good toss can secure the rope for climbing.

Hourglass: Glass container filled with sand, used to keep time. Comes in 1 min, 10 min, 1 hour, or 6 hour versions.

Lantern: Provides normal light in a 25’ Radius, low light out to 50’, and dim light out to 75’. A lantern has a handle and is carried in 1 hand. A lantern comes filled with 1 pint of oil and can burn for 6 hours. (1 pint of oil costs 1 gp).

    -For +5gp, the lantern adds a focus switch to change the lantern light into a 50’ cone of normal light (low light 100’, dim light 150’). The switch may be flipped as a Little Action (AOO).

Lock: Steel padlock lock that holds things shut. The same stats may be used for door locks. A lock has hardness 10 and 5 hit points. Comes with 1 key. A standard lock has a DC20 disable check using the Craft(Mechanisms) Skill.

-Note: Breaking a lock on a treasure chest or other valuable storage item may destroy some of the materials inside!

Manacles: Iron locks which bind the hands of a person together. Breaking out of manacles requires a DC25 STR check or DC25 Sleight of Hand check. Manacles have hardness 10 and 5 hit points. Comes with 1 key. May be “disabled” as a lock using a Craft(Mechanisms) check.

Map: A scroll or other parchment/hide showing important locations and directions.

Local Map: Shows a 10 mile x 10 mile area or less. Specific buildings in towns, street names, shops, etc.

Large Scale Map: Shows entire countries. Generally used for long distance travel. Indicates major cities or trade points, navigation routes, nationalities, etc. *Important or special maps can be vastly more expensive!

-Maps may provide a +1 Gear Bonus on Tactics Checks to plan combat in the area. MW Maps may grant +2 to +4.

Mirror: A small, handheld mirror about 3-6” across. Made of steel. MW mirrors are made of silver (30gp).

MedKit (Healer’s Kit): A box containing 20 bandages, 4 healing salves, 2 splints for broken bones, 1 antitoxin, and various other items used to help treat injuries. You gain a +2 Gear Bonus on Heal Checks while using this kit.

Saddle: Takes the “saddle” slot on a horse or similar mount creature and allows Ride checks without penalty.

  -A rider without a saddle suffers a -2 penalties on Ride checks and checks to resist being dismounted.

  -An Exotic Saddle is used for an uncommon mount such as a dire wolf, dragon, griffon, and so on.

  -A Masterwork Saddle is less bulky, better fits the animal, and provides a +2 Gear Bonus on Ride checks and checks made to avoid being dismounted. A MW Exotic Saddle costs 400gp.

  -A normal saddle fits a Large Size creature and holds a medium size rider.

  -A saddle for a Medium Size mount and a Small-size rider is 1/3 size, 1/3 weight, and half price.

Spellbook: A 100-page book used by wizards to store arcane spell incantations. These books normally come blank, as each wizard writes their own spells into the book. If found with spells in them, they can be worth much more.

                -Full use and cost of spellbooks are described in the Wizard class section.

Thief’s Tools (Security Kit): A set of skeleton keys, lockpicks, and other larcenous items stored in a leather or cloth wrapping that may be stored in a boot sheath. These tools allow you to pick locks and disable traps and other mechanical items without penalty. A Masterwork set grants a +2 Gear Bonus on these checks & Costs 100gp.

                -Note: A Craft Kit(Mechanisms) also allows you to disable traps & pick locks, but it is much larger.

Torch: When lit, a torch burns for 1 hour. May be held in a side sheath if unlit.

  -Sheds normal light out to 15 feet, low light out to 30, and dim light out to 45 feet.

  -May be used as an improvised melee weapon (1 [b]/20/x2, +1d3 fire damage if lit, -2 Attack Rolls).

Whistle: A small metal or wooden whistle with a high pitch capable of signaling at great distance.

Goggles, Glasses, Lenses, & Spyglasses (Chapter 6.3d)

Goggles, Glasses, Lenses, & Spyglasses (6.3d):

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Goggles / Glasses / Spectacles (30gp): These special eyepieces can be used to enhance or modify vision.

  -Putting on an taking off a pair of goggles / glasses is a Little Action that provokes AOO.

  -Most goggles come with a cloth or leather strap that allows them to hang from your neck while not in use.

Goggles of Daysight (also called “Sunglasses”) (550gp): These bronze MW goggles wrap around the wearer’s face and completely cover the eyes with dark lenses. Any creature with Nocturnal Vision or Deepsight wearing these glasses suffers no penalties in Normal Light or Bright Light.

  -However, the dark lenses make it harder to see in Low/Dim Light. While Wearing these goggles, creatures with Nocturnal Vision or Deepsight suffer Partial Blindness in Low Light and are Blind in Dim Light & Darkness.

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Goggles of Exquisite Detail / Jeweler’s Lenses (400gp): These goggles have sets of clear lenses that can overlap to see tiny details clearly. They grant a +2 Gear Bonus to Craft(Mechanisms) and Craft(Jeweler). If carefully and closely investigating an object from within 12”, this can also grant a +2 Gear bonus to locate a trap or secret door. This Gear Bonus stacks with that granted by MW tools.

  -While wearing these goggles, your normal sight is hindered. You are Unfortunate on Attack Rolls and are Flat-Footed against all enemy attacks. You are considered visually Distracted to anything outside of your hex.

Goggles of Night-sight (1400gp): These silver goggles wrap around the wearer’s face and have large, oblong yellow lenses. Any creature with Diurnal Vision wearing these glasses suffers no penalties in Low Light. (Dim Light & Darkness affect you normally) Crafting these lenses is a DC25 Craft(Jeweler) check.

Magnifying Glass (15gp): A glass lens on a handle that grants a +2 Gear Bonus on Spot checks made through the magnifying glass on targets within 2 feet. May grant a bonus on Craft or Appraise checks for fine detail at GM Discretion.

Spectacles of Farsight (1100gp): These goggles have specially formed clear lenses that grant a +2 Gear Bonus on Spot checks over 20 feet away. You may add +10’ to the distance to which you may apply Precision Damage (if any) on ranged attacks. Crafting these lenses is a DC25 Craft(Jeweler) check.

Spyglass (50gp): This intricate, collapsible metal tube contains glass lenses. Peering through the spyglass grants a +4 Gear Bonus on Spot checks on targets over 20 feet away using your own vision type. While using the spyglass, you are treated as blind to anything you are not directly viewing through the glass.

  -A spyglass is always a MW item. A spyglass may be held in a Side Sheath.

-Moonsight Spyglass (1100gp): This special spyglass with yellow lenses allows the benefits of a spyglass for Diurnal Vision for no penalty for lowlight conditions (Dim Light & Darkness still cause penalties). Peering through this spyglass grants a +4 Gear Bonus on Spot checks on targets over 20’ away, but you are treated as blind to anything you are not directly viewing through the glass. Crafting these lenses is a DC25 Craft(Jeweler) check.

Alchemical Items (Chapter 6.3d)

Alchemical Items (6.3d):

Many items used by adventurers are made using the dark secrets of magic and nature. Each of these Alchemical Items is fully detailed and explained in the Craft(Alchemy) Skill.

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Other items not listed here:

  Since there are so many possible items in a world of fantasy and imagination, making a list of all these items would be impossible. Instead, use the information provided here and in the Craft Skills to estimate the costs and values of various items. As usual, ask your GM for the item price (Story, Character Relationships, and Supply & Demand may shift prices). Remember, in certain stories or worlds, some items may not even exist!         

Equipment used for adventuring

Adventuring Gear

-Everything else a hero needs to go on an adventure!  (Chapters 6.3-6.6)

Masterwork Equipment: If no price or benefit is listed, MW equipment costs 10 times the normal Merchant Price, may be enchanted, and may grant a +2 Gear Bonus if specifically used for a Skill check.

Tents & Sleeping Gear:

Tents & Sleeping Gear (6.3a):

Why use a Tent? While in a tent, you may ignore moderate weather conditions while resting or sleeping, and you gain a +2 Gear Bonus on Saves or checks against extreme weather conditions. (See Sleep & Rest, Ch8.8)

-1 and 2 person tents, bedrolls, and blankets are often stored in tie-on locations on backpacks.

-Sleeping in a tent reduces the chances of being attacked by animals while sleeping. A tent can cover lantern light to avoid giving away your position, and they make it harder for outsiders to determine how many people are in your campsite.

Food & Survival
Miscellaneous Gear
Goggles & Spyglasses
Alchemical Items
Tents & Sleeping
Maintenance
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Books (Chapter 6.3e)

Before the modern age of instant data-transfer and the internet, books were the best sources of knowledge and experience available in the world. The value of writing, reading, and the humble book are not to be overlooked!​

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Books (6.3e): Books are a collection of wondrous experiences gathered throughout the ages. They can be read to gain Experience Points, Skill Ranks & Bonuses, or valuable quest information!​

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Reading & Writing requires the Craft(Academia) Skill.

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Reading a Book: There are 4 types of “Reading Books” that have specific, in-game benefits for being read:

    -Experience Books – Grants Morality Points and/or XP.

    -Craft Books – Grants +2 to +5 on a Craft Skill when used as a reference while crafting.

    -Knowledge Books – Grants +1 to +3 on a Knowledge Skill when used as a reference for research.

    -Skill Training Books – Grants 2 Skill Ranks in a single Skill after reading & practice.

Reading DC: You must pass a Craft(Academia) check of this DC to read & understand this book at each sitting.

-(Assume 1 hour per sitting) If you fail the check, you cannot properly comprehend the material. You may always try to re-read the material to improve your comprehension.

      -If you read a book aloud, you may explain and paraphrase well enough for characters of lower reading levels to understand the information as well. This doubles the amount of time needed for reading.

      -An average literate character reads 30 pages per hour. Smarter characters read faster.

-You cannot purchase or use Skill Training Books or XP Books during character creation!

Book Types – Explanations & Details:

Knowledge Books: Used when you need to find out information. Each book applies to 1 specific version of the Knowledge Skill (Nature, Civilization, etc). If you attempt a Knowledge check using this book as a refence, you may gain a +2, +3, or +5 Innate Bonus on your check, as indicated by the Book Type.

          Example Titles: Encyclopedia of Animals for Kids(Basic), Principia Mathematica(Master), On the Origin of Species (Master), Civics 101 Textbook (Advanced), Natural Geographic Magazine(Basic), A Brief History of Time(Advanced)

Craft Books: Used as a reference while working on a craft project. Each book applies to 1 specific version of the Craft Skill (Woodwork, Tailor, etc). If you attempt a Craft check using this book as a refence, you gain a +1, +2, or +5 Innate Bonus on your check, as indicated by the Book Type. You must keep the book out so you can reference it as you work. Using the books does not take any additional time as you craft.

          Example Titles: Woodworking Basics, Advanced Fletching Techniques, Tailoring Mastery

Skill Training Books: These books provide an introduction into proper use of a single Skill. If you read this book 3 times and spends at least 2 hours practicing the Skill after each reading, you earn 2 Ranks in that Skill. A Skill Training Book cannot improve the Skill of a character above 5 Ranks. (You cannot gain more than 2 Ranks per book.)

      -A character may never earn more than 2 Ranks in this manner per character level.

      -Proper role-play is required to gain the benefits of these books (GM Discretion).

            Example Titles: How Not To Be Seen(Hide), Relationships for Dummies(Diplomacy), Don’t Let Go (Climb)

Experience Books (XP Books): A character who reads the book gains the set amount of Morality Points.

-If you read the book at least 2 times and you practice, discuss, or share the information over the course of a week, then you also gain the listed amount of XP. (These should be very rare items!)

-You may never gain more than 25% of the total XP needed to increase to the next level from books!

-A Book may never grant Morality Points or XP to the same character more than once.

                -Sharing XP Books: LFG attempts to keep all members of an adventuring party at a similar XP level. Since books can grant XP, literate characters may take turns reading or sharing what they learned from a book to provide the XP reward to the entire party. They may read the books aloud or spend time sharing the information and describing what they learned to their party members, thereby including the illiterate characters.

                          -Reading aloud & sharing the info doubles the time needed to read the material.

Ex: An Advanced XP Book grants +2 Morality Points when completed. If your read it a second time and actively role-play sharing the information with your allies as you travel, your entire party will gain +1 XP.

Experience Books come in a wide array. An XP Book may be a fictional story, a combat treatise, the journal of a leader, warrior, or philosopher, a collection of legends, or a famous epic tale.

            Example Titles: Peter Pan(Basic), Jurassic Park(Basic), Brothers Grimm Fairy Tales(Advanced), Beowulf (Master), The Iliad (Master), The Art of War(Master), or the classic Dwarven Tale: “One Orc, Two Orc, One Dwarf, Dead Orcs” (Basic)

 

Other Books: Not all books you find will grant a direct numerical benefit. Some books may be purely story items, fluff, or lacking enough detail to grant any sort of direct XP/Skill bonus or reward. There are also recipe books, spellbooks, books that release magic powers, and many other types of literature available in a fantasy world!

      Alchemy Recipe Book: Nicely bound, 50 pages. Potions & Poisons require 2 pages per recipe. All other alchemical items require 1 page per recipe. See Craft(Alchemy), Ch4.4c for details. Cost (Empty): 5gp, Weight: 1 lb, Storage Slots: 3

      Wizard’s Spellbook: Well-bound with a nice cover and leather or cloth wrapping if desired. A spellbook has 100 available pages (A level 1 Wizard is given a free spellbook). See Wizard Class for more details.

-Each spell takes up 1 page per Spell Level. (SL0 requires 1 page) Cost (Empty): 10gp, Weight: 3 lb, Storage Slots: 4

Clothing & Accessories (Chapter 6.4)

Clothing & Accessories (6.4):

      While much of the fantasy world revolves around arms and armor, a good set of clothing and some quality accoutrements can make a ridiculous plan become plausible! Clothing & accessories can be used to develop your character’s personality, effectiveness, and notoriety.

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Rules for Clothing & Attire: Does my clothing affect any rolls or checks?

Your attire represents your overall appearance including all worn and carried equipment.

                -Wearing attire well-suited for a situation grants a +2 Bonus on related Skill Checks.

                                -Depending on the situation, clothing may provide a Gear Bonus or Social Bonus.

                -Wearing attire that is inappropriate for a situation causes a -2 Penalty on related Skill Checks.

                -It is left to GM Discretion to determine what qualifies for these bonuses and penalties. Different situations can lead to the same clothing having vastly different effects.

     Ex1: A well-matched outfit of MW clothing may grant a +2 Social Bonus while conversing with nobles at a party. That same outfit may incur a -2 penalty when attempting to convince the town guard you are just a lowly peasant.

      Ex2: Wearing dirty leather covered in blood may cause a -2 penalty when haggling the cost of a room at a high-class inn, but may grant you a +2 Social Bonus when intimidating a captive or making a deal with a notoriously brutal crime boss.

      Ex3: Wearing a cloak with the hood up may cause a -2 penalty to Spot checks due to loss of peripheral vision, but it could also grant a +2 Gear Bonus to avoid being spotted in a crowd.

                -Clothing can affect Saving Throws to resist problems caused by hot/cold environments and foul weather.

      Ex4: Wearing a short shirt, sandals, skirt, and wide-brimmed hat may grant a +2 Gear Bonus to resist overheating on a hot sunny day. This same outfit would incur a -2 penalty on checks to avoid frostbite and fatigue in the arctic tundra.

Due to the simplified nature of clothing and the need for GM discretion, players are encouraged to remind their GM of any special clothing they may be wearing when they feel it could be beneficial.

      Ex: “I’m going to try to talk to this squire to see if I can ‘convince him’ to tell me where his lord lives. Oh, remember, I’m wearing my nice, low-cut silk shirt with my corset, and my party members helped me do my hair this morning!”

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Clothing Color & the Hide Skill: The color of your attire affects your ability to hide based on how closely your coloration matches that of your environment. (See the Hide Skill for details)

                -Matching coloration grants a +2 Gear Bonus on Hide checks. Clothing with slight contrast does not provide any bonus or penalty. Clothing with a moderate contrast to the environment causes a -2 Penalty on Hide checks.

 

Wearing Clothes: The clothes you wear are noted as “Equipped Gear” on your character sheet.

      -All starting characters are granted a basic set of clothing with pair of underwear, a tan or white shirt, a brown pair of pants/skirt, and some type of footwear (if you desire). If no clothing is indicated, you can assume a character is wearing a simple set of clothing like this. Most peasants use this basic clothing set.

                -Each piece of clothing you wear takes up a single Equip Slot. You can only have 1 item per Equip Slot.

      -There are 14 Equip Slots available on your body for clothing and jewelry.

      -There are 2 torso Equip Slots; Torso-Under & Torso-Over. Most characters wear a shirt (under) and a jacket, vest, robe, or armor (over). Most armor takes the Torso-Over Equip Slot & covers what is underneath.

      -You can wear multiple layers of clothing if you desire, but only 1 piece of clothing can be “active” in a slot at any time. If wearing multiple magic items in one slot, only the most powerful item is considered active.

 

Clothing – Weight & Storage: How much do clothes weigh?

-If stored in your inventory, most basic clothing items (shirt, tunic, skirt, pants, vest) weigh 0.25 pounds.

-Clothing items take up from 2-5 Storage Slots (2 slots = skirt/shirt, 5 slots = robe/jacket).

Basic clothing items have no assigned weight value when worn (weight 0).

          -Big clothing items such as robes, jackets, and winter cloaks weigh 2 pounds, when stored & worn.

Sturdy Boots weigh 2 pounds, simple shoes or sandals have no effective weight (but weigh 1 pound when stored).

                    -Clothing for large size creatures has 3x weight & space. Small size clothing is 1/3 size & weight.

 

Clothing Costs: How much do clothes cost?

  -Any piece of basic clothing costs 2 gp.  (Merchant Price = 2gp)

          -This includes items such as a shirt, vest, skirt, trousers, hat, gloves, boots, sandals, cloak, etc.

                    -Reminder: All characters get a free starter set of clothes with underwear, pants/skirt, shirt, and shoes.

-All basic clothing comes in the following natural colors: White, Tan, Brown, Gray

      -Add +1 gp to the item price if you wish for any other color (red, blue, black, yellow, etc)

      -Add +3 gp to the item price if you wish to make it reversible (with a different color if worn reversed)

              -The color of a clothing item should be indicated next to it. If none is listed, assume it is one of the basic colors.

-Any piece of Masterwork clothing costs 20gp.

      -MW Clothes come in the same natural colors as basic clothes. MW clothes may be enchanted.

      -For +5gp, MW clothing may come in any color, two colors, or with simple patterns. Special patterns and designs must be custom ordered and may cost more depending on complexity. Reversible Colors MW costs +10gp.

      -MW clothing may grant a +1 or +2 Attractive Bonus in addition to the normal clothing effects.

 

Different Clothing Prices:

      -Buying Outfits: An outfit is a set of clothing and accessories commonly worn together. This term is used to quickly describe a generic, well-known appearance. Many shops sell outfits for a discounted price (20% less), but you must buy the whole set. Outfits must contain at least 3 items (1 torso item, 1 leg item, and 1+ other item).

      -Low quality or tattered clothes may be acquired for 1sp-1gp each at GM discretion. They may cause penalties in certain social situations where decent dress is expected.

      -At GM discretion, different prices may be used for some clothes. Easy to make items or items using very little material may be only 5sp or 1gp, while uncommon materials or more complex items, such as a well fitted corset or silk shirt, could cost 3-5gp. (Keep clothing prices within 1-5gp. MW costs 10x, so could range from 20-50gp)

 

Jewelry & Accessories: Items like earrings, necklaces, bracelets, hats, brooches, and rings are also part of a character’s attire. While jewelry has little practical use, it can serve as a quick indicator of status in many societies.

-Masterwork jewelry may be enchanted. These tiny items can contain vast amounts of magic power, making them some of the most sought-after items for adventurers!

      -See the Craft(Jeweler) Skill for details on different types of jewelry.

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Face Masks: Decorative items like the harlequin mask or a masquerade party mask are made using the Craft(Fine Arts) Skill. These items take up the Eyes/Face slot and generally cost 5-10gp, or 50-100gp for MW quality.

 

About Clothes - Note to Players & GMs: These simple rules for clothing have been included to speed-up gameplay while granting players the ability to customize their appearance if they desire. This system offers the GM a way to tailor the game (and realism) to fit your gaming group. Players who wish to delve into the details of their attire are free to do so, and they may be rewarded by their GM with bonuses for taking the extra time to prepare an outfit for a scene. Meanwhile, players or GMs who find setting up outfits to be tedious or boring are not forced to do so to make their character worth playing.

Maintenance of Equipment (Chapter 6.5)

Maintenance of Equipment (6.5): Maintenance, Damage, Repair, and the Tattered status

 

Tattered Status – Equipment Wear & Tear (6.5a):

      Armor, clothing, jewelry, bags, sheaths, basic apparel, and other items don’t have hit points or hardness. They cannot be directly targeted unless unattended. If you wish to destroy an unattended piece of clothing or other generic item, just state your intentions and how you propose to destroy the item and let the GM decide. Be logical when determining what happens and whether or not the item is tattered or destroyed!

      Clothing and other gear is either Normal or Tattered. These are overall states for your full ensemble of armor, bags, cases, backpacks, clothing, accessories, etc. If a tattered piece of mundane gear would gain the tattered status a second time, the item is destroyed.

            Normal: Clothing and other gear looks as good as it could within the regular levels of daily wear. Any social bonuses or special characteristics of the item apply. Unless an item specifically indicates that it is “tattered,” it is considered to be in the normal state. (Such as when purchasing items, sorting through treasure, looting a foe)

            Tattered: Tattered clothing, bags, and other basic items function normally, but you may suffer penalties for having messy or shabby clothing and other gear in certain social situations. You gain no outfit bonuses for matched clothing sets while your gear is tattered. This applies regardless of original quality, magic, and the like.

                  -A tattered backpack causes you a -1 Mobility Penalty while worn.

            -All magic abilities continue to function while gear is normal or tattered.

            -Weapons and Shields do not normally become tattered. They either work or are destroyed.

                -Note: *Shields have separate rules for being damaged and destroyed during combat. (See Ch7.5-Shields)

 

      Tattered Armor: Loses 1 point of Armor Rating and increases the Mobility Penalty by 1. The armor can no longer grant Social Bonuses. All magic abilities of the armor function normally.

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      Tattered Weapons: This condition is rare, but can occur to obsidian and stone weapons, or to metal weapons as a result of magical rust attacks or certain creature abilities.

-At GM Discretion, striking a bladed or thin, pointed weapon against an immobile, hard surface could bend and damage the weapon, causing it to become tattered. This could happen if using a sword to try to chop through a stone wall, or striking an iron door with an arrow or rapier. Bludgeoning weapons are much more resistant to this type of wear.

      -A tattered weapon suffers -2 on all Attack Rolls and deals damage as 1 die size smaller. Any tattered weapon that gains the condition a second time is destroyed.

 

Armor, clothing and other gear can become tattered by any of the following circumstances:

                -If you take over ½ your total HP value in damage in a single combat session, your gear may be tattered.

                -If you take over ¼ your HP value in a single attack from fire, electricity, or acid, a piece of gear is tattered.

-Certain spells apply the tattered status to gear on a failed Save or dealing a certain amount of damage.

-If you go over 1 week without maintaining your equipment, one piece of your gear becomes tattered.

                -If a piece of gear is struck with the tattered status while already tattered, that piece of gear may end up being destroyed! (More durable items/materials should be able to resist destruction at least once or twice)

                -The GM will decide which pieces of your gear become tattered. Generally, only 1-2 pieces of equipment should become tattered at a time, though crazy circumstances could certainly tatter all of a player’s gear!

      Ex: If you gained the tattered state from one solid attack in combat, perhaps only your armor or shirt will be tattered. If you stepped on a flame trap, perhaps your boots and pants are tattered.

      -Players should be warned or reminded that their equipment is in danger of being destroyed the next time something happens if they don’t take care of their tattered gear! Allow them a chance to try to fix it.

      Destroyed: Completely broken and useless. Armor falls off your body, bags fall apart, etc.

            *Destroyed magical equipment loses all magical properties.

Caring for and maintaining your gear (6.5b):

      -Maintenance of weapons and armor can make the difference between life and death. Neglected mail rings could burst as a spearhead strikes them, or a strap may fall off so the armor cannot be worn properly.

      -While not the most exciting thing, maintenance increases immersion and realism. Players should remember to care for equipment during free time, such as while sitting around a campfire for a long rest. Characters that roleplay things such as sharpening blades, stitching shirts, and bending metal armor back into place should have no problems! Careless players may end up with tattered armor, weapons, or other equipment.

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                -All your non-armor gear requires very simple maintenance once per week:

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Basic Gear Maintenance - Craft DC10 (Tailor): 1 hour of work and expenditure of 1gp CraCom allows you to maintain 1 character’s full allotment of clothing, bags, gloves, and other non-metal items.

                -This maintenance also takes care of any padded armor (gambeson, padded vest, light leather).

Weapon & Metal Gear Maintenance – Craft DC10 (Blacksmith): 1 hour of work and expenditure of 1 gp CraCom allows you to maintain 1 character’s full allotment of weapons (including bows & wooden weapons), shields, and all other metal equipment apart from armor.

                -Craft (Fletcher or Woodwork) can maintain shields and all weapons except for large metal blades.

-This single check prevents all this gear from becoming tattered due to lack of care. If you do not maintain your gear for a week of active use, one single item from your inventory gains the tattered status.

      -Characters carrying extensive amounts of gear may be required to do double the work, while characters carrying little to no equipment may be allowed to continue without maintenance for longer. (GM Discretion)

 

Armor Maintenance – Craft(Blacksmith) DC10: Requires expenditure of 1 gp worth of CraComs.

      -Heavy Armor must be maintained once per week. This takes 4 hours of work.

      -Medium Armor must be maintained once per week. This takes 2 hours of work.

      -Light Armor must be maintained once per two weeks. This takes 1 hour of work.

                                -For full details, see the Craft(Blacksmith) Skill in Ch4.4d.

                                -Armor made of cloth or leather is maintained using the Craft(Tailor) Skill, detailed in Ch4.4k.

       -This check prevents your armor from becoming tattered.

-If you do not maintain your armor as indicated here, it may gain the tattered condition. (-1 AR, -1 Mobility Penalty)

 

REMINDER: Player characters can pay or barter for cleaning, maintenance, and repair in cities and towns!

      -1 Hour of Gear Maintenance or repair generally costs 2 gold pieces at a tavern or appropriate shop.

            -There are also magical enchantments available that can take care of this if you have the coin!

 

How to Repair a Tattered Item or a Damaged Item (Craft DC = Original DC-5) minimum DC5:

      -Repairing the item requires one quarter the time needed to craft a new version of the same item, as well as a small amount of the proper material (1/10th the GP value of the base item in CraComs, min 1gp). Repairing metal items may require a forge.

      -If successful, you may remove the tattered condition from the item.

 

Repair a Damaged Shield (Craft DC10, DC15 for MW): After 1 hour of work & a minimum of 1gp of CraComs used, a shield is repaired +5HP. A shield must have at least 1 HP remaining to be repaired. (A shield at 0HP is destroyed.)

 

Repair a Destroyed Item (Craft DC = Original DC): Repairing the item takes ½ the time and CraComs needed to build the item originally. Repairing destroyed metal items requires a forge.

                -Certain destroyed items (such as glassware, books, etc) cannot be repaired once destroyed.

                -Repairing a destroyed item does NOT restore lost magical properties!

 

GM Note: The tattered status has been implemented into this game system to add a bit of realism, but also to serve as a GM tool to increase roleplaying opportunities and as a story-driving device. Players with tattered equipment may seek out someone in a town to repair their gear, at which point they could hear about rumors for new quests and adventures. It also provides considerations for characters to wear or use different types of equipment. They may even wish to find magical enchantments that maintain their gear for them. This can also be used as a deterrent to stop players from making foolish decisions, or to make overshadowed characters with Craft Skills feel more relevant or helpful to the party.

      -A GM should not destroy a character’s armor (or valuable magic item) unless they are truly negligent or get into a seriously terrible situation. Be mindful of player experience and the amount of character wealth that was put into the item before deciding if it should be destroyed. Tell the player something like: “You notice that your armor’s joints are getting stuck; all of the rust, dents, and holes are making it hard to walk around in it comfortably. If you don’t do something, it will completely fall apart!”

      -The tattered status has been purposefully left up to the GM to allow a varying array of realism levels, rewards, and the like. This lets you customize the game to run exactly how you want it. If the maintenance is slowing down your gameplay too much, you may bypass these rules and just ask players to “roleplay proper care or their equipment may fail.” You can even disregard this whole system if you really don’t like it. Remember; the idea is to have fun in a world you and your players enjoy!

Equipment for Characters of Different Size Categories (Chapter 6.6)

Equipment for Characters of Different Size Categories (Small and Large Size Characters) (6.6):

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             -Gems and Coins such as Gold Pieces (gp) do NOT come in different Size Categories!

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Quick Generalization: Medium Size is the standard size for all equipment & materials in LFG. For equipment made to fit larger or smaller creatures, use this information as a general guide:

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-The Rule of 3 - For determining the Weight and Storage Slot Size of Equipment for different Size Categories:

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  Smaller Size Stuff = Divide by 3 per -1 Size Category

       Weight and Storage Slots divided by 3

            -Small Sized Backpacks have 1/3 as many Storage Slots as Medium Size.

  Larger Size Stuff = Multiply by 3 per +1 Size Category

       Weight and Storage Slots multiplied by 3

           -Large Sized Backpacks have 3x as many Storage Slots as Medium Size.

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Equipment Cost based on Size Category:

                -Small size equipment costs the same price as medium size equipment.

                -Large size equipment costs twice as much as medium size equipment.

 

Food & Water Rations based on Size Category:

Small creatures need 1/3 as much food & water. Large creatures need 3x as much food & water.

                -Small creatures can treat a Medium Size Ration as 3 Small Rations.

                                -Small Creatures may buy “Small Rations” that are 1/3 the price, weight, and size.

                -Large Creatures need 3 Medium Rations to count as 1 Large Ration

-Large Creatures may buy “Large Rations” that are 3x the price, weight, and size.

 

Armor & Shields have more specific Rules:

Small Size Armor: 1/3 Weight, Same Cost

          -For simplicity, small size armor retains the same stats as medium size armor.

Large Size Armor: 3x Weight, 2x Cost, +2 Craft DC

      -Large Size Armor is thicker and increases any provided DR/AA by 1           (Ex: DR1/AA becomes DR2/AA)

Small Size Shields: 1/3 Weight, 3/4 Cost, 3/4 Hit Points

Large Size Shields: 3x Weight, 2x Cost, 1.5x Hit Points

 

Designer’s Note: This is a simplification to attempt to match the volume & mass of things in different sizes while working fairly within the game’s wealth system. While not perfectly accurate, this should be believable & fair. Keep in mind that “Large size” is not exactly double “Medium size,” which is why I chose to use x3 instead of x4. If you feel like doing the square-cube law mathematics to get a perfect match in your games, then go for it!

      -GM Note: Many pieces of equipment must be a minimum size to function properly. Don’t assume everything in the game must be made to match a size category. For example, only things such as clothing, tents, food, armor, and equipment that must fully encompass or cover the body should have varying sizes. Don’t make things overcomplicated by trying to have tiny versions of everything. A torch is a torch. A compass is a compass. These items don’t need to exist in different size categories!

 

      *Reminder: When using the STR Score to determine carrying capacity, Small Size creatures have 0.75 times the Carrying Capacity of Medium Size creatures, while Large Creatures have double the normal capacity.

Jewelry
Books
Clothing
Different Sizes
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Starter Kits - Equipment, Weapons, & Armor

Select your Starting Equipment

-All Level 1 characters begin with the following money and equipment:

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150 Gold Pieces (gp), 3x Belt Pouch, 1 Back Sheath (or Bandolier), 1 Waterskin, 2x Side Sheath (or Quiver), Soft Boots, Basic Shirt, Basic Pants and Belt, 2x Leg Sheath, 1 Knife

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-You also gain 1 Backpack (or 1 Light Backpack) with the following gear inside or tied on:

  2x Torch, Flint & Steel, 5x Day Rations, 1 Bed Roll, Mess Kit, 10 Bandages

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-A Wizard also starts with a Spellbook and a Priest gains a single Divine Focus (see class details).​

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  You may use your starting money to buy weapons, armor, and additional equipment, or you may save it for later use. You are free to purchase any regular equipment that would likely exist in your campaign world, subject to the GM’s approval. Depending on how your campaign starts, some equipment may not be available.

  -For example, starting in a dungeon will likely require an escape before accessing your starting gear!

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Equipment – Starter Sets: If you don’t feel like going through all the equipment, here are a few “Starter Sets” to get you ready for adventuring. These optional sets are available for players to purchase using the 150gp granted at character creation. Feel free to add or remove basic equipment from these sets to better fit your character.

-The total price of the set is shown next to the set name, while each item’s individual cost is shown after the item.

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Raider (90gp): Padded Armor (15), Battleaxe (5), Light Wood Shield (10), Hatchet (3), Rope-50’ (5), Pup Tent (5), Bandolier (2), Shortbow[1] (40), 20 Arrows (5)

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Soldier (130gp): Patchwork Armor (60), Light Helm (10), Halberd/Glaive/Pollaxe (25), Arming Sword (20), Rondel Dagger (5), Rope-50’ (5), Pup Tent (5)

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Archer (103gp): Padded Armor (15), Longbow[2] (70), 20 Arrows (5), Hatchet (3), Buckler (5), Pup Tent (5)

Guard (102gp): Padded Armor (15), Arming Sword (20), Light Helm (10), Dagger (5), Heavy Wood Shield (25), Manacles (15), Lantern (10), Whistle (2)

Entertainer (127gp): Armored Doublet (80), Shortsword (10), Buckler (5), Dagger (5), Colored Outfit [Shirt, Pants/Skirt, Hat, Gloves](10), Scroll Case (4), Instrument [Lute/Oboe/Trumpet] (10), Hammock (3)

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Thief (89gp): Cloth with Guards (14), 2x Dagger (5+5), Buckler (5), Shortsword (10), Thief’s Tools (10), Reversible Color Shirt (5), Rope-½”x50’ (3), Grappling Hook (3), Magnifying Glass (15), Mirror (3), Bandolier (2), Map [Local] (5), Smokestick (2), Glowtorch (2), Light Backpack (0, Replaces Backpack)

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Scout (95gp): Cloth with Guards (14), Shortbow[1] (40), 20 Arrows (5), Hatchet (3), Dagger (5), Whistle (2), Compass (5), Cloak-Colored (3), Scroll Case (4), Map-Large Scale (5), Rope-½”x50’ (3), Grappling Hook (3), Fishing Kit (2), Healing Salve (3), Light Backpack (0, Replaces Backpack)    -You can add a Spyglass for 50gp = 145gp total

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Scholar (111gp): Robe-Colored (3), Quarterstaff (2), Craft[Academia] Kit (20), Craft[Alchemy] Kit (20), Scroll Case (4), Lock (5), Map-Large Scale (5), MedKit (10), 2-Person Tent (15), Dagger (5), Bandolier (2), Smokestick (2), Lantern (10), Mirror (3), Blank Alchemy Recipe Book (5)

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-Check your character class to make sure you can use the weapons, armor, and shields provided in the starter set.

-If building a character starting above level 1, see starting wealth at different levels.

Starting Equipment

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