Item | Cost | Attributes | Description |
Copper Akce | 1 copper coin | A very small, copper coin commonly used for most everyday transactions | |
Silver Para | 10 copper coins | A silver coin that is mostly used in mercantile transactions | |
Gold Tugra | 10 silver coins | A large, gold coin used by the state or the very rich for the largest of trade interactions |
Item | Cost | Attributes | Description |
Acid (vial) | 5 sc | acid | A small, glass vial containing a caustic acid. Can be thrown up to 10m. Make ranged attacks against a target. On a hit, the target takes d6 acid damage. On a miss, roll d8 to determine where the vial landed and apply damage to any creature or object hit as appropriate. |
Alchemist's Fire | 1 gc | Fire | A small, glass vial containing a sticky, flammable fluid. Can be thrown up to 10m. Make a ranged attack against a target. On a hit, the target takes d6 fire damage. On a miss, roll d8 to determine where the vial landed and apply damage to any creature or object as appropriate. On a hit, the target will continue to take 1 DMG every round until they make a successful Feats of Agility DC10 skill check to extinguish the flames. |
Antitoxin | 5 sc | A small, glass vial containing a liquid that neutralizes most poisons. When ingested, it gives the imbiber +5 on a Healing skill check to stop further poison damage. | |
Backpack | 5 cc | A cloth or hide pack carried on the back. Can hold gear inside or strapped to the outside of the pack. | |
Barrel | 1 sc | A barrel can hold a large amount of liquid or solid material for easy transport and storage. | |
Basket | 1 cc | A basket can hold a small amount of solid material for easy transport and storage. | |
Bedroll | 2 cc | Bedding and blanket thin enough to be rolled up and tied and used to sleep more comfortably when a regular bed is not available. | |
Bell | 1 sc | A small bell that can be used for signaling and in rituals. | |
Blasting Powder | 1 gc | Fire and Bludgeon | A small pouch of powder that ignites with a fuse or open flame. It can be used in guns and as a general explosive. It can be thrown up to 10m. Make a ranged attack against a target. On a hit the target takes d6 fire and bludgeoning damage. On a miss, roll d8 to determine where the pouch landed and apply damage to any creature or object hit as appropriate. When detonated, every creature in a 5m radius must make a Feat of Agility DC10 skill check or gain the Hearing Impaired condition for 3 rounds. |
Block and Tackle | 7 cc | Pullys, ropes, and hooks used to hoist items of much greater weight than an individual can normally lift. | |
Book | 5 sc for blank book, variable for already written book | A book contains knowledge or instructions on just about any subject imaginable and can be used as a reference in situations described in its contents. If the book is referenced before a Knowledge skill check on its subject a +2 bonus is added to the roll. A book may also start blank and be used to fill in adventure notes, journal entries, or spells by the owner. | |
Boots | 3 cc | A pair of sturdy boots to protect the wearers feet. | |
Bucket | 1 cc | A bucket can hold a small amount of liquid or solid material for easy transport and storage. | |
Candle | 1 cc for 5 candles | Can be used to illuminate to a 2m radius. | |
Censer | Variable from 1 sc to 10 go depending on ornateness | An incense burner on a short chain used in religious ceremonies and ritual spell casting. | |
Chain (3m) | 5 gc | A chain can be used to bind objects or for climbing. A being bound with a chain can burst the chain on a Feats of Strength DC20 skill check. | |
Chalk | 1 cc for 5 pieces | A stick of chalk used for writing and marking on various surfaces. | |
Chest | Variable from 5 cc to 5 gc based on size and quality | A chest can hold a small, or large amount of solid material for easy transport and storage depending on its size. A check can also be locked if a lock is installed. | |
Clothes, Common | 2 sc | A typical set of clothes for the region, usually consisting of a shirt, pants or skirt, and light shoes or sandals. | |
Clothes, Fine | 5 gc | A typical set of expensive clothes for the region. They could be of any style but will be currently fashionable and generally tailored. | |
Clothes, Traveling | 5 sc | A set of clothes more durable than common clothes. Usually consisting of a heavy shirt, sturdy pants or skirt, boots, and a cloak. | |
Crowbar | 1 gc | A thin, metal rod can be used to pry and lever objects. Adds +2 to Feats of Strength skill checks where applicable. | |
Fishing Tackle | 3 cc | A rod, line, bobbers and sinkers, and hooks for fishing. | |
Flask | 2 cc | A flask can hold a very small amount of liquid for easy transport or storage. | |
Grappling Hook | 5 sc | A small metal hook that can be tied to the end of a rope to secure the rope to a high object like a window ledge, tree limb, or other protrusion. | |
Hourglass | 5 gc | A small hourglass used to measure the passage of time. | |
Ink | 1 sc | A small, glass bottle of ink used for writing. | |
Ink Pen | 4 cc | An instrument used for writing. | |
Incense | 1 cc for 5 sticks or small chunks | A small amount of incense used in religious or magical rituals. | |
Ladder (2m) | 6 cc | A simple wooden ladder 2m in height. | |
Lamp | 5 cc for regular, 2 sc for hooded or bullseye | An oil burning lamp that can be used to illuminate a 10m radius. For additional cost, it can have a hood to cover the flame entirely, or a bullseye shade that focuses the illumination and allows the lantern to illuminate a 20m cone. | |
Lock | 2 sc | A key lock that can be used to lock a chest, door, or other object that will accept the lock. | |
Magnifying Glass | 6 sc | A small lens with a handle that can be used to look closer at small objects. When used for an Investigation skill check on a small object it adds a +2 bonus to the check. When direct sunlight or other strong light source is available, it can be used to light a fire. | |
Manacles | 2 sc | Metal shackles that can be used to restrain an appropriately sized creature. A manacled creature can make a Feats of Agility DC20 skill check to break out of the manacles, or a Feats of Strength DC20 skill check to bust the chains on the manacles. | |
Mirror | 2 gc | A small glass or steel mirror used to look around corners, signal allies, ensure you are presentable, or examine areas you cannot see directly. | |
Oil Flask | 7 cc | A small, flask of oil used to light a lantern or soak an object to ignite it. Can be thrown 10m. On a hit, the target is covered in oil and the oil can be ignited with any open or magical flame. On a miss, roll d8 to determine where the oil landed, and the appropriate creature or object is now covered in oil. Oil that is lit on fire causes d6 damage for two rounds. | |
Paper/Parchment | 1 sc | A sheet of paper or parchment used for writing. | |
Pot, iron | 8 sc | An iron pot that can be used to store or cook liquids. | |
Pouch | 1 cc | A small cloth or hide pouch that can be used to hold small items. Typically used to hold money, sling bullets, or small tools. | |
Quiver | 4 cc | A case used to hold arrows or crossbow bolts. | |
Rope, Hemp (30m) | 6 cc | 30m of hemp rope. If a creature is bound with help rope, they can burst out of the rope on a Feats of Strength DC17 skill check. | |
Sack | 3 cc | A large cloth or hide sack that can be used to store a fair number of items. | |
Scale | 6 gc | A small, portable scale that can be used to weigh items. | |
Sealing Wax | 1 cc for 5 small sticks | A stick of wax that can be used to seal documents or stamp them with your personal seal. | |
Shovel | 2 cc | A handheld shovel for digging. | |
Signet Ring | 3 gc | A ring with a distinctive or personal design carved into it that can be used with sealing wax to seal or leave an identifying mark on documents and other objects. | |
Snowshoes | 4 cc | Wood and rope shoes used to travel quickly over snowy terrain. | |
Soap | 1 cc | Used for cleaning. | |
Spikes | 3 sc | A set of small iron spikes. | |
Spyglass | 15 gc | A portable looking glass that can magnify distant objects and make them easier to see and identify. | |
Stake | 1 cc | A short, wooden stake. | |
String | 2 cc | A 3m spool of fine string. | |
Tent | 5 sc | A cloth or hide tent that can hold 2 or 4 people depending on its size. | |
Tinderbox | 5 cc | A small box with flint, steel, and a small amount of tinder used for lighting fires. | |
Torch | 1 cc | A piece of wood with cloth on one end that can be used to illuminate a 10m radius. | |
Vial | 3 sc | A small, empty, glass vial to store a small amount of liquid or powder. | |
Whetstone | 1 cc | A small stone used for sharpening blades. | |
Whistle | 4 sc | A small whistle used for signaling. |
Item | Cost | Attributes | Notes |
Alchemist's Kit | 25 gc | A set used by alchemists to create potions, elixirs, and other alchemical agents. When used in an appropriate Create Magic skill check a +2 bonus is added to the roll. | |
Artist's Kit | 25 gc | A set of speciality tools used for a specific art style. | |
Crafter's Kit | 25 gc | A set of speciality tools for a specific craft. When used in an appropriate Crafting skill check a +2 bonus is added to the roll. | |
Climbing Kit | 25 gc | A set of tools to aid in climbing various surfaces. When used to aid in climbing a +2 bonus is added to the Feats of Agility skill check roll. | |
Disguise Kit | 25 gc | A set of tools to create a disguise. When used in a bluff or deceptive Persuasion skill check a +2 bonus is added to the roll. | |
Healing Kit | 25 gc | A set of tools used in first aid. When used in a Healing skill check a +2 bonus is added to the roll. Further Healing Kit effects are detailed in the Healing section of the Combat rules. | |
Lockpicks | 5 gc | A set of tools to aid picking a lock. When used in a Sleight of Hand skill check a +2 bonus is added to the roll. | |
Mess Kit | 1 gc | A set of tools for preparing and cooking food. | |
Musical Instruments | Variable from 5 cc to 10 gc depending on the type and quality of the instruments | A specific musical instrument used in making music, signaling, or aiding in another performance type. A musical instrument only provides a bonus to a performance check if it is magical or of a very rare quality. |
Item | Cost | Attributes | Notes |
Barding | 5 sc to 5 gc depending on the type of barding | Armor for living mounts. Can very from 1 - 3 DR depending on the material used. | |
Bit and Bridle | 3 sc | Used to direct living mounts. | |
Camel | 10 gc | Mount | A camel can move twice as fast as a human and carry four times as much as a human. A camel does not need water for 10 days after drinking its fill. |
Carriage/Cart | 50 gc | Vehicle | A vehicle down by one or a team of living mounts depending on its size. A carriage or cart can be used to carry multiple people and/or large amounts of cargo. Will cut travel speed in half in rough terrain. |
Dogsled | 1 gc | Vehicle | A sled pulled by a team of dogs. Can move twice as fast as a human and carry twice as much as a human. Cannot move through very soft or rugged terrain like marshes or rocky fields. |
Donkey/Mule | 5 gc | Mount | A donkey can move the same speed as a human and carry four times as much as a human. A donkey can also pull a carriage or cart. |
Draft Horse | 8gc | Mount | A sturdy horse used for carrying large loads. A draft horse can move twice as fast as a human and can carry four times as much as a human. A draft horse can also pull a carriage or cart. |
Elephant | 15 gc | Mount | A large mount that can move twice as fast as a human for short bursts and carry five times as much as a human. An elephant can also pull a carriage or cart and can easily carry three humans at a time. |
Feed (per day) | 2 cc | A days worth of feed typically consumed by a living mount. | |
Galley | 800 gc | Vehicle | A large, sailed ship used to transport people and/or cargo across open ocean. A galley has an average speed of 5km an hour. See Sailing rules for operational details. |
Keelboat | 50 gc | Vehicle | A shallow draft boat used in rivers, marshes, and coastal waters to transport people and/or cargo. A keelboat has an average speed of 2km an hour. See Sailing rules for operational details. |
Longship | 500 gc | Vehicle | A long, oared and sail equipped ship with a shallow draft that can sail open oceans, coastal waters, or larger rivers. A longship has an average speed of 3km an hour when rowed or 5km an hour under sail. See Sailing rules for operational details. |
Pony | 8 gc | Mount | A pony can move twice as fast as human and carry three times as much as a human. A pony can also pull a small carriage, cart, or a dogsled. |
Riding Horse | 10 gc | Mount | A sleek horse used for fast riding. A riding horse can move three times as fast as a human and carry twice as much as a human. A riding horse can pull a carriage or cart, but it is a poor use of the animal. |
Saddle | 7 sc | A saddle appropriate to the living mount in use allowing a person to ride the mount comfortably and safely. | |
Saddlebags | 5 sc | A set of bags that can be hung from the saddle and mount and used to carry additional cargo. | |
Sailing Ship | 300 gc | Vehicle | A smaller, sailed ship used in coastal waters and larger rivers to transport people and/or cargo. See Sailing rules for operational details. |
Siqaya | 10 gc | Mount | A large lizard used as a mount in much of Ata. A Siqaya can move twice as fast as a human and carry four times as much as a human. A Siqaya can pull a carriage or cart. Siqaua are often trained for war and their attacks are outlined in the Creatures section of this Setting Pack. |
Sled Dog | 2 gc | Mount | A sled dog is used in teams to pull a dogsled. A sled dog can move twice as fast as a human and carry half the amount of a human when carrying cargo directly. Sled dogs pulling a sled can only travel 4 hours a day without gaining the Exhausted condition. |
Warhorse | 20 gc | Mount | A warhorse is a massive horse trained for battle. A warhorse can move twice as fast a a human and carry four times as much as a human. A warhorse is trained for war and their attacks are outlined in the Creatures section of the Setting Pack. |
Item | Cost | Attributes | Notes |
Ale | 1 cc | A common, alcoholic beverage. | |
Bread | 1 cc | A staple of most Atan's daily diet. | |
Cheese | 2 cc | A staple of most Atan's daily diet. | |
Dates | 1 cc | A quick snack, or sweet desert. | |
Fish | 3 cc | A staple of coastal diets. | |
Lager | 1 cc | A cool, alcoholic beverage. | |
Mead | 2 cc | A honeyed, alcoholic beverage. | |
Rations (1 day) | 5 cc | Dried foods suitable for extended travel. | |
Wine | 5 cc | An alcoholic beverage from fermented grapes. |
Item | Cost | Attributes | Notes |
Bath house lodgings | 1 cc | A bed and privacy screen at a public bath house. | |
Inn, Poor | 1 cc | A low class, shared room at an inn. | |
Inn, Common Room | 2 cc | A shared room at a decent inn. | |
Inn, Private Room | 5 cc | A private room at a decent inn. | |
Inn, Elegant Room | 3 sc | A private room at a high-class inn. |
Item | Cost | Attributes | Notes |
Cloth | 3 sc | DR 1 | Simple double layered cloth armor. |
Padded | 5 sc | DR 1 | Quilted and padded multi-layer cloth armor. Can also provide protection from cold. |
Leather | 1 gc | DR 2 | Boiled leather armor pieces. |
Maille | 10 gc | DR 3 | Joined rings of metal covering the upper half of the body or to the knees. -1 penalty to all Stealth rolls. |
Plate | 50 gc | DR 4 | Hardened steel plate armor pieces. -2 penalty to all Stealth rolls. |
Item | Cost | Attributes | Notes |
Battle Axe | 1 gc | D8 DMG | A large, two bladed axe. |
Club | 5 cc | D4 DMG | A crude, wooden club |
Dagger | 1 sc | D4 DMG | A small, bladed weapon |
Halberd | 5 gc | D8 DMG | A 2m long pole weapon with a large axe blade |
Hand Axe | 3 sc | D6 DMG | A small, single bladed axe |
Mace | 2 gc | D6 DMG | A small metal head on an short wooden shaft |
Net | 8 sc | Grapple Condition | A weighted net that can be thrown 5m. On a successful hit the target is grappled and must make a Feats of Agility DC10 skill check to escape. |
Pike | 3 gc | D8 DMG | A 3 to 5m long pole weapon with a large spear tip. |
Shamshir | 1 gc | D8 DMG | A light one-handed sword with a slight curve to the blade. |
Spear | 8 sc | D6 DMG | A 2m long pole weapon with a small, pointed end. |
War Hammer | 2 gc | D6 DMG | A small hammer head on a short shaft. |
War Pick | 2 gc | D6 DMG | A small pick head on a short shaft. |
Item | Cost | Attributes | Notes |
Arquebus | 15 gc | D8 DMG, reduce DR by 1, reload. | A long barrel firearm that shoots metal bullets at targets with an effective range of 100m. An arquebus takes a full round to reload. |
Blowgun | 1 cc | D4 DMG | A short tube used to blow thin darts at targets with an effective range of 10m. |
Crossbow, Light | 3 gc | D6 DMG | A small handheld crossbow that shoots bolts at targets with an effective range of 300m. |
Crossbow, Heavy | 5 gc | D8 DMG, reload | A large handheld crossbow that shoots bolts at targets with an effective range of 350m. A heavy crossbow takes a full round to reload. |
Javelin | 2 sc | D6 DMG | A very short spear used for ranged attacks with an effective range of 25m. |
Longbow | 2 gc | D6 DMG | A large bow that shoots arrows at targets with an effective range of 300m. -2 to hit when used on a mount. |
Pistol | 10 gc | D6 DMG, reduce DR by 1 | A short barrel firearm that shoots metal bullets at targets with an effective range of 50m. |
Shortbow | 1 gc | D4 DMG | A small, recurve bow that shoots arrows at targets with an effective range of 250m. There is no penalty to use a short bow while mounted. |
Sling | 1 cc | D4 DMG | A leather strap used to fire rocks or small metal bullets at targets with an effective range of 200m. |
Item | Cost | Attributes | Notes |
Ballista | 100 gc | D10 DMG, reduce DR by 2, reload, crewed | A Ballista is a massive crossbow. It requires a crew of two people to fire and has an effective range of 500m. It takes two rounds to reload a ballista. |
Bombard | 500 gc | D12 DMG, negates DR, reload, crewed | A Bombard is a massive artillery piece that needs to be transported on a heavy wagon or sld. It requires a crew of three people to fire and has an effective range of 700m. Everyone in a 5m radius of where the shot lands must roll a Feats of Agility DC10 skill check. A success takes half damage and a failure takes full damage. It takes 5 rounds to reload a Bombard. |
Catapult | 50 gc | D10 DMG, negates DR, reload, crewed | A catapult is a siege weapon capable of hurling large rocks for an effective range of 300m. It takes a crew of 3 people to fire a catapult. It takes 3 rounds to reload a catapult. |
Mortar | 75 gc | D8 DMG, reduce DR by 3, reload, crewed | A Mortar is a smaller artillery piece that throws its shell in a high arc and is good at firing over walls. It requires a crew of 2 people to fire and has an effective range of 300m. Everyone in a 5m radius of where the shot lands must roll Feats of Agility DC10 skill check. A successful roll takes half damage, a failure takes full damage. It takes 2 rounds to reload a mortar. |
Trebuchet | 200 gc | D10 DMG, negates DR, reload, crewed | A Trebuchet is a massive siege weapon crewed by 5 people that is capable of hurling very large rocks for an effective range of 500m. Everyone in a 5m radius of where the stone lands must roll a Feats of Agility DC10 skill check. A successful roll takes half damage, and a failure takes full damage. It takes 5 rounds to reload a Trebuchet. |
Item | Cost | Attributes | Notes |
Arrow x10 | 5 sc | An arrow for a short or long bow. Damage depends on the bow used. | |
Bolt, Ballista x1 | 5 sc | A massive bolt for a ballista. | |
Bolt, Light x10 | 3 sc | A bolt for a light crossbow. | |
Bolt, Heavy x10 | 5 sc | A bolt for a heavy crossbow. | |
Bombard Shot x1 | 20 gc | A massive iron ball for a Bombard. | |
Dart x10 | 6 cc | A small dart for a blowgun. | |
Shot, Mortar x1 | 1 gc | Large iron ball for a mortar. | |
Shot, Personal x10 | 7 sc | Iron ball shot for an Arquebus or Pistol. Damage depends on the weapon used. | |
Sling Bullet x10 | 3 cc | Rounded stone shot for a sling. |