Aeldos Game Rules – Last Updated 2019-03-24
The game rules provided below are for the purposes of online and tabletop gaming. If you aren’t sure what that means you can probably skip this content. This document is a work in progress. Additional content and balance is likely.
- 1 System Overview
- 1.1 Actions
- 1.2 Aspect and Skill Scale
- 1.3 Scales of Success/Failure
- 1.4 Character Features
- 1.5 Aspects
- 1.6 Broad Skills
- 1.7 Languages
- 1.8 Focus Skills
- 1.9 Derived Features
- 1.10 Plot Points
- 1.11 Character Creation and Advancement
- 1.12 Health Pools and Wounds
- 1.13 Getting Hurt
- 1.14 Dying
- 1.15 Stabilization
- 1.16 Injuries
- 1.17 Status Conditions
- 1.18 Stress
- 1.19 Healing and Recovery
- 2 Character Customization
- 3 Traits
- 4 Callings
- 5 Combat
- 5.1 Combat Basics Table
- 5.2 Ranged Combat
- 5.3 Stealth and Concealment
- 5.4 Advanced Combat Rules Table
- 5.5 Fighting Styles
- 5.6 Armour Degradation
- 6 Currency
- 7 Equipment
- 8 Gear
- 9 Clothing
- 10 Tools and Kits
- 11 Alchemy
- 12 Animals, Mounts, Related Gear
- 13 Lodging, Hirelings, and Common Services
- 14 Food
- 15 Drugs, Alcohol, Entertainment
- 16 Standard Vehicles
- 17 Craft Materials
- 18 Commodities and Trade Goods
- 19 Slaves
- 20 Transport
- 21 For the Storyteller
System Overview ∞
The system was inspired by my experiences playing Dungeons and Dragons, World of Darkness, Fate and a variety of other role playing game systems. The system shares many concepts and conceits with these other system so it shouldn’t be too alien to most. The intent with the system is to lend more weight to character than luck and encourage a non-binary range of failure and success.
Mechanically it’s an additive system with players rolling using the core dice mechanic (below) against a difficulty determined either by an opposed roll or a value determined by the storyteller.
Core Dice Mechanic: 2d10 + Aspect + Broad Skill + Focus Skill
Why use 2d10?: One of the core tenets of this system is that Character Skill should be a greater factor than luck. Using 2d10 reduces the randomness of results by creating a triangular probability graph rather than a flat one.
Whenever a player attempts to do something that has the potential for failure they need to make the an Action Roll to succeed. In its most general form, a player makes an Action Roll by rolling 2d10 and adding the character’s Bonuses. Bonuses are derived from character features (Aspects, Broad Skills, Focus Skills, Traits, Callings, Species Features, Equipment) and add to the characters chance of success, reducing the element of fortune or luck in determining the outcome of the action.
The most basic bonuses are derived from the character’s Aspects and Skills. Aspects are a characters innate capabilities while skills represent experience, training, and knowledge.
When the storyteller asks for an Action roll they will define the Aspects and Skills that might are relevant to that roll. Since there are often multiple ways to complete an action a Storyteller may provide multiple options for this roll. Alternately, the player can suggest how they might use an alternate set of Aspects and Skills to overcome the challenge. Creative problem solving should be rewarded but the final decision on what is a relevant Aspect or Skill is up to the Storyteller. Once the roll is agreed upon the Storyteller can assign additional Mods to the roll. Mods are bonuses due to creative or entertaining approaches or penalties due to circumstances, wounds, or injuries.
The effect of the Action Roll and the outcome of the Action are determined by the Storyteller based on the Difficulty.
Difficulty is the target against which success or failure of an action is judged. The Difficulty of an action can be set in several ways:
- By the storyteller directly where the difficulty is fixed and known. E.g. Picking a lock without distraction.
- Against a roll defined by the storyteller where a challenge is highly random or defined by dynamic elements E.g. Running through a crowded square.
- Against an opposing roll from another player or non-player character who is competing with or defending themselves against the character. E.g. Attempting to strike an opponent.
The more a player’s roll exceeds a target or opposing roll, the more successful the action. Conversely, the lower a roll in comparison to the target or opponent, the less successful.
Critical Success and Failure ∞
Rolls of 2 are always a Critical Failure with negative results for the character.
Rolls of 20 are always a Critical Success with positive results for the character.
Order of Operations ∞
Action resolution works as follows.
1. Player declares an Action that has some risk of failure,
2. Storyteller requests an Action Roll and specifies the relevant character features,
3. Player accepts the Action Roll as is, OR cites additional bonuses they want to use, OR specifies an alternate approach that uses alternate character features,
4. Storyteller and Player agree on a roll and the Storyteller assigns any additional Mods based on the players description of the action.
5. Player rolls 2d10 and adds the bonuses from the specified features.
6. Storyteller compares the result to the Difficulty for an unopposed roll or makes their own opposing roll and determines the degree of success or failure.
7. Storyteller describes the outcome of the Action.
Zila, Fleet, Marcus, and Haevian are investigating an ruin that has been marked off limits by the Ossandrian Legion. They come across a blocked entrance filled with heavy Orick debris. Marcus wants to move the debris so they can continue. Doing so is a difficult task (Target 18) as the remains are heavy. The storyteller calls for an action roll using Power + Athletics. Marcus’ player rolls 2d10 (result 12) and adds their ranks in Power (3) and Athletics (3) to get the result (18). Marcus also has a Focus Skill of ‘Heavy Labour’ (1) and can add this for a final result of 19. As this is an unopposed roll Marcus shifts the debris and is able to proceed.
Moving the debris was not quiet and has drawn the attention of a nearby Legion patrol. The group tries to enter the building but finds the door is locked. Zila wants to pick the lock before the patrol finds them. The lock is not conventional and uses old Urul technology and so is difficult (Target 17). The storyteller calls for an action roll using Grace + Technology but Zila’s player proposes using her Larceny, explaining that Zila’s focus is on circumventing the mechanical elements and weaknesses of the lock. The storyteller agrees and notes that the mechanism itself is quite old and worn reducing the difficulty (Target 16). Zila’s player rolls 2d10 (result 9) and adds their ranks in Grace (2) , Larceny (3) and their focus in Lockpicking (2) for a result of +7. Zila also has a masterwork set of lockpicking tools which grant a +1 to the roll for a total bonus of +8 and a final result of 17. The lock opens but because it is only 1 above the target not before the Legion patrol rounds the corner.
While Zila works on the lock, Haevian and Fleet prepare themselves for the approaching patrol, hiding in the shadowy rubble of the ruin. The Storyteller calls for a Grace + Stealth check from both to determine the difficulty for anyone trying to spot them.
Fleet rolls 17 and adds her Grace (+3) and Stealth (+3) for a result of 23. She is adept at finding a nook and melding into the shadows.
Haevian rolls a 10 and adds his Grace (+1) and Stealth (+2). His heavy armour also imposes a penalty of -2 to the roll, for a final result of 11. It’s hard to hide in full plate.
The patrol rounds the corner and rolls a Perception to spot the hiding characters. Fortunately they roll a critical failure. The Storyteller describes how the patrol is bickering about the quality of last nights meal and are entirely oblivious to the crew.
With the patrol gone and the door unlocked the group proceeds further into the ruin.
Advanced Bonuses ∞
Not all bonuses are flat modifiers to the result. Species features, Callings, Abilities, Traits, and Equipment can grant less straightforward bonuses or penalties through alternate dice mechanics.
3d10 H: Roll 3d10 and take the two highest.
3d10 L: Roll 3d10 and take the two lowest.
Automatic Success ∞
Don’t roll when you don’t have too. If an action is simple or a character’s bonus exceeds the difficulty the roll is successful.
In combat, ties go to the defender. In all other scenarios ties should go to the player character but come with some minor complication.
Choosing Failure ∞
Sometimes it’s more entertaining to fail than it is to succeed. Players who make the story more interesting by choosing to fail a roll of consequence they might otherwise succeed should be rewarded in some manner. Depending on the seriousness of the consequences of failure the Storyteller is encouraged to give out Plot Points, Experience, or a more temporary bonus to a subsequent roll.
Types of Action ∞
There are three broad types of action:
Simple Action: Simple actions are where the outcome can or must be determined with a single roll of the dice (Short Climb, Lift Gate, Hit Enemy, Pick Lock under Threat). These are typically actions under a time constraint.
Extended Action: At the Storyteller’s discretion a character can retry an action until they get it right (Pick Lockbox, Search Area, Draw Map). This is called an extended action. Players can make multiple Action Rolls but each one represents at least ten minutes spent on the task. So long as they are not meaningfully interrupted the character gains a +1 for each subsequent Action roll to the task, up to a maximum of 5 until they are able to succeed or give up.
Complex Action: Complex actions are where the outcome depends on a series of successful checks over a longer period of time. (Craft Armour, Research Lore, Investigate Gang, Follow Trail). Complex actions are extended and sequential activities that take several days or weeks to complete. These are typically unopposed but difficult and the ST determines the stages or elements and assigns a difficulty to each. The task is only complete once all of these are successfully passed. Complex actions can be broken up and tackled by a group with each group member proficient in the task contributing a +1 to the rolls of all other members.
Aspect and Skill Scale ∞
Aspect value ranges are based on a human average of 0.
|#||Ability Term||Skill Term|
|/0/||Average||You are aware but unpractised in skill|
|1||Good||Trained in the skill with limited practice|
|2||Proficient||Trained in the skill with notable practice|
|3||Excellent||Well versed and experienced in the skill|
|4||Amazing||Mastery of the subject via constant use|
|5||Perfect||World renowned human apex in skill|
|6+||Superhuman||Beyond unmodified human ability|
Scales of Success/Failure ∞
|10-11||Massive||+5, Free Act|
|12-13||Heroic||+6, Free Act|
|14-15||Epic||+7, Free Act|
Character Features ∞
Characters are composed of the following features:
Aspects: The fundamental features and attributes of a character.
Broad Skills: The general learned abilities of the character
Focus Skills: Highly specific areas of skill
Traits: Additional singular or progressive character customizations such as special abilities, callings, and specializations.
|Power||Strength, stamina, physical resilience|
|Grace||Agility, dexterity and physical control|
|Intellect||Reasoning, logic, memory, knowledge|
|Intuition||Wits, mental agility|
|Will||Mental fortitude and spiritual potency. Also used heavily by sorcerors|
Aspect values can range from -5 to +5 for humans or higher for quasi-humans.
Broad Skills ∞
|Animal Handling||Communication and care of animals|
|Athletics||Running, climbing, swimming, jumping|
|Combat||Martial and tactical competence|
|Craft||Tinkering, engineering and general creative ability|
|Concentration||Trained focus and ability to block out distraction|
|Investigation||Identification of evidence, clues, and pursuit of leads|
|Larceny||Ability to defy locks, pick pockets, and commit crimes|
|Languages||Number and proficiency with languages (3,5,7,10, 14)|
|Lore||History, politics, mythology, geography, etc|
|Medicine||Anatomy, healing, herbalism, first aid|
|Mercantile||Identification of items and their value|
|Observation||Perception, listening, spotting|
|Performance||Public oration or demonstrations of skill|
|Socialize||Diplomacy, lying, manipulation, persuasion, deception|
|Survival||Hunting, foraging, avoiding hazards, finding shelter|
|Technology||Understanding of complex devices and construction|
|Travel||Riding, driving, sailing, piloting, navigating|
Broad Skill values can range from 0 to 5
Languages, like all other skills, take time and effort to learn. Unlike most other skills, languages are usually used pervasively without the need to roll a skill check; you don’t need to roll to convey meaning to other PCs and NPCs as that would drag a game to a grinding halt. Rather, the character either understands what is being said or does not. As such there are a few additional rules surrounding Languages in particular.
Native Languages: Most people speak the dominant language of their originating culture but additionally, all characters are assumed to speak common unless they take the flaw ‘Isolate’. Common is an ancient and pervasive trade language that finds every day use in huge swaths of the world. These languages do not take up a slots and do not require a roll to understand as the character is assumed to be fluent in both.
Learning additional languages requires intense study or tutelage under someone fluent in that language.
Taking a point in Languages grants a character a ‘slot’ for that language. For each level in Languages the number of slots increase as follows:
|Language Rank||Total Slots|
Unfortunately languages aren’t learned in an instant; it takes time to reach fluency. The length of time can vary, but in general it takes at least two months to reach true fluency in a language. During this training period the character is assumed to have a basic understanding of the language which permits them to make an Intellect or Intuition + Languages roll to understand other speakers. After the training period has passed the character is assumed to be fluent and no longer needs to make checks to understand the language.
List of Languages
- Urul: Ancient and largely lost language of the Urul Imperium.
- Common: A derivative of Urul and common language of Ossandria, Selene, and much of Victra.
- Granden / Vaiar: Language spoken in Granden and southern Vandar.
- W.Svertan / Svan: Language spoken in much of Vandar and western Svertheim.
- E. Svertan / Itanen: Language spoken in the east of Svertheim and parts of Lux.
- Luxi / Reu: Language spoken across Lux.
- Mujinese / Eono: Common language spoken across Mujin.
- High Mujinese / Kogo: Archaic and formal language of Mujin.
- High Ossandrian: Language of the ruling and military classes of Ossandria.
- Nehep / Netil: Language spoken across Nehep.
- Subinese / Volee: Language spoken on the isle of Subin and in the south of Nehep.
- Low Victran / Iayath: Language spoken by many in the lower classes of Victran society.
- Clatterspeak / Clatter: Extremely difficult language used between machines. Humans who can speak it are rare and often only know enough to trigger key functional responses.
- Bellatori / Whistleshape: Extremely difficult vocal and physical language of the Bellatori. Humans who can speak it are rare and often incapable of complex phrases.
- Tollam / Vort: Language spoken by the Tollam of the South.
- Argot: Also known as ‘common for rogues’, Argot takes from common and other languages but makes numerous broad and significant phonological modifications. It is used primarily by criminals and outlaws.
- Kadath: Language spoken by members of the Kadesch.
What universal sign language existed in Aeldos died with the fall of the Urul and though non-verbal communication through signing persists, it has become regional and heavily tied to the local languages. Fragments of a universal alphabet persist but have become intertwined with common cultural hand signals and ad hoc additions.
Mechanics: Sign Language is a focus skill and works alongside any language the character already has. To communicate in Sign to someone who is not fluent is an Intuition or Intellect + Language + Focus for the speaker. No check is needed for communication between two individuals with the skill.
Focus Skills ∞
Focus skills are specific to the character. As the name suggests these tend to be fairly focused and related to a Broad Skill. For example a warrior might have a combat oriented focus skill with a particular weapon, piece of armour, or maneuver like dodging or parrying; a merchant might have mercantile focused skills in price negotiation, or assessing value; and a lorekeeper might have focused lore skills in a particular domain of knowledge. All focus skill require storyteller approval. Focus skill values range from 0 to 5.
Example Focus Skills
|Broad Skill||Example Focus Areas||Example Focus Skills|
|Animal Handling||Species||Felines, vulpines, primates|
|Athletics||Action||Run, climb, swim, jump, throw|
|Combat||Weapon||Dagger, sword, bow, hammer|
|Craft||Field||Weapons, armour, clothes, scribing|
|Larceny||Field||Lockpicking, pickpocketing, thieves cant,|
|Languages||Families||Cyphers, Dead Languages, Machine Code, Sign Language|
|Lore||Area of study||History, politics, mythology, geography|
|Medicine||Area of study||First aid, herbalism, surgery, anatomy|
|Mercantile||Field||Trade goods, equipment, gems,|
|Performance||Instrument||Oration, lyre, drum, singing|
|Socialize||Action||Lying, persuasion, intimidation, flattery|
|Stealth||Environment||City, Forest, Plains, Mountain, Desert, Night,|
|Survival||Environment||City, Forest, Plains, Mountain, Desert,|
|Technology||Operation, Repair, Alteration||Clatterjacks, Luminar, Canna, Artilects, First Age Security|
|Travel||Method, Other||Ride, drive, sail, pilot, navigate, paths|
Derived Features ∞
While other character features such as Aspects, Skills, and Traits are purchased, derived features are persistent values obtained by adding core features together. Values below can be modified by species features, callings, or traits.
|Reaction||Grace + Intuition|
|Initiative||Reaction + 1d10|
|Awareness||Intuition + Observation|
|Perception||Awareness + 2d10|
|Fortitude||Power + Will|
|Charm||Personality + Appearance|
|Health||Fortitude + Species Value|
|Resilience||Intellect + Will|
|Stress||Resilience + Species Value|
|Attack||Ability + Combat + Focus|
|Damage||Weapon + Result of contested attack/defense roll|
|Defense||Power or Grace + Combat + Focus|
|Stressed State||50% of Stress or higher|
|Stress Penalty||Will – 4, Minimum -1|
|Natural Healing||Power / week, Minimum of 1|
|Stress Recovery||Will + 2 /day at rest or Will / day|
|Move, Base||(Power + Grace + Athletics) /2) Meters|
|Move, Run||((Power + Grace)/2)+3 Meters|
|Move, Run / Round||Run x 6 Meters|
|Move, Sprint||Run x 2 Meters|
|Move, Sprint / Round||Sprint x 6 Meters|
Reaction and Initiative ∞
Reaction = Grace + Intuition
Initiative = 2d10 + Reaction
In situations where timing is everything, Initiative is key. Initiative is used whenever characters are trying to act simultaneously or deal with high pressure or dangerous circumstances. When the Storyteller calls for Initiative they are indicating that there is a competition to act first that may have a meaningful impact on the narrative. When this happens the narrative slows down and each player and the Storyteller act in turn, with each turn representing 6 seconds of time.
Initiative order is determined by everyone involved rolling 2d10 and adding their Reaction. The result is the Initiative Order and represents who acts in each turn. The higher the result the sooner you get to act.
Simultaneous Initiative: If two characters land in the same slot in the Initiative order the one with the higher Reaction goes first. If both characters have the same Reaction reroll to determine who goes first within the turn.
Delayed Action: A character can choose to delay their reaction, seeking a more opportune time to act. To do so the player must declare their intent to delay the action until a specific condition is met. This could be “I delay until Randulf draws his sword” or “I delay until I have a clear line of sight on the target”. Once the condition is met the character can act and is assumed to act *after* the condition has been met. The character assumes this new place in the Initiative order for the following round. If the condition is not met they lose their turn waiting. When declaring a condition the player does not have to specify an action.
If the condition were “I wait until Shenn starts moving” and Shenn intended to move and then attack the character would preempt her action.
If the condition were “I wait until Gota is occupied” and Gota attacks another character the character would go after.
If the condition were “I wait until Coran has moved into the doorway” and Coran intended to throw a bomb and then move through the doorway the character would go after.
Awareness, Perception, and Investigation ∞
Awareness = Intuition + Observation
Perception = 2d10 + Awareness
Sometimes asking for a roll reveals as much as the roll itself. Perception is one such roll. Asking for a perception implies there’s something there for character’s to perceive and can trigger intentional or inadvertent metagaming as a result.
Instead the system uses an Awareness trait which is calculated as.
A character’s Awareness represents their general attention to the world around them. The higher a character’s Awareness the more likely they are to passively observe detail and nuance. Conversely, the lower the Awareness, the more oblivious they are to even obvious events.
Awareness is what the storyteller uses to determine what a character sees when they’re not actively engaged with a situation. A character’s perception is their ability to muster a level of intentional awareness and observe the world, seeking something.
Perception is an active roll that is called for by *the player*, indicating the character’s active intention to observe the situation for details.
In addition to Awareness and Perception a character’s investigation represents their ability to actively investigate and piece together clues and evidence. Investigating is an active action and necessitates a roll of 2d10 + Intuition + Investigation. This roll is called for by the player, indicating the characters actions to investigate something.
Awareness and Perception are what you do with your senses. Investigation is what happens when you add your hands and some experience.
Lying is another instance where asking a player to roll to detect a lie implies more than a storyteller might like. To avoid this the storyteller can do one of the following:
- Roll the lie *and* detect lie for the player and NPC (this puts the onus of tracking bonuses and results on the storyteller)
- Determine a Lying and Detecting Lies baseline for a character
The player should not rely on the storyteller if they think they are being lied too and can request a detect lie check. When doing so they may wish to use an alternative to the standard Intuition + Socialize check, so long as they can justify it.
Fortitude and Health ∞
Fortitude = Power + Will
Health = Fortitude + Species Value
Natural Healing = Power + Species Modifier / week, Minimum of 1
Stress and Resilience ∞
Resilience = Intellect + Will
Stress = Resilience + Species Value
Stressed State = 50% of Stress or higher
Stress Penalty = Will – 4, Minimum of -1
Stress Soak = Will + Species Modifier
Stress Recovery = Will + 2 /day, modified by circumstance
Charm = Personality + Appearance
Move, Base = (Power + Grace + Athletics) /2) Meters
Move, Run = ((Power + Grace)/2)+3 Meters
Move, Run / Round = Run x 6 Meters
Move, Sprint = Run x 2 Meters
Move, Sprint / Round = Sprint x 6 Meters
Plot Points ∞
Plot Points are a form of player currency that can be used to influence the story in meaningful ways.
Players earn plot points by:
- Complications: Players who do a particularly good job embodying not just the strengths but the weaknesses of their character should be rewarded. If a player voluntarily fails an important roll because it wouldn’t make sense for the character or playing a character’s weakness even though it has negative consequences but makes the story more interesting.
- Callings: Players who embody their Calling through action or roleplay should earn a plot point for doing so.
Plot points can be used to reverse bad fortune or exert additional control over the narrative. A player can have a maximum of 3 plot points at a time and a plot point can be traded for one of the following.
|Intervention||Description||Plot Point Cost|
|Automatic Success, Moderate||The character can succeed on one action that is Moderate difficulty or below.||1|
|Downgraded Difficulty||The character can reduce the difficulty of a task by one degree (Epic > Heroic > Hard > Moderate > Easy)||1|
|Reroll||The character can reroll an action||1|
|Shake It Off||1/2 the wounds inflicted by an attack||1|
|Stabilize||A dying character is stabilized||1|
|I Know a Guy||The player can describe a minor character who can help with a situation. The ST will play this character based on the description||1|
|Automatic Success, Hard||The character can succeed on one action that is Hard difficulty or below.||2|
|Celestial Intervention||The player can request Storyteller assistance. If the Storyteller agrees they help but this assistance comes at a price later on. If the Storyteller declines the player retains their Plot points||2|
Character Creation and Advancement ∞
For a quick guide see the Character Creation page.
All human characters are assumed to start with 0 in all Aspects and Skills. Quasi-humans often receive modifications to select Aspect base and caps as the Aspect range is based on a human average of zero. All traits are capped at 3 at character creation or 4 for quasi-human specializations.
|Feature||Character Creation XP||Experience Cost to Advance|
|Aspects||48xp||New level x 6|
|Broad Skills||60xp||New level x 4|
|Focus Skills||54xp||New level x 2|
|Traits/Calling||25xp, Calling x2xp||New level x5|
Why does a calling cost so much to purchase at character creation?
Because the first level of a calling reduces the XP cost for purchasing broad skills.
If I take a calling during character creation do I pay the reduced cost for the listed broad skill?
Yes, but skill caps still apply – you cannot buy a broad skill above 3 at character creation.
Note that, post character creation, advancement is related to in game activity. As a character progresses they may learn or improve their skills but increases are tied to the activities the character pursues in game. A character who has spent the majority of their time on a battlefield is unlikely to have learned Lore or Mercantile skills just as a library bound scholar is unlikely to be learning much about combat. The exception to this would be if the player specifies that the character has pursued training from a mentor or other character which would allow them to buy up their skills.
How much does it cost to buy out of a negative Aspect?
The cost to buy out of a below average aspect is the current penalty multiplied by 6 in experience points.
Example: If a character has -2 in Power and wishes to buy ‘up’ to -1, they pay 12 xp.
The exception to this is characters who have taken a flaw at character creation. The player must first spend 10xp to remove the trait and can then begin buying out of the penalty as stated.
|Penalty||XP Cost||New Value|
Health Pools and Wounds ∞
Each character has a health pool that is based on a combination of their Fortitude [Power + Will] plus a base species value. This represents how resilient the character is to both wounds and injury.
- Wounds represent cuts, bruises, and other damage to the body that do not impede the character’s general ability to act individually but can have a cumulative effect, wearing away the characters health pool.
- Injuries represent more serious damage such as broken bones, concussions, and amputations that have long term or permanent consequences for the character.
When a characters suffers wounds through combat, environmental conditions, illness, or other means, deduct points form their health pool; this is known as damage.
The amount of health deducted (wounds sustained) is determined by the effect minus any mitigating factors. Some examples are provided below but are by no means complete or authoritative and alternate formulae may be useful or appropriate.
Wounds sustained in combat are typically base weapon damage + 1/2 the difference between quality of attack and defense (spread) minus the soak value of any armour, worn or intrinsic to the character.
While most wounds inflict some superficial amount of bleeding, deep or particularly skilfully inflicted wounds are much more dangerous and inflict the Bleeding status. Characters who are Bleeding take 1 point of unsoakable damage per round until they are treated with a successful Medical check at difficulty 17. Such wounds can be reopened on critical failures or if a character is subsequently reduced below 1/2 of their health pool.
Unexpected: Characters free falling onto a hard surface take 1 damage per meter fallen after the first 2 meters, minus the higher of the character’s Grace or Power (minimum 0). This represents a characters ability to soak the forces of the fall with their agility or endure them with their might. Characters with a 1 or higher in athletics can further mitigate the damage of the fall with a Grace + Athletics check vs. a difficulty of 16+1 per 5 meters fallen. Failure means the character takes normal damage minus soak but on a success the character can double their Grace or Power soak. Note that this mechanic is meant to apply to free falls from height, such as off a roof, horse, ledge, or airship. Trips or falls from a standing position such as in combat trigger their own wound mechanics.
Prepared: Characters intentionally jumping down or attempting an athletics check gain the benefit of preparation and can add their Athletics to their soak (e.g., higher of power or grace + athletics)
Soft: If the character is falling on a soft surface such as water or some other liquid all soak values are combined and doubled. (E.g. A character with Grace 3 and Power 1 can soak 4×2 or 8 meters (26ft) of fall damage base and 16 m with a successful Grace + Athletics. A character with Grace 3, Power 1, and Athletics 2 can soak 6×2 or 12 meters of fall damage base and 24m with a successful check.)
Breaking Bones: If the unmodified damage of a fall would exceed 1/2 the characters health pool roll 1d10. On a 1 or 10 the character gets a break injury.
Characters caught under falling debris or heavy objects suffer damage determined by the storyteller based on the size, materials, and circumstances. Damage can range from 1d10 for small pliable objects to 10d10 for huge objects such as boulders or trames. If there’s sufficient room to manoeuvre and warning a character may be allowed to make a Reaction check (Grace + Intuition) to respond in time and a dodge check to avoid being crushed. Depending on the circumstances this either avoids or mitigates the amount of damage taken and armour soak can be applied but this is at storyteller discretion.
At apparent temperatures above 40C (105F) characters suffer 1 damage in Hyperthermia each day, minus any soak provided by protective gear or shelter, or other cooling. The amount of damage is increased by 1 for every 20 degrees above 40C.
Heat Exhaustion: Major exertion in heat such as combat, climbing, or running is difficult. At the beginning of each day in the heat make a Fortitude check vs 16+1 per 20 degrees C. If the character succeeds they endure the heat but if they fail they suffer a -3 penalty on all such activities for the day.
At apparent temperatures below 0C (32F) characters without sufficient garb suffer 1 damage in Hypothermia each day, minus any soak provided by protective gear, shelter, or other heating. The amount of damage is increased by 1 for every 10 degrees below 0C
Frostbite: Each day spent in cold temperature with exposed or wet skin brings the risk of frostbite. At the end of each day in the cold make a Fortitude check vs 16+1 per -10 degrees C. If the character succeeds then nothing happens but if they fail they have frostbite and suffer an additional point of damage. For each day spent without mitigation the character is at risk of tissue necrosis with cheeks, nose, fingers, toes, and ears most susceptible. Roll 1d10 and consul the chart to see what extremity is affected. If this issue is not treated with a Medical check at difficulty 16 the extremity becomes gangrenous and is now an injury that imposes a relevant penalty (e.g. Grace, Appearance, or Perception)
|2||Left hand fingers|
|3||Left foot toes|
|8||Right foot toes|
|9||Right hand fingers|
Extreme Cold: At temperatures below -30 characters without sufficient garb must do the above checks every hour.
Characters can go without water for a number of days equal to 1/2 their Fortitude. At the beginning of each day a character goes without water after this point they must roll a Fortitude check vs. 15+2 per additional day without water. If the character succeeds they endure but take 1 point of unsoakable damage. If the character fails they take 3 points of damage and suffer a -3 penalty to all activities for the day.
At the end of a week without any food and every week thereafter a character must make a Fortitude check vs. difficulty 17. If the character succeeds they endure the hunger and suffer only a -1 penalty to actions, however if they fail they enter a progressive decline outlined in the following chart.
Each week the character eats sufficient food they ascend the chart.
Each week they eat insufficient food they remain in the current state.
Each week they do not eat any food they descend to the next phase.
|Phase 1||-3 to actions|
|Phase 2||-5 to all actions, 1/2 health damage|
|Phase 3||-10 to all actions, reduced to 1 health|
|Marasmus / Death||Every day roll 1d10. On anything but a 10 the character dies of cardiac arrest.|
Note: Tamaa can survive without food by feeding on emotions. When starved of both they do not suffer the penalties above but instead progress towards a feral state.
Fire deals 1d10 stress and 1/2 that in damage per round and cannot be soaked but can be extinguished by dedicating a round to a Grace + Athletics or Survival check vs. a difficulty of 14 or by fully submerging oneself in water, dirt, or some other non-flammable substance. Alchemists fire deals 1d10 stress and damage and requires a check at difficulty 18 to put out as even submersion does not quell such a cruel substance.
Characters can hold their breath for 1/2 of Fortitude squared and rounded in minutes (see Chart below). Characters take 3d10 dmg each round they spend submerged after this. Each time a character is wounded or engages in serious exertion while holding their breath the length of time is halved.
Acids do damage according to potency.
Illness or Poison ∞
The damage value of the condition minus 1/2 of Fortitude.
Getting Hurt ∞
Once a character has lost 1/2 their health pool they suffer a -3 penalty to all actions and the number of attacks they can make per round is halved.
Once a character has lost all of their health pool they have a choice:
- Fall: The character succumbs to their wounds and either falls unconscious or is otherwise unable to engage in actions. Fallen characters cannot fight, move, defend themselves, or speak at more than a whisper and remain in this state for 1d10+Fortitude rounds (Fortitude Clock). If a Fallen character is not stabilized by a character with at least 1 in Medicine in this time they enter the dying status. If the character takes additional damage in this state they immediately enter dying status. One benefit of falling is that most enemies will turn their attention away from a fallen foe to focus on more imminent threats… though not always.
- Persist: The character can make a Power + Will check to remain conscious and continue acting. The base difficulty for this check is 18 and is not penalized by their -5 action penalty. On a success the character can act but suffers a -5 penalty and can only take 1 action per turn. A critical failure on this roll means the character falls unconscious, takes an additional point of damage, and immediately enters the dying status. A critical success on this roll means the character recovers 1 health; if this brings the character above zero they recover and can act normally. Each subsequent round spent with no health pool the character must roll again to Persist. The penalty to this roll increases by 1 each round until they finally succumb to their wounds or get a critical success. Each time a character sustains additional wounds during this period they can choose to Fall or Persist but the penalty to their Persist check increases by 1.
Characters enter Dying status after losing their entire health pool and either failing a Persist check, or choosing to Fall and running out their Fortitude clock. Characters who are dying must succeed in a Fortitude check each round at a difficulty of 18 until they are stabilized. If they fail this check the character has died. Dying characters are disabled and cannot typically self-stabilize.
Excess Damage / Below Zero ∞
Characters can take more damage than they have available in their Health Pool and excess damage is expressed in negative values.
Massive Damage ∞
Generally speaking, characters suffering their Health Pool in damage in a single round die immediately. Only extraordinary circumstances or abilities can prevent such an outcome.
Death Blow ∞
A character in Fallen or Dying status can be killed with a death blow. These are rolled attacks but only fail on a critical failure or if intercepted by other means as a dying character cannot defend themself.
- Fallen: Stabilizing the Fallen requires that a character with at least 1 in Medicine spend 2 uninterrupted rounds treating the Fallen. During this time the Fortitude Clock does not advance and no Medicine check is necessary. A character stabilized from Fallen in this manner is no longer at risk of dying but are still disabled and retain any excess damage. Once the Fallen is stabilized, on the subsequent round a normal Medicine check can be done. If successful enough to heal the stabilized character above zero the Fallen can get back in action.
Dying: Stabilizing the Dying is more difficult and requires that a character with at least 2 in Medicine spend 2 uninterrupted rounds treating the dying. On the second round the Medic can make a Medicine check at a difficulty of 16 + Excess Damage to stabilize them. Using an aid such as Lingua, Technology, or Tamaa medicine removes the Excess Damage from the difficulty. On a failure the stabilization fails and must be retried. On a success the Dying is stabilized. Attempts to stabilize the Dying can continue until the character fails their Fortitude check or the stabilization check succeeds, whichever comes first. A stabilized character is still out of the fight, retains any excess damage, and takes an injury related to the wound that brought them low. Once the Dying is stabilized, on the the subsequent round a normal Medicine check can be done. If successful enough to heal the stabilized character above zero the character can get back in the fight.
Note that in combat scenarios healing a stabilized character above zero requires an aided heal check via Lingua, Technology, or Tamaa medicine; unaided healing takes too long to work in combat.
These can occur when a character badly misses during a defense or experiences a critical failure on a physical skill check. These are typically broken bones, concussions, dislocated joints and other serious but not terminal trauma. A character suffers an injury any time they roll a critical failure (a result of 2 on 2d10, 1% chance) and would take more than 1/2 their health capacity as a result. For example, a character with a health pool of 8 who rolled 2 and took 4 damage for any reason as a result would acquire an injury dependent on how they suffered that damage (e.g. a broken bone from a fall, a bleeding wound from a blade) Injuries take special care to heal; someone with at least 1 point in the medicine broad skill must roll an Intellect + Medicine (+ any relevant focus skills) and achieve a result of 15 or higher to allow the injury to start healing. This represents setting the bone, stitching the wound, or relocating the dislocated joint. The injury heals according to the chart below only after treatment has occurred.
|Concussion||-1 Intuition, -1 Intellect||1 week|
|Broken Bone||-1 Power||3 weeks|
|Dislocated Joint||-1 Grace, -1 Power||1 week|
|Sprain or Tear||-1 Grace, -1 Power||1 week|
|Laceration, Puncture||-1 Grace, -1 Power||2 weeks|
Grievous injuries can also occur in the form of burns, amputation or internal bleeding. This more severe form of injury only occurs when the character both critically fails and suffers an amount of damage equal to their health pool in a single act. Grievous injuries require additional care to mend; Someone with at least 3 points in the medicine broad skill must roll an Intellect + Medicine (+ any relevant focus skills) and achieve a result of 18 or higher to allow the injury to start healing.
Status Conditions ∞
There are several conditions with specific mechanical effects. A vicious wound that won’t stop bleeding, a blow to the head that numbs the senses,
|Bleeding||-1 health per round until healed|
|Concussed||-3 to all Intellect related rolls for 1d10 hours|
|Dazed||Will check vs. Target 11 to take multiple actions|
|Disabled||Affected limb is unusable until healed|
|Out of the Fight||The character requires immediate medical attention|
|Poisoned||Varies according to poison|
|Stunned||The character loses their next action|
|Winded||Will check vs. Target 11 to run|
Just as Health represents a characters capacity to endure physical injury Stress represents their capacity to endure mental fatigue. Stress measures a character’s capacity to absorb and cope with disturbance originating from fatigue, horror, violence, and pain.
Each character has a maximum stress threshold based on their Will and Intellect. This represents both their ability to both rationalize their emotional states and endure them.
The formula for determining Stress threshold is as follows:
Base of 10 + Intellect + Will + Relevant Traits
For each point of damage a character takes they also take 1 point of stress, but stress also accumulates from other sources as well; witnessing horrific violence or its after effects, encountering inhuman foes, going without sleep or food for significant periods of time, dealing with the arcane, all can inflict stress. Many arcane abilities also require the wielder to take stress as they fight to bend reality to their will.
As a character’s stress increases this may impact their ability to fight and perform skills. The amount of stress a character can endure before taking penalties is determined by their Will. Their stress meter is broken up as follows.
Stress Bracket ∞
All characters have three stress brackets. Normal, Stressed, and Overwhelmed.
Normal represents a character with 0-50% of their stress threshold.
Stressed represents a character with 50-100% of their stress threshold.
Overwhelmed represents a character with 100% of their stress threshold.
Stress Resistance ∞
A character’s Will is their resistance (bonus) or vulnerability (penalty) to stress. The value of a character’s Will is subtracted from certain types of incoming stress damage the same as armour is for physical attacks. The difference is, if a character is particularly weak willed with a negative, they gain extra stress.
Stress Penalties ∞
After a character has accumulated 50% or more of their stress threshold they become Stressed and begin to take penalties to their actions. The penalty a character suffers from stress is dependent on their Will. Characters with higher Wills suffer lower penalties than those with low or negative will. The formula for determining your Stressed penalty is as follows:
Will minus 4 with a minimum penalty of -1.
Example 1: Sarv has an average Intellect and slightly above average Will. Xyr stress threshold is 11 (10 + 0 + 1). From 0-5 points of stress xy is Normal. From 6-11 points of stress xy is Stressed and takes a penalty of -3 to all actions. When xy exceeds 11 points of stress xy must roll a Will save to continue to act.
Example 2: Intan has a high Intellect and Will. His stress threshold is 16 (10 + 3 + 3). From 0-8 points of stress he is Normal. From 8-16 points of stress he is Stressed and takes a penalty of -1 to all actions. When he exceeds 16 points of stress he must roll a Will save to continue to act.
Stress Break ∞
Stress is essentially a measure of mental health, resilience, and sanity with the limits of that range defined by the characters Species, Will, and Intellect.
Everyone still has a breaking point though and hitting the stress limit is never a good thing. When a character exceeds their stress limit, also known as becoming overwhelmed, the character suffers some form of mental breakdown.
The first step is to determine how severe the breakdown is. Roll 2d10 + Will. If the value is above 12 the breakdown is minor. If the value is below 10 the breakdown is severe and the character gains a psychological flaw, phobia, addiction, or other negative feature.
The nature of this breakdown should be determined between the player and the storyteller and fit the situation in question.
-The character experiences a stress break due to exposure to arcane events causing them to acquire a phobia of mysticism and arcanistry. The character now suffers a general penalty of -5 to all actions in the presence of the arcane.
– The character experiences a stress break due to injuries causing them to acquire a flaw of fugue. The character’s response the next time they hit the stress limit is to go into a non-responsive state.
– The character experiences a stress break as a result of killing people causing them to acquire the blood thirsty flaw. They can now only regain stress when they are inflicting violence on others.
Healing and Recovery ∞
Absent active healing characters heal their Power per week at a minimum of 1*. This is assuming any severe wounds have been properly tended too with an average Medicine check.
Example: Adam has a Power of 2 and heals 2 points of damage per week. Eve has a Power of 0 and heals only 1 point of damage per week.
Assisted Healing Table ∞
There are several methods of assisting or accelerating a the natural healing process. Regular wound care is the most common, but first age technology such as Mendikits, the Lingua Arcana, or even certain quasi-human mutations are also known to help.
|Result||Unaided||Mendikit / Tentilliar||Lingua Self-Healing||Lingua Heal Other|
|2-10||1 dmg||/0/||/0/||1 dmg|
|*20*||5||Full -1||Full -1||Full -1|
Injury Recovery Table ∞
Recovering from injuries requires time and rest. The times below assume a character at relative ease. Characters who are traveling or in stressful circumstances may not be able to start healing until they are able to find some safety.
|Grievous Injury||Effect||Recovery Time|
|Amputation||-2 Power or -2 Grace||3 weeks|
|Burn||-1 Health Capacity||3 weeks|
|Internal Injury||-1 Health Capacity||2 Weeks|
Stress Recovery ∞
Characters regain their Will + 2 Stress per day when Resting and their Will per day when traveling. Stress recovery can be enhanced by a variety of character specific features.
One example of this might be a religious character who recovers an additional point of stress through acts of worship. Another might be an alcoholic character recovering an additional point of stress by drinking (with the downside of taking additional stress when deprived of drink).
Character Customization ∞
Culture Bonuses ∞
Human characters gain a cultural +1 bonus to 1 ability and 1 skill according to the table below. These bonuses should be applied before spending character creation points. Quasi-humans do not get culture bonuses. Click on the name of a culture to go to the relevant culture page.
|Culture||Aspect Bonus||Skill Bonus|
Species skill modifiers indicate an altered multiplier for purchasing new levels in a skill. They do not affect character creation. Multiplier changes can stack with relevant callings. Click on the name of a species to go to the relevant species page.
Aspect Range: Grace 2 to 7, Intuition 1 to 6, Appearance -2 to 3
+1 Skill Multiplier Cost: Tech, Mercantile, Medicine
-1 Skill Multiplier Cost: Combat, Stealth, Survival
Other Advantages: +3 Health and Stress, Mimicry, Additional Limbs
Other Limitations: -4 Extreme Climate Penalty, Madness prone, Outsiders
Death: Bellatori regenerative abilities allow them to automatically self-stabilize when Fallen or Dying even without medical intervention. Bellatori can stabilize by succeeding in a Fortitude check at difficulty 16 for Fallen or 16 + Excess Damage for Dying.
Aspect Range: Intellect 2 to 7, Will -2 to 3
+1 Skill Multiplier Cost: Socialize, Stealth, Performance
-1 Skill Multiplier Cost: Tech, Lore, Craft
Other Advantages: Physical Aspects determined by Body
Other Limitations: Repairs, Property
Death: Heliar do not breath, eat, drink, bleed, or get hot or cold, making them by far the most durable sapients in all Aeldos. Indeed as minarelid entities housed in machine bodies the best most can hope for is to disable a Heliar’s frame, the mechanical body that conveys them, rendering the Heliar a seemingly inert chunk of crystal. Destroying a Heliar crystal requires dedicated effort and, given their value and the existence of bolts, is not the chosen option for most.
A Heliar’s core has a separate Health pool equal to its level x10 with a slashing and piercing armour soak equal to the heart level x2.
While the only true death for a Heliar is to have their core shattered or slagged in a sufficiently advanced blast furnace most Heliar are more afraid of the alternative; being left inert and insensate to the world as some bauble or worse, used to power some insensate piece of technology.
Aspect Range: Will 2 to 7
+1 Skill Multiplier Cost: Athletics, Medicine, Tech
-1 Skill Multiplier Cost: Languages, Stealth, Observation, Investigation
Other Advantages: Celestial Sight, Ayrskin, Anti-lingua bonus, Covert
Other Limitations: -2 Health, -1 Heal Rate, Failed perception triggers stress breaks
Death: In addition to being more fragile than other species, Kaeki are driven by iron wills that drive them to Persist, even in the face of death. Despite their fragility and persistence, Kaeki have an apparently tenacious hold on life and the difficulty of their Dying Fortitude check starts at 16.
Aspect Range: Intuition 2 to 7, Intellect 1 to 6, Power -2 to 3
+1 Skill Multiplier Cost: Combat, Observation, Survival
-1 Skill Multiplier Cost: Craft, Medicine, Animal Handling
Other Advantages: Dreamwalking, Old Dream, Sleep Toxin, Covert
Other Limitations: Diminutive, Dream afflictions
Death: Oneiri are less durable than other species and when Fallen can only remain so for their Fortitude in rounds. Both Fallen and Dying Oneiri require a successful Medicine check at difficulty 16 + Excess Damage to be stabilized.
Aspect Range: Appearance 2 to 7, Personality 1 to 6, Will -2 to 3
+1 Skill Multiplier Cost: Concentration, Technology, Craft
-1 Skill Multiplier Cost: Performance, Socialize, Mercantile
Other Advantages : Regeneration, Mutovore, Tentillium
Other Limitations: Addictions, Low Will
Death: Tamaa defy human mortality and only enter Dying status when on fire, submerged in acid, or when their arbour heart is attacked directly (A Tamaa’s arbour heart has a separate Health pool equal to its level x10 and short of truly epic damage typically requires conscious effort to destroy). Tamaa also do not require stabilization rolls as their strange bodies knit themselves together from even the most egregious wounds. Conversely, the Tamaa Will is weaker than most and they cannot take the Persist action.
Aspect Range: Power 2 to 7, Will 1 to 6, Intellect -1 to 4
+1 Skill Multiplier Cost: Lore, Animal Handling, Craft
-1 Skill Multiplier Cost: Combat, Athletics, Concentration
Other Advantages : +5 Health and +10 Stress, Fearful Aura, +3 Perception
Other Limitations: Oversized, Fearful Aura
Death: Tollam cannot take the Fall action. Something in their hindbrain causes them Persist, even when terribly injured. The robust and redundant nature of Tollam physiology also lowers their Dying Fortitude check difficulty to 15 and they can add their level in Mountain Heart to this roll. Tollam are also immune to Massive Damage and are always placed in Dying status, even when taking truly staggering amounts of damage.
Go to Traits and Flaws for more information on Traits and Flaws.
Go to Callings for more information on Basic and Advanced callings.
Combat Basics Table ∞
|Initiative||All characters roll initiative to determine order of actions|
|Action||On their initiative each character gets to attack and/or move. They can attempt anything that can reasonably be completed within 6 seconds. What counts as reasonable is determined by the storyteller|
|Attack||Power or Grace + Combat + Focus|
|Defense||All aware Melee opponents get an opportunity to defend themselves from an attack. This takes the form of an opposed roll. Power (Parry) or Grace (Dodge) + Combat + Focus|
|Multi-Defense||There is a penalty for multiple identical defenses per round. This represents the difficulty of maintaining defense in the face of multiple attacks. The penalty is equal to the number of times a given defense has been used in a round -1. IE: A 2nd dodge is at -1|
|Damage||Damage is determined by the quality of the hit and the quality of the weapon. Successful hits deal the base weapon damage +. For every 2 points the attack exceeds the defense the attack inflicts an additional damage. (2=1, 4=2, 6=3, 8=4, 10=5, 12=6) [Variant Rules: Damage = Weapon with bonus only for exceptional spread or via trait OR Damage = Aspect used + Weapon]|
|Critical Rolls||A critical success occurs when two tens are rolled. A third d10 can then be rolled and added to the value. A critical failure occurs when two ones are rolled.|
|Environmental Roll Modifiers||Environmental features of a battle can add bonuses or penalties. Environmental Roll Modifiers include things like high ground, outnumbered, sun position, snow, rain, fog, darkness, damaged gear, tight quarters, unsteady ground|
|Armour Soak||Armour absorbs an amount of damage equal to the value indicated. An S1-B2-P3 armour soaks 1 slashing, 2 bludgeoning, or 3 piercing damage based on the attack.|
Ranged Combat ∞
Ranged attacks are attacks made using a ranged weapon such as a Bow, Crossbow, or Canna. To determine how to treat a ranged attack you need to first determine the range at which the attack is occurring. For this purpose there are two types; Point Blank and At Range
- Point Blank: If the target of the attack could make a melee attack against the character they are at Point Blank Range. Ranged attacks against Point Blank targets are treated as an opposed roll like any other attack as the target can either dodge the attack or parry the attackers weapon before they can get a proper shot off.
- At Range: If the target of the attack could not make a melee attack against the character they are At Range. Characters At Range do not get a defense roll. Instead the attacker needs to make a successful check against a difficulty set by the circumstances of the shot.
An At Range attack consists of an Attack Roll (Grace + Combat + Ranged Weapon Focus) versus a difficulty determined by the Storyteller. The difficulty takes into consideration factors including the movement of the attacker and target, cover, visibility, range, weapon difficulty, method of attack, and any other penalties deemed appropriate. If the attack exceeds the difficulty it is a hit. If it ties with, or is lower than the difficulty it is a miss.
Setting the Difficulty ∞
There are factors considered to generate the difficulty of an At Range attack.
It is considerably more difficult to hit a moving target, and even more so when both the target and the attacker are moving. The faster both targets are moving the more difficult the shot.
Most trained soldiers and warriors seek cover when arrows or bullets start flying. It is difficult to determine the exact position of a target behind good cover, particularly when the cover is substantial. Mechanically, cover both increases the difficulty to hit a target and offers a soak to any damage based on the coverage and the sturdiness of the cover. While it is difficult it is still possible to shoot through cover and the weaker the cover and the more powerful the weapon the less effective cover is as a defensive strategy. Each time a piece of cover takes more damage than its full soak the soak of the cover is reduced by one. Cover soak is in addition to any armour soak the character may already have and damage is absorbed first by the cover.
Adverse conditions such as fog, rain, smoke, and technologies such as Light Cloaks increase the difficulty of a ranged attack.
Hitting a target at a distance other than close requires deflection or ‘leading the target’ by predicting their future location and the drift and drop of projectiles to match. The further away a target, the more skill is required to hit them. At Range targets are further broken down into Close, Medium, Long, and Extreme which are determined by the weapon being used. More powerful weapons such as Canna have longer ranges.
An unskilled shooter (a character with no relevant focus skill in the weapon) has a harder time hitting a target and the difficulty of all ranged attacks are doubled. Even a character with skill in a given weapon needs some time to become familiar with it and for the first three attacks the difficulty is increased by two.
Not all ranged weapons are made equal. Poor quality or needlessly complex weapons increase the difficulty of a shot by two.
Well designed armour is the key to surviving a ranged attack. If a shot hits the armour absorbs the amount in piercing soak.
Ranged Attack Difficulty Table ∞
|Is the target moving?||Stationary 5 / Normal 10 / Sprint 12|
|Is the attacker moving?||Stationary 5 / Normal 10 / Sprint 12|
|Is the Target in cover?||Partial Cover 12 / Full Cover 15|
|Is the target visible?||Visible 2 / Obscured 4 / Impaired 6 / Hidden 10|
|How far is the target?||Point Blank (Defensible), Close 0, Medium 2, Long 4, Extreme 8|
|What is the weapon condition?||Unfamiliar Weapon 2 / Poor Quality 2 / Complex 2|
|Other Penalties||Stress, Injury, Status Effects|
Valen has trained his longbow Hartsbane on the Urpan running towards him. The beast sprints forth, spittle flying and an inhuman howl rising from its throat, but Valen is stationary, carefully drawing his breath and the arrow. The Urpan has no cover, is entirely visible, and Valen waits for him to enter medium range before firing. This makes the difficulty of the shot 21 (Valen Stationary 5 + Urpan Sprinting 12 + Visible 2 + Medium Range 2 = 21). Valen rolls a 16 + 7 (Grace 2 + Combat 3 + Archery 2) for an attack of 23. The arrow hits the target square in the chest. Hartsbane is a composite longbow and does 5 damage + 1 for the difference. The Urpan survives the blow but is gravely wounded and is now moving at a slower pace as it enters close range making the difficulty of the following shot 17. Valen rolls an 11 + 7 = 18, hitting the Urpan in the throat and it rolls to a heap at his feet. Unfortunately Valen did not see the other Urpan sneaking up from the side. He narrowly dodges a swipe and fires his bow at the new threat but it is at Point Blank and gains a defense. Valen rolls 7 + 7 to attack and the Urpan rolls a defense of 17, knocking the bow aside. Valen draws his short swords and prepares for a messy fight.
Stealth and Concealment ∞
A standard opposed sneak check is Grace + Stealth + Focus vs. Intuition + Observation. Failure indicates the observer has seen something but this does not necessarily mean that they have full sight of the sneaking character. If the Observers success falls within the range of the characters stealth level the observer is alerted by the character is considered concealed. IE: If a sneaker with stealth 3 rolls 11 but the observer rolls 13 (Range between 11 and 13 is 2 which is less than the character Stealth level), the enemy is alerted to the sneakers presence but the character still has concealment and a brief opportunity to act without being fully detected.
Concealment offers the following:
-Concealed attack where enemy can roll defense at penalty of -4
-Concealed characters are considered Hidden against ranged attacks (+10 to attack difficulty)
-Concealed characters can attempt to escape an area but must make a second stealth check at a penalty of -5
Advanced Combat Rules Table ∞
The attacker declares they wish to disarm the target and makes a (Grace or Power + Combat + Focus Skill: Disarm) against the target who makes a normal defense. If the attacker beats the defense they disarm the target, however if the target’s defense is 10 or more points beyond the attacker’s roll they defend so skillfully that the *attacker* is disarmed. Note: Some weapons are specially designed for disarming and add to the disarm roll.
The attacker must make a successful Power Attack to enter grapple. In a grapple no large weapon can be used. Each round in a grapple both characters roll for advantage. Whoever has the advantage can do one of the following: gain a +1 to attack with small weapon; inflict ½ their Power in damage; use the enemy as cover; or escape the grapple. Note that taking a focus skill in Grappling allows the use of the Grapple rules found in the Fighting Styles section below.
An attacker with sufficient skill looking to overwhelm their opponents defenses with multiple attacks can make a multi-attack. When making a multi-attack the player declares their intention as well as the number of attacks they’d like to make. The player then make one attack roll at a penalty equal to the number of attacks being made. The maximum number of attacks that can be made in a round is equal to 1/2 the characters Combat and the Focus skill being used. For example, if a player declares a multi-attack of 3 they take a penalty to their roll of 3 and must have a Combat + Focus of 6. The enemy makes a number of *unpenalized* defence rolls equal to the number of attacks. If any defence roll falls under the attack, it’s a hit. If none do the attacker suffers a penalty to both their defence and attack the next round equal to the number of rolls forced on the enemy.
Jarvy and Goud are in a knock-down drag-out fight.
Jarvy throws a flurry of blows at Goud. Jarvy’s player Nat declares “I’m doing a multi-attack with 4 attacks”. This is possible because Jarvy’s Combat + Unarmed Striking is +8. Nat rolls the attack and gets an 18 but because she made 4 attacks this gets reduced to 14 (18-4). Eli must now determine if Goud was able to avoid the attacks and rolls Goud’s defence 5 times
Roll 1: 15 = No Hit
Roll 2: 17 = No Hit
Roll 3: 11 = Hit (weapon + 1 damage)
Roll 4: 15 = No hit
Roll 5: 12 = Hit (weapon damage)
Goud is hurt but not out so he returns with a flurry of his own but only 3 attacks. Eli rolls Goud’s attack and gets 14 and reduces it to 11 for the number of attacks. Nat rolls Jarvy’s defence 3 times
Roll 1: 15 = No Hit
Roll 2: 19 = No Hit
Roll 3: 21 = No Hit and Riposte
Not only has Goud earned himself a penalty of -3 to his next round of attack and defense, Jarvy sees an opening in his flurry and can take a shot.
Mounted Combat ∞
-3 to attack roll against un-mounted enemy, +3 damage if successful. Multiple attacks add -3 for each attack. Mounted combat penalties can be eliminated with the Cavalry trait.
Non-Lethal Combat ∞
In less dire fights (e.g. bar brawls) every character can take an amount of non-lethal (NL) damage equal to their standard health score. Characters regenerate NL damage equal to their Power per round. A knock-out occurs when the excess successes of an attack meet or exceed the remaining NL damage. At the end of NL combat combatants convert any remaining NL damage to standard damage at ½ value.
Overwhelming Attacks and Flow ∞
If a contested attack exceeds defense 10+ the character can make an additional attack. Additional attacks can be chained but each one must overwhelm the targets defense by 10+1 per additional attack (1st attack 10, 2nd 11, 3rd 12, and so on).
Overwhelming Defense and Riposte ∞
If a contested defense exceeds the attack by 10+ there is the option to riposte or take an immediate action. Number of possible ripostes is the lower of Grace or Combat score.
Surprise Attack ∞
Except in exceptional cases or where otherwise stated, attacking an unaware enemy always triggers an opposed stealth vs. perception check between the attacker and the target. If the target succeeds in their perception they are able to mount a defense, though they may be limited to dodging if they do not have a weapon in hand. If the target fails their perception check the attacker must still roll the attack; on a 2 they suffer a critical failure and the attack fails, however all other rolls are assumed to hit and bonus damage is applied as follows:
As a standard attack but if successful the enemy is knocked prone rather than injured and takes a penalty on their next action equal to the spread of the trip.
Fighting Styles ∞
A character’s chosen fighting style should be based on the characters background and nature, not on what would provide the largest mechanical advantage in combat. The following is intended to outline some of the potential advantages and pitfalls of given styles. Any character can move between the various styles assuming they have the listed pre-requisites but a combatant can only utilize one style at a time during a round; they cannot, for example, attack one handed but switch to two handed for damage. Combatants have a default fighting style but can declare a change to their style at the beginning of a round (dropping their shield or weapons, or drawing a secondary weapon, etc).
|Fighting Style||Description||Pre-requisite||Advantage||Disadvantage||Mechanics||Multi-Attack Max#|
|Unarmed Striking||The combatant uses their limbs to strike enemies. Examples include punching, kicking, head-butting, palm strikes, and use of knees and elbows.||1 Combat, 1 Focus: Unarmed Striking||This style requires no additional equipment and maximizes flexibility, mobility, range of motion, and balance.||The combatant is unable to parry weapon attacks without equipment or specialized focus skills/traits. They can still dodge attacks.||The characters attacks inflict bashing damage equal to the spread between attack and damage (without this style attacks only do a flat damage bonus of 1/2 Combat+Focus).||1/2 COMBAT+FOCUS|
|Unarmed Grappling||The combatant uses close fighting techniques to gain capture or gain leverage over an opponent, trapping, choking, or causing injury. Examples include joint locks, chokeholds, submission holds, throwing, and pinning.||1 Combat, 1 Focus: Grappling||This style requires no additional equipment and can be used to fully engage and immobilize a single target.||The combatant is unable to parry weapon attacks without equipment or specialized focus skills. A combatant in a grapple is also vulnerable to attacks by others and must choose between maintaining a grapple or defending themselves.||The character can make a grapple attack. Each round in a grapple both characters involved roll for advantage. Whoever has the advantage can do one of the following: inflict their Power in damage; use the enemy as cover; escape the grapple, or gain +2 to rolls to maintain the grapple. Character’s in a grapple cannot defend themselves from third parties but damage from such attacks are split between the grappled.||N/A|
|Unarmed Reciprocal||The combatant uses their opponents attacks against them, pulling them off balance when they strike, pushing them when they retreat, and negating their attacks.||1 Combat, 1 Focus: Unarmed Reciprocal||This style requires no additional equipment and maximizes flexibility, mobility, range of motion, and balance. This style is highly defensive and useful against opponents who might be otherwise overwhelming.||This style is highly defensive and does minimal damage.||The character can forgo their attack action during their turn. Whenever the character rolls defense in the following round any defense that exceeds the targets attack allows the combatant to render their enemy prone, disarmed, or position them off-balance (-3 penalty to defense for next round of actions). While using this style the combatant does not suffer a penalty for defending against multiple attacks but they can only use each condition once (1 enemy prone, 1 disarmed, 1 off-balance). This style can be used prior to the the first round of combat if the character is aware of their opponent.||N/A|
|One-Handed||The combatant uses one weapon wielded in one hand. Examples of weapons that style can be used with everything from daggers and gladiii to rapiers and longswords.||1 Combat, 1 Focus: Relevant Weapon e.g. Longsword, Dagger, etc||This style is considered standard and leaves one hand open for other actions.||This is considered the standard style and suffers no particular penalties or advantages.||The character wields a single weapon in one hand. This is considered the standard style and suffers no particular penalties or advantages.||1/2 COMBAT+FOCUS|
|Two-Handed||The combatant uses one, typically large, weapon wielded in both hands. Examples of weapons that require the use of this style include staffs, spears, great swords, and some Tollam weapons; (Power of 4+ to wield such weapons one handed)||1 Power, 1 Combat, 1 Focus: Relevant Weapon e.g. Spear, Claymore||This style adds additional control and power to their strikes.||The style limits the combatants range of motion, flexibility, and mobility and occupies both hands. The lack of an off-hand also reduces the stability of the combatant, making trips slightly easier.||The character wields a large weapon with both hands. They gain a +1 to damage and +3 to defense against disarms. They can also make a sweeping strike, attacking two enemies in one attack. The character rolls one attack and enemies roll separate defenses. This attack does 1/2 damage.||1/2 COMBAT+FOCUS|
|Weapon and Shield||The combatant pairs a small or medium sized weapon with a shield used to block and parry blows. Examples of paired weapons include longsword and shield, spear and shield, or axe and shield.||1 Combat, 1 Focus: Shield||This style offers the combatant additional protection from attacks and can be particularly deadly when used by a group to create a shield wall. When well used this style also grants the bearer a stable center of gravity adding stability, though this can be lost if overextended.||This style limits the combatants flexibility and mobility and occupies both hands.||The character gains a bonus to block or parry based on the shield type used (Larger shields, larger bonus) or minor cover against ranged attacks (again, based on shield type). The character can also make a shield bash attack, shoving an enemy or inflicting blunt damage equal to 1/2 the spread between attack and defense. Character’s with shields can sacrifice their shield bonus to defense to make a multi-attack as normal. When extending the attack like this the combatant suffers a -1 against trips and disarms on the subsequent round.||1/2 COMBAT+FOCUS|
|Dual-Wielding||The combatant wields a pair of weapons, one in each hand. Examples of combinations of weapons which are effective with this style include daggers, short blades, hand axes, or gauntlet weapons. This is a particularly difficult style to master.||2 Grace, 2 Combat, 2 Focus: Relevant Weapon||This style allows the combatant to make multiple simultaneous attacks from different angles or parry attacks using either hand. It also becomes twice as difficult to disarm the combatant.||This style reduces the power and control behind any given attack and necessitates a frequently unstable centre of gravity in order to facilitate attacks. It also requires a high degree of awareness and exceptional coordination or training to use this style effectively.||The character gains a bonus to multi-attacks and defenses. When making a multi-attack the penalty is reduced by 1. For example. if the character makes 3 attacks the penalty is 2. Paired with the ambidextrous trait a character using this style can make 2 attacks without penalty. Penalties for multiple defences in a round are reduced to 0. The character suffers -1 against disarms and trips when using this style.||1/2 COMBAT+FOCUS|
|Multi-Wielding||The combatant wields weapons or weapons and shields in four or more limbs. This style is exclusive to Bellator and Tamaa. Examples of weapons which are effective with this style include Bellator Ghollu, Tamaa Needles, and Bellator utilizing Raptor Reaper armour.||2 Grace, 2 Combat, 2 Focus: Relevant Weapon||This style allows the combatant to make multiple simultaneous attacks from different angles or parry attacks using any hand. It also becomes four times as difficult to disarm the combatant.||This style reduces the power and control behind any given attack and necessitates a frequently unstable centre of gravity in order to facilitate attacks. It also requires a high degree of awareness and exceptional coordination or training to use this style effectively.||The character gains a bonus to multi-attacks and defenses and can execute more attacks during a multi-attack. When making a multi-attack the penalty is reduced by 1. For example. if the character makes 3 attacks the penalty is 2. If the character makes 9 attacks the penalty is 8. Paired with the multidextrous trait a character using this style can make 3 attacks without penalty. Penalties for multiple defences in a round are reduced to 0. The character suffers -1 against disarms and trips when using this style.||COMBAT+FOCUS|
|Archery||The combatant uses a bow to attack their enemies. Examples include long, short, composite, and recurve bows but do not include crossbows.||1 Grace, 1 Combat, 1 Focus: Archery||Speed, range, and indirect fire.||Except in certain cases the combatant is at a disadvantage to defend themselves against melee attacks and attempts to disarm them.||The character can make indirect attacks, arcing shots over cover with an appropriate incrase in difficulty. The character is vulnnerable to melee attacks and suffers a -3 to defense in melee and -2 to Disarm.||1/2 COMBAT+FOCUS|
Armour Degradation ∞
Armour protects by soaking up the damage that would normally injure or kill the wearer. As any soldier can attest though, this damage can quickly accumulate, leading to structural weakness that need to be addressed by a skilled craftsmen. Armour condition is tracked via a trait called Armour State. This state decreases with each battle where the armour was struck by an enemy blow.
- Armour type determines how many uses a given piece of armour can survive without maintenance before it is considered broken and requires repair
- Each battle an armour sees *use* in adds a step to its degradation.
- Once armour reaches full degradation it is considered broken, providing 1/2 soak and double penalties for athletics until it is repaired.
- Ticks can be removed with regular maintenance checks. Some craft focused callings can perform group checks.
- The Self-Repairing/Enduring special trait for exotic and tech armour removes amour state as the armour is designed to endure more abuse than any individual adventurer can hope to survive.
|Armour Type||Base Armour State|
C = Copper
S = Silver (10c)
G = Gelt (10s)*
R = Ricka (100g)
- Copper: 10 copper equals one silver.
- Silver: 10 silver equals one gelt.
- Gelt: Gelt are gold coloured light metal coins composed of an extremely resilient and useful material that is almost impossible to damage or counterfeit. This fact has made Gelt the accepted trade currency across Aeldos and the native currency of Selene. Other terms for this currency are Geta, Bones, Chits, Crindars, Deks… Most major states also have their own internal currency so use of Gelt can mark one as an outsider in some places but no trader would turn it down.
- Ricka: Ricka are the most valuable coins, composed of a variant of Orick, the material used to construct the enduring walls and buildings of Aeldos. The precise value of a Ricka coin varies, but is generally accepted at around 100 gelt to 1 Ricka.
Carry / Slots ∞
While it’s possible for characters to accumulate a great amount of items, they can generally only Carry so much with them before collapsing under the burden of treasure, tools, rations, weapons, and armour. The amount of equipment a character can Carry is abstracted into a number of slots representing space on the character.
A Character has a Carry equal to 12 + Fortitude (Power + Will) or 17 + Fortitude for Tollam characters. These Carry slots are represented as the various satchels, pouches, sheathes, slings, and other containers on the character and it’s up to the player to decide how the gear is actually distributed.
|Container Type||Example||Carry Slots|
|Small||Pouch, Small Sheath, Quiver||2|
|Medium||Bandolier, Sheath, Sling||3|
Gear takes up a number of slots determined by its size.
|Gear Size||Carry Slots Taken||Example|
|Small||1||Dagger, Brass Knuckles, Flask, Phials, Locks, Spectacles, 100g|
|Medium||2||Lantern, Hand Crossbow, Bedroll, Short Sword, Gladius, x25 Ammunition, Rope, Buckler|
|Large||3||Broadsword, Longsword, To, Longbow, Crossbow, Light or Medium Shield|
|Huge||4||Heavy Shield, Scutum, Great Sword, Battleblade, Polearm,|
Traits such as Packrat and equipment such as Masterwork Backpacks and Webbing can increase the amount of gear a character can support load by better securing and distributing it.
Armour takes up slots at a rate of 2 for Light armour, 4 for Medium, and 6 for Heavy.
Folding Armour does not take up any slots.
Folding Gear and Weaponry take up 1 slot.
Horses equipped with saddlebags can Carry up to 20 slots of gear.
Horses equipped with a pack saddle and not bearing a rider can Carry up to 40 slots of gear.
Vehicles such as carts, carriages, and Road Engines are typically constructed to carry more gear than any party would use in a given engagement and do not need to use the slot system.
Equipment Features ∞
Equipment Listings include the following columns – Item, Cost, Traits, Details
Item: This is the most common item name.
Cost: All prices are listed in first age Gelt, often simply called gold. For more detail on currency see currency section. Costs are typically given in ranges. Actual value depends on local availability, demand, and skill in negotiating a price.
Traits: D = Damage. Thrown and ranged weapons range is in Meters
Description: A general description of the item in question and any pertinent notes.
General Features ∞
Region Specific (RS): Item is available only in the regions listed in the notes.
Priceless: The item is not typically available for sale. It is simply too valuable to sell without some sort of story to go along with it.
Prohibited: The item is prohibited by some cultures and government and possessing it is grounds for arrest or punishment.
Arms Features ∞
Reach: Weapon has a long reach and can be used to keep an opponent at a distance, inflicting a -2 to their attacks.
Brutal: Weapon inflicts grievous wounds when it connects. Weapons designed to lop off limbs for example, inflict injuries when used.
Difficult: Weapon requires some training or background to use properly. Unskilled use is at a -2 to attack roll.
Melee/Thrown: Weapon is designed to be thrown but can be used in melee as well. See rules for throwing for clarification.
Thrown: Weapon is designed specifically for throwing and receives a -2 penalty when used in melee.
Tripping: Weapon is particularly useful for tripping enemies. +2 to trip attempts.
Disarming: Weapon is particularly useful for disarming enemies. +2 to disarm.
Entangle: Weapon can be used to entangle enemy. Successful attack inflicts no damage but costs enemy next action.
Stun/Stunning Blow: The weapon can be used on an unaware opponent to knock them unconscious. A successful sneak attack inflicts no damage but renders an un-armoured target stunned or unconscious for minutes equal to the successes.
Distracting: The weapon can be used to direct the attention of an unaware opponent
Piercing: This weapon is designed to penetrate even the thickest armours with only a few exceptions. It ignores between 2-6 points of armour.
Explosive: The weapon causes an explosion which deals damage to all creatures within the blast radius. One attack and roll for multiple targets.
Durable: Weapon is alloyed with self-healing metals. It is difficult to break and does not require standard maintenance.
Hidden: wielder can make a grace + stealth roll against a targets perception to make a surprise attack
Armour Traits: B=Blunt Soak, S=Slashing Soak, P=Piercing Soak, P=Parry.
|Modification||Effect||Description||Restrictions||Cost Multiplier||Craft Check|
|Reweight, Custom||+1 to hit for wielder, -1 for all others||A smith or tinker reweights the weapon for the wielder, making it easier to guide strikes to a target but harder for those unfamilar with the weighting to wield.||Only 1 weighting can apply to a weapon||x2||19+|
|Reweight, Heavy||+1 damage, -1 to hit||A smith or tinker reweights the weapon making it better at transmiting force but harder to wield.||Only 1 weighting can apply to a weapon||x2||19+|
|Reweight, Perfect Balance||+1 to parry||A smith or tinker reweights the weapon to make parrying more predictable.||Only 1 weighting can apply to a weapon||x2||19+|
|Selenian Edge||Maintenance checks not required||A smith or tinker reforges the weapon or applies a layer of materials which is self-healing, making the weapon much easier to maintain.||–||x4||20+ (Material needed)|
|Engraved||None or variable for Lingua||A smith or tinker engraves a phrase or symbol on the weapon. This does not normally have a physical effect on the weapon but some Shapers have been known to imbue weapons with power using Shaping symbols.||–||3-5g||10+|
|Ceremonial||-1 to traits, +3 to social rolls with relevant faction||The item is crafted to demonstrate a level of prestige, authority, or fear||Armour and weapons only||19+|
|Catchhook||+1 to disarm, -1 to parry||A smith or tinker adds a hook or trapping edge to the weapon, on the crossguard or parrying edge if present. This aids the user in disarming enemies but the uneven surface makes parrying less predictable.||Weapons only||10-20g||15+|
|Trick Weapon||Once per combat, against an unaware opponent the wielder can make a surprise attack||This varies but can be a hidden dagger in the hilt, a chain linkage that snaps out, or any other sort of nastiness||–||x2||19+|
|Sawback||–||The addition of a serrated edge to a blade to enable it to be used for cutting wood. Once this modification has been applied it cannot be removed.||Bladed Weapons Only||5g||10+|
Blunt Weapons ∞
|Brass Knuckles||2-6 g||3d, can use unarmed focus skill||Aka: knuckledusters. A piece of metal shaped to fit around the knuckles, designed to inflict damage and protect the hand from counter-force|
|Gauntlet||2-6 g||3d, can use unarmed focus skill||A gauntlet designed to withstand use as a striking weapon. Not all standard armour gauntlets can be used in this way.|
|Cestus||2-6 g||4d||A glove made of leather strips, metal plates, and blades or spikes.|
|Sap||2-6 g||3d, Stunning Blow||A flat-profiled, leather covered lead rod, fitted with a spring handle. Intended to stun an opponent or render them unconscious.|
|1-Handed Flail||2-6 g||4d||A short wooden handle connected to one or many metal heads|
|2-Handed Flail||5-12g||5d||Derived from the agricultural tool of the same name, consisting of a hinged bar connected to a longer shaft.|
|Mace||5-12 g||5d||A specially designed club with a strong, heavy shaft a weighted head and shaped flanges or knobs for penetrating armour.|
|Morningstar||5-12 g||6d||Similar to a mace but with spikes rather than flanges.|
|Chain||5-12g||4d, Difficult, Disarm, Entangle||A metal linked chain.|
|Meteor Hammer||5-12 g||6d, Difficult, Entangle, Disarm||Two weights connected by a rope or chain.|
|Heavy Meteor Hammer||10-20g||7d, Brutal, Difficult||A specially weighted and designed meteor hammer|
|War hammer||5-12g||6d||Specially crafted long handled hammer for combat.|
|Maul||10-20 g||7d, Brutal, Difficult||Aka: 2-handed war hammer. A long haft with a heavy hammer head and a spear-like spike at its base.|
|Baton||2-6g||3d||A simple club or baton made of a material stout enough to endure combat.|
|T-Baton||2-6g||3d, Difficult, Disarm, Trip||Aka: Tong fa. A 40-50cm long haft with a short side handle at a right angle to the shaft.|
|Collapsing/Folding Baton||20-30g||3d||Aka: Spring Cosh. A baton or T-baton using a segmented design, inertial lock and internal expanding mechanism to unfold.|
|Sai/Jitte||24-50g||3d, Difficult , Disarm||A pointed prong shaped metal baton with curved prongs for disarming or manipulating enemy joints.|
|Sectional Staff||40-80g||3d, Difficult, Disarm, Trip||A multipart staff with sections connected by rope or chain. Staves can be spun to gather momentum or used to entangle, disarm or trip enemy|
|Whip||5-12g||3d, Difficult, Disarm, Trip, Entangle||A long leather lash with a short handle.|
|Garrote||–||Grapple, ineffective against armour||A handheld ligature of chain, rope, scarf, wire, or fishing line|
Bladed Weapons ∞
|Katara/Push Dagger||6-12g||4d||Aka: Gimlet, fist knife. T-handled blade designed for close combat|
|Folding Blade||12-20g||3d||Hinged or spring blade|
|Kukri||24-50g||4d, Brutal||Inward curved dagger|
|Dagger||6-12g||3d||A short blade designed for thrusting or stabbing|
|Stiletto||6-12g||3d||A dagger with a long slender blade and needle-like point|
|Axe, Hand||6-12g||4d||Short handled utility axe, designed for wood tooling and not combat|
|Axe, Great||30-60g||7d||Long handled with either a heavy crescent head designed for both cutting and thrusting, or a single broad bearded head for splitting and crushing|
|Axe, Battle||10-20g||5d||An arm length weapon borne in one or both hands to deliver a cleaving blow. Between 30cm and 1.5m in length|
|Sword, Short||6-12g||4d||Single or double edged blade between 60-90cm in length|
|Sword, Broad||10-20g||5d||Two-edged blade 5-8cm wide and .7-1.15m long, wielded in two hands|
|Sword, Long||10-20g||5d||Single or double edged blade between 1-1.3m in length|
|Scimitar||10-20g||5d||A distinctly curved Nehepi sword 75-95cm in length.|
|Falx||40-80g||6d, Brutal||A short, heavy, broad sword with a mixed concave/convex cutting edge and sharp point. Weighted at the tip and effective at dismemberment|
|Rapier||10-20g||5d||A long, slender two-edged sword. Used primarily for thrusting.|
|Khopesh||40-80g||6d, Disarm||Subinese sickle-sword. 50-60cm in length. Blade designed for hooking an opponent’s shield or disarming them|
|Clawed Glove||24-50g||3d||A gauntlet or glove with a bladed component|
|Gladius||6-10g||5d||Two edged blade with a tapered point about 55-70cm long, 5-8cm wide.|
|Sword, Bastard||30-60g||6d||Midway between short and long hand-and-a-half sword, 1-1.2m in length|
|Sword, Great||30-60g||7d||Aka: Gladius Magnus, Claymore. Large two-handed sword, 1.2-2.2m in length|
|Bayonet||12-20g||3d||A short blade designed to be attached to a firearm for melee combat|
|Tollam Battleblade||1000g||8d, Brutal (RS Southern)||A thick, spade tipped broadsword of enormous size. Wieldable only by Tollam or exceptionally large and strong humans.|
|Tollam Kleaver||500g||7d, Brutal (RS Southern)||A single edged, double handled blade with no stabbing tip, used for slashing and crushing opponents.|
|To / Mujin Blade||1000g||7d, Brutal, Durable (RS Mujin)||A specially alloyed, tempered, and customized blade, constructed using first age techniques and technology.|
|Svertheim Eldablade||100g||5d, +1 Parry||An undulating blade which causes an uncomfortable reverberation in an attackers sword when parrying. +1 to parry|
|Shortspear||6-12g||4d||One-handed spear 2m or less in length, usable with a shield|
|Longspear||10-20g||5d||Two-handed spear of 2m of length or more|
|Collapsing Spear||75g||5d||A telescoping spear using a segmented design, inertial lock and internal expanding mechanism to expand|
|Gaff Spear||7g||4d, Trip, Disarm||Spear with hooked end|
|Hunting Spear||20g||4d, +2 parry||Shortspear with a crossbar to prevent approach of animal|
|Gaff||2g||3d, Trip, Disarm||Hook bar|
|Staff||2-6g||3d||A shaft of hardwood or metal 1.8-2.7m long|
|Khakkhara||2-10g||3d||A ringed staff used by some monks and priests for worship. Rings can be used in combat or to make nose|
|Glaive||30-60g||5d||A single-edged tapering blade 55cm long on a haft 1.8-2.1m long|
|Ranseur||30-60g||5d||Spear tipped blade with a crescent shaped cross hilt; akin to a short trident|
|Lance||30-60g||5d||A long, stout, heavy spear with a vamplate to brace the hand. Designed to be used for thrusting by a mounted warrior|
|Halberd||30-60g||6d||A two-handed pole weapon with an axe, spike, and hook on the head|
|Glaive||45g||5d||A Mujinese and Selenian weapon with a 50cm blade on a 1.5-2m long handle. A versatile weapon which provides range over swords with equal cutting edge at the cost of being more difficult to wield|
|Angar||?||6d||A curved single edged staff-blade up to 2m long and comfortable only for Bellatori|
Ranged Weapons ∞
|Sling||–||3d||A simple cradle or pouch in the middle of two lengths of cord|
|Dart/Star||5s||3d||A sharpened blade or shape weighted for throwing|
|Javelin/Pilum||1g||4d||A light spear designed specifically to be thrown|
|Throwing Knife/Axe||2g||3d||A knife designed and weighted to be thrown|
|Chakram||6-12g||4d||Aka chalikar or circle. A bladed torus that can be thrown or used in melee|
|Boomerang/Cross-stick||6-12g||3d, Stun||A flat wooden aerofoil designed for throwing. Stuns target|
|Bladed Boomerang||24-50g||4d||A flat aerofoil with a blade designed to be thrown|
|Bolas||24-50g||2d, Stun, Entangle, Trip||A throwing weapon made of ropes and weights and designed to trip target|
|Harpoon||10-20g||7d||A long hooked spear with a rope or chain, used to skewer and drag prey|
Bows and Crossbows ∞
|Cable-backed Bow||15g||4d||A bow reinforced with a cable on the back to relieve the tension stress and allow use of a lower quality materials|
|Shortbow||30g||5d||A bow between .9m and 1.4 meters in length|
|Laminated Shortbow||90g||6d||A bow in which different materials are laminated together to form the bow stave|
|Longbow||75g||5d||A bow made of one piece of wood, approximately 1.5m long|
|Longbow, Composite||100g||6d||A longbow made of more than one material. 1.5m long|
|Hand Crossbow||100g||4d||A small, low powered crossbow which can be fired one handed|
|Folding Crossbow||250g||5d||A crossbow which folds into a gauntlet/bracer and can be fired one handed|
|Light Crossbow||35g||6d||A high tension bow made of durable materials and mounted on a stock that shoots projectiles called bolts or quarrels.|
|Heavy Crossbow||50g||7d||Aka arbalest. A thick stocked, reinforced crossbow that fires bolts with greater velocity and force|
|Light Repeating Crossbow||250g||5d, free action reload||A light crossbow where the separate actions of stringing the bow, placing the bolt, and shooting it are all done in one movement. High rate of fire|
|Heavy Repeating Crossbow||400g||6d, free action reload||A heavy crossbow where the separate actions of stringing the bow, placing the bolt, and shooting it are all done in one movement. High rate of fire|
|Double Crossbow||300g||7d||Weapon fires a pair of bolts with one pull of the trigger|
|Arcbow/Selenian Crossbow||800g||8d||Complex counterbalanced crossbow with minimal recoil, exceptional power, and difficult construction. Can be cocked in 3 seconds or less|
|Bellatori Warbow||?||8d, Brutal, Piercing||Specially constructed great bow built to take advantage of unique Bellatori physiology. Extremely powerful|
|Sling Bullets||5c each||Standard Damage||Simple stone, metal, or clay bullets|
|Arrows||1s each||Standard Damage||A shafted projectile shot by bow|
|Blunted Arrows||1s each||Stun||A blunt tipped arrow used to stun a target|
|Crossbow Bolts||1s each||Standard Damage||Aka: Quarrel. Short unfletched projectile|
|Repeater Bolts||1g each||Standard Damage||Specially designed for use in a repeating crossbow|
|Canna Bullet||5g each||Standard Damage||Canna projectiles, specially alloyed to endure extremely high velocities|
|Scattershot||6g each||Standard damage, multiple targets||This Canna projectile fragments into a cone, causing damage to multiple targets|
|Grappling Arrow||1g each||-3 to use in combat||Grappling hook attachment used for climbing|
|Whistling Tip||1g each||Distracting||A tip with grooves designed to produce a whistle while in flight|
|Y-Tip/Sickle Tip||1g each||Special||Y tipped head with blade on the interior for cutting|
|Smoke Tip||10g each||Smoke||Tip with an alchemical bundle that when fired produces a cloud of smoke|
|Explosive Tip||10g each||Replace weapon damage with 5d explosive||Tip with an alchemical bundle containing rare ingredients that when cause an explosion on impact|
|Entangling||12g each||Entangle||On impact this ammunition bursts into a net that entangles the target.|
|Sludge||15g each||Slow||A heavy tip with an alchemical bundle containing ingredients that explode into a glue-like substance, hindering the targets actions. Requires Power to escape|
Ranged Accessories ∞
|Scope||100g||+2 to mid/long ranged attacks||A high-quality optics kit for use with a full size crossbow or Longonn||15|
|Crossbow Silencing Kit||200g||Allows crossbow to be fired silently||A kit of components custom built to silence the high vibration parts of a crossbow (string and limbs)||17|
|Canna Silencer||500g||Allows Canna to be fired quietly||A complex kit of components custom built to reduce the volume of the canna report.||20|
|Tau String||500g||Doubles weapon range||A bowstring made from Tau, an exceedingly rare first age material||15|
|Close Quarters Rebuild||200g||Weapon can be used for a melee attack without penalty||The weapon is designed to be functional both at range and in melee as well, and is reinforced with durable components||19|
|Alternate Magazine||100g||Swap ammo types without action or difficulty||The crossbow or canna readily accepts magazines with alternate ammo types||15|
|Swaploader||200g||Swap ammo types during round||The crossbow or canna can switch types on the fly without reloading or carrying multiple magazines||15|
|Padded||5g||B2-S0-P0||Light||A linen or wool padded defensive jacket|
|Leather||10g||B1-S1-P1||Light||Treated or boiled layers of leather|
|Studded Leather||25g||B1-S2-P1||Light||Treated or boiled layers of leather with rings or metal studs sewn in|
|Quilted Cloth||100g||B2-S1-P0||Light||A padded quilted jacket|
|Chain Shirt||100g||B1-S3-P1||Light||A shirt of metal rings linked in a pattern to form a mesh|
|Hide||15g||B3-S1-P1||Medium||A suit of armour made from tanned tough hide (rhinox, auroch, bison)|
|Scale Mail/Squamata||50g||B2-S3-P3||Medium||A suit of armour composed of many individual scales|
|Armored Coat||50g||B2-S2-P1||Medium||A sturdy long-coat reinforced with metal plates|
|Coat of Plates||100g||B2-S3-P2||Medium||Armour made by sandwiching plates of metal between leather or fabric|
|Chainmail||150g||B2-S3-P1||Medium||A full suit of armour made of metal rings linked in a mesh pattern|
|Breastplate||200g||B2-S4-P3||Medium||A custom fitted cuirass made of a single piece of metal|
|Agile Breastplate||400g||B1-S4-P1||Medium||A custom fitted cuirass made of metal, designed for mobility (-1 to Athletics)|
|Laminar/Segmentata||200g||B2-S4-P2||Medium||Armour made from horizontal overlapping rows of solid armour scales|
|Splint Mail||200g||B2-S4-P3||Heavy||Armour made from small, thin scales of metal laced together.|
|Field Plate||250g||B2-S4-P3||Heavy||Plated armour designed for mobility and flexibility (-3 to Athletics)|
|Bone Armour||400g||B3-S4-P3||Heavy||Armour constructed from the sturdy bones of monsters and aberrations|
|Half-Plate||600g||B4-S5-P5||Heavy||Armour made of a combination of plate and chainmail|
|Agile Half-Plate||850g||B3-S4-P4||Heavy||A half-plate designed for mobility and flexibility (-3 to Athletics)|
|Full Plate||1500g||B5-S5-P5||Heavy||Full custom fitted metal plated armour fit to the wearer|
|Tollam Plate||2500g||B7-S7-P7||Heavy||Heavy, customized, canna-resistant plate armour fatiguing for non-Tollam|
- Unless otherwise stated armour inflicts the following penalties to Athletics checks:
Light Armour = 0, Medium Armour = -2, Heavy Armour = -4
|Buckler||5g||1p||A small 15-45cm metal shield strapped to the forearm. Allows weapon to be wielded even while worn. -1 to attack, 1 parry|
|Light Shield||3g||2p||A shield which can be strapped to the forearm allowing the character to carry but not wield items in the shielded hand|
|Medium Shield||9g||3p||Aka parma.|
|Heavy Shield||7g||3p||A shield that is both strapped to the forearm and gripped in the hand. You cannot hold anything else in that hand|
|Tower/Scutum Shield||30g||5p||A massive shield made of wood and plates or alloyed metals the same height as the wielder.|
|Ballistic Shield||100g||Full cover||Monstrous and heavy layered metal shield used by the Tollam. Spiked bottom allows them to be planted in the ground for cover.|
|Air bladder||1s||A container for air that enables divers to extend their dives. Doubles the length of time a character can stay submerged.|
|Backpack (empty)||2g||A standard travel backpack|
|Backpack, masterwork (empty)||20g||A well crafted and durable backpack. Enables the wearer to carry more, further, more comfortably. +4 Carry|
|Backpack, Explorers (empty)||15g||A backpack designed for the adventerous. Enables the wearer to carry more and has an arm for mounting a lantern, freeing the wearers hands. +2 Carry, Lantern Hook|
|Barrel (empty)||2g||An empty barrel made of wood with a metal ring. Can hold about 1/3 of a cubic meter or 300 kg of trade goods.|
|Basket (empty)||4s||An empty woven basket that can carry a small amount of goods.|
|Bedroll||1s||Standard human sized bedroll|
|Bell||1g||A simple metal bell.|
|Blanket||2s||A cloth blanket for keeping warmth when travelling. Includes straps for rolling. The value is higher for heavier cold-weather blankets.|
|Block and tackle||5g||A system of two or more pulleys with a rope or cable that can be threaded between them to lift or pull heavy loads. Useful for caravans traveling through difficult terrain or when setting up hides.|
|Bottle, glass||2g||A glass bottle that can contain up to 1/4 litre of liquid.|
|Bucket (empty)||5s||An empty bucket.Typically made of bronze, wood, leather, but sometimes more refined materials.|
|Caltrops||1g||Also known as crow’s feet, or tribulus, these are sharp metal nails or spines arranged in an opposing pattern and used to slow both humans and animals.|
|Candle||1c||A wax or tallow candle used for heat, light, or keeping time.|
|Canteen||3g||A metal drinking bottle closed with a screw cap and covered in aa cloth bag and padding to insulate the contents. Better at keeping water cool.|
|Canvas (sq. meter)||1s||Durable plain-woven hemp, cotton, or linen fabric useful for tents, sails, backpacks, or bags.|
|Carrier||30g||A durable carrying case for a small creature such as a companion animal or familiar.|
|Case, map or scroll||1g||A cylindrical carrying case for parchment, scrolls, and maps. Watertight and with a strap for carrying over the shoulder.|
|Chain (3m)||30g||A length of sturdy metal link chain|
|Chalk, 1 piece||1c||A small length of chalk, useful for marking surfaces and fabrics.|
|Chalkboard||1g||A smooth, thin sheet of black or dark grey slate stone, useful for writing on with chalk.|
|Chest (empty)||2g||A small storage chest constructed of wood and iron. Has a latch to facilitate a lock.|
|Compass||10g||An navigational tool that uses the natural magnetic field of Aeldos to show bearing relative to the cardinal directions.|
|Container||2c||A large open container for liquid made of clay, wood, or metal, such as a mug, tankard, pitcher, or jug.|
|Crowbar||2g||Also known as a prybar or pig foot; a simple steel or iron tool used as a lever.|
|Earplugs||3c||Wax or beeswax ear plug that muffles sound.|
|Firewood (per day)||1c||A small amount of dry firewood.|
|Fishhook||1s||A simple hook made of anything from bone to steel.|
|Fishing net, 7m2||4g||A net made of rope. Useful for catching fish.|
|Flask (empty)||3c||An empty flask made of glass or pottery.|
|Flint and steel||1g||Alternately a firesteel or firestriker, this is a piece of carbon steel that produces sparks when struck with flint, chert, quartz or similar rocks.|
|Flintstriker||6g||A sophisticated variant of flint and steel that uses a clockwork mechanism and a more efficient design to make firestarting much easier.|
|Flotation Device||5s||A sealed and inflated skin that can aid individuals who do not know how to swim.|
|Grappling hook||1g||A metal hook used for climbing, boarding, clearing debris, or combat.|
|Hammer||5s||A simple wood and metal hammer.|
|Hammock||1s||A net or span of cloth threaded with ropes which can be used to create a bed elevated off the ground.|
|Hourglass||25g||Also known as a sand clock, this device consists of two blown glass bulbs filled with sand that can be used to count the passage of time.|
|Húðskrúð||20g||Camoflage netting, specialized to a particular environment, that can be draped over campsites, gear, or people to hide them. Commonly used by Svertan hunting parties.|
|Ink (1oz. vial)||8g||A measure of black ink. Composition differs by region; could be soot and bone black, plant dyes, iron salts and tannin, or a variety of other substances.|
|Ink, glowing (1oz. vial)||30g||A measure of luminescent ink that is derived from phosphorescent mushrooms. Can be used to write or read in darkness.|
|Inkpen||1s||A reed, quill, or dip pen used for applying ink to surface.|
|Iron spike||5c||A simple iron spike, typically used for setting up tents, trip lines, etc.|
|Ladder, 3m||2s||A wooden ladder.|
|Lamp, common||1s||An oil lantern for illuminating a general area. Can be carried in one hand, mounted on a staff, or on an explorers pack.|
|Lantern, bullseye||12g||An oil lantern with opaque sides and a lense that illuminates a specific direction. Can be carried in one hand, mounted on a staff, or on an explorers pack.|
|Lantern, hooded||7g||An oil lantern that has a hood that enables the user to dim the light. Otherwise illuminates a general area. Can be carried in one hand, mounted on a staff, or on an explorers pack.|
|Lock, Average||40g||A key lock. Larceny target of 15.|
|Lock, Good||80g||A complicated key lock. Larceny target of 20.|
|Lock, Simple||20g||A simple key lock. Larceny target of 10.|
|Lock, Superior||150g||An exceptionally complicated key lock. Larceny target of 22.|
|Manacles||15g||A restraint device that holds the wearers wrists or feet together. Escape target of 18.|
|Manacles, masterwork||50g||A restraint device that holds the wearers wrists or feet together, built with superior materials. Escape target of 20.|
|Map||N/A||The availability, cost, and accuracy of maps varies significantly by region. Local cartographers can typically offer excellent local and road maps but regional and global maps are much more expensive.|
|Marbles||1sp||A pouch of small clay, stone, glass, steel, or agate balls useful for distractions and tripping enemies walking on hard surfaces.|
|Mirror, small steel||10g||A simple steel hand mirror.|
|Mitt Manacles||30g||A restraint device that holds the wearers hands together and encloses them entirely. Escape target of 20.|
|Mitt Manacles, Masterwork||85g||A restraint device that holds the wearers hands together and encloses them entirely, built with superior materials. Escape target of 24.|
|Oil (1L)||2s||Approximately 12 hours worth of lantern oil. Composition differs by region; vegetable, plant, animal, or mineral.|
|Paper (sheet)||4s||A sheet of thin fibrous plant material used for writing.|
|Parchment (sheet)||2s||A writing material made of prepared animal skins. sheep, calves, goats.|
|Periscope||20g||A leather or wooden outer case using mirrors, prisms, or advanced fiber optics to observe over, around and through an object or obstacle.|
|Pick, miner’s||3g||Also known as a pickaxe, this tool is made of a wood handle and a slightly curved hard material head and is used for piercing surfaces. Can be used as a weapon in a pinch but is poorly suited to the role. -3 to attack, 3d.|
|Piton||1s||Also known as a peg or pin, this is a steel spike that can be driven into a crack or seam in rock to create an anchor for climbing rope. Grants +2 on climbing checks.|
|Piton, Axle||1g||Also known as a spring-piton, cam, or friend, this is a steel rock climbing device that expands within a crack or pocket in rock to prevent falls. Grants rerolls on climb checks.|
|Pocket watch||200g+||A complex clockwork, made of fine or extremely durable materials and used to track time. As much a status symbol as a practical tool.|
|Pole, 3m||5c||A simple wooden pole 3 meters in length. Used for triggering traps, aiding balance, or assisting in vaulting, hanging lanterns, levering objects, etc.|
|Pot, iron||8s||A simple iron pot, useful for cooking and alchemy.|
|Pouch, ammunition||2g||A leather or fabric ammunition pouch for holding canna or sling bullets.|
|Pouch, belt (empty)||1g||A leather or fabric belt pouch for holding small items.|
|Powder||1c||Chalky powder, useful for coating the hands to improve grip of weapons or climbing surfaces or revealing hidden or invisible objects.|
|Quiver||1g||A container for holding arrows, bolts, or darts. Can be a belt, back, or ground quiver.|
|Ram, portable||10g||A heavy wooden beam or log with a hardened head used for breaking open doors. +1 to a check to break a door, +3 if wielded by 2 people.|
|Rations, Fostrian||50g||This is a small portion of Abrath specially prepared for travel. It looks like a thick, palm sized piece of tough bread with a fairly plain flavour but a single serving provides sufficient nutrition for a full week of difficult travel, heavy combat, or hard labour or three days worth of nutrition for a Tollam.|
|Rations, trail (per day)||5s||A days worth of hard tack, jerky, dried fruit, or nuts depending on the region. Must be kept dry.|
|Rope, hemp (30m)||1g||A length of hempen rope used for climbing or binding.|
|Rope, Metaxi (30m)||200g||A length of supple rope woven from Selenian Silk (aka Metaxi). Incredibly durable and resistent to wear or cutting.|
|Rope, silk (30m)||10g||A length of supple silken rope used for climbing or binding. Tougher than hemp.|
|Sack (empty)||1s||An empty sack of canvas or cloth that can hold up to 15kg of items.|
|Saw||1g||A manual blade with a hard toothed edge used to cut wood.|
|Saw, Wire||8g||A chain or wire saw that collapses for easier travel.|
|Sealing wax||1g||A rod of simple sealing wax for sealing letters.|
|Sewing needle||5s||A sliver of steel with a hoop used for threading. Used by seamstresses, surgeons, and adventurers for fixing gear and people.|
|Shovel or spade||2g||A simple wood and metal digging tool. Can be used as a makeshift weapon but not easily. -3 to attack, 3d|
|Shovel, collapsing||8g||A small hinged metal shovel that folds into an easily carried package. Good for light use and more often found among travelers than labourers. -5 to attack, 2d|
|Signal horn||1g||Also known as a Keras, this is a hollowed animal horn that can be used to produce a loud tone. Composition varies by region. Variant here is undecorated but many cultures and factions carve and decorate such devices.|
|Signal whistle||8s||A crafted metal aerophone that produces a loud and high pitched sound that can be heard over long distances.|
|Signet ring||5g||A flat ring with a specially crafted relief decoration that can be pressed into soft wax to create a personal seal. Often included in regalia and associated with the authority of the wearer.|
|Soap (per kilo)||1g||A salt of fatty acid used for cleaning. Typically made of animal fats, vegetable oils, and some amount of perfume.|
|Spring harness||15g||A bracer crafted with a set of spring loaded mechanical limbs enabling the wearer to conceal an item such as a dagger or playing card in their sleeve and draw it rapidly. More complex variations incorporate daggers into the harness. Useful for surprise attacks and gambling.|
|Spyglass||1,000g||Also known as a monocular, this is a straight cylinder with a series of refracting lenses and prisms. Can give a clear 2d view at a distance.|
|String or Twine (30m)||1c||Light threads of twisted yarns made of cotton, sisal, hemp or similar materials. Useful for binding packages.|
|Talisman||5s||An object that holds spiritual, religious, or arcane significance to the wearer. Often believed to grant supernatural benefit. The nature of the talisman is entirely dependent on culture, region, religion, and indivudal.|
|Tattoo||1cp-20g||The cost of inserting ink, dye, or pigment into the dermal layer. Cost varies by size, colours, and skill of the artist.|
|Tent, large||30g||A large sized tent for up to four people.|
|Tent, medium||15g||A medium sized tent for two people.|
|Tent, pavilion||100g||A very large canopy tent and supporting components that can hold up to 12 people.|
|Tent, small||10g||A small tent for a single person.|
|Torch||1c||A wooden stave wrapped in a material that has been soaked in flammable substances. Typically burlap soaked in wax. Burns for approximately an hour and illuminates an area. Can be used as a makeshift weapon but is not ideal. -3 to attack, 2d, chance to ignite enemies.|
|Trap, Large cage||150g||A heavy duty metal trap cage designed to capture large animals alive. A plate or wire located at the back of the cage triggers the cage to shut and lock. Heavy and difficult to move, requiring 4 or more people, this type of trap has limitations on where it can be placed.|
|Trap, Large snapper||50g||A metal wire trap for use on larger animals such as Vargr and Urpan. This device closes on the neck and either snaps or suffocates the animal.|
|Trap, Medium cage||15g||A sturdy wood or metal trap designed to capture medium sized animals alive. A plate or wire located at the back of the cage triggers the cage to shut and lock. Typically requires 2-3 people to move.|
|Trap, Medium snapper||12g||A metal wire trap for use on medium animals such as wolves and bears. This device closes on the neck and either snaps or suffocate the animal.|
|Trap, Padded Leg-hold||2g||A padded, spring loaded, metal trap that captures unwary prey but is intended to minimize damage to the pelt or struggling. Can still break limbs. 2 bashing damage.|
|Trap, Sharp Leg-hold||2g||A sharp toothed, spring loaded, metal trap that captures unwary prey and often causes grievous damage in the process. 3 piercing damage and bleeding|
|Trap, Small cage||5g||A trap designed to capture small animals alive. A plate or wire located at the back of the cage triggers the cage to shut and lock.|
|Trap, Small snapper||4g||A metal wire trap for use on small animals such as rodents. This device closes on the neck and either snaps or suffocate the animal.|
|Vellum (sheet)||5s||A writing material made of finer prepared animal skins; kids, lambs, calves.|
|Vial, glass||1g||A fragile vial or phial that can hold up to 30 ml of liquid.|
|Vial, metal||3g||A durable vial or phial that can hold up to 30 ml of liquid.|
|Water clock||1,000g||Also known as a clepsydra, this is a large device that tracks time to half hour segments. Does not travel well.|
|Waterskin||1g||Alternately, just a skin, this is a container for liquids, typically water, made of an animal bladder. Can hold up to 2 litres of liquid.|
|Weapon cord||1s||A simple strap of leather or fabric that attaches a wielders weapon to their wrist, making weapon recovery simpler.|
|Whetstone||2c||Alternately a sharpening stone, these are used to grind and hone the edges of tools, implements, and weapons. Comes in various compositions.|
|Webbing||5g||A crafted modular fabric strip with a yoke that allows for better distribution of gear, +1 Item Carried, Any Carry Size|
|Ceremonial Armour||350g||A modification to a normal set of armour designed to show fealty or allegiance to a specific group. -1 to all armour traits but +3 to social rolls with faction.|
|Eyewear, Goggles||4g||Smoked glass goggles that protect against bright lights, sparks, and flying bits of metal. Mostly found on tradespeople.|
|Eyewear, Spectacles||3g||Eyeglasses that compensate for a specific deficiency in vision.|
|Footwear, Cleats||5g||Spiked footwear that provides additional traction on slick surfaces.|
|Footwear, Jacksmith Boots||3g a pair||A pair of sturdy steel reinforced boots designed to save a Tinker’s feet from the frequent and dangerous fall of heavy metal objects on to them.|
|Footwear, Snowshoes and Skis||5g||Varying types of footwear for traveling across snow and ice.|
|Furs||12g||Cold weather animal furs that prove significant warmth.|
|Gear, Badlands||500g||Regional garments and a face mask designed to neutralize static charges and reduce the wearers heat profile.|
|Gear, Chillwaste||500g||Regional garments and a face mask with built in body and air heating mechanisms, designed to reduce the risk of hypothermia and respiratory damage due to the deadly low temperatures in the Chillwaste.|
|Gear, Desert||500g||Regional garments and a face mask with built cooling mechanisms and sand filters, designed to help preserve as much bodily moisture as possible and mitigate the effects of travel in the vast Nehepi desert.|
|Holster, Hidden||10g||A specially crafted container for a small ranged weapon that can be concealed on the body.|
|Holster, Quick Release||6g||A leather or hardened fabric container for a small ranged weapon that sacrifices security of the weapons for quicker access.|
|Holster, Standard||4g||A secure leather or hardened fabric container for a small ranged weapon. Can be a hip, belt, back, shoulder, or thigh variant. Protects the weapon and allows quick access.|
|Jewelry||N/A||Jewelery comes in many forms, and the value is entirely determined by availability and quality. Jewelery often acts as an indicator of social status.|
|Mask, Ceremonial||50g||A decorative or ceremonial mask that covers the face.|
|Mask, Physician||50g||A healer’s mask that protects the mouth and nose to prevent transmission of disease.|
|Mask, Warmask||50g||A finely crafted mask designed to be worn with armour that conceals the wearer’s identity and demoralizes enemies. +1 Intimidate|
|Outfit, Artisan||1g||A trade outfit with the appropriate protection and storage for tools.|
|Outfit, Cold or Hot weather||8g||An outfit of clothing with thicker or thinner materials as appropriate to protect the wearer from the selected weather condition.|
|Outfit, Courtier||30g||Tailored clothing crafted in the style of the nobility. Used as a way to distinguish commoners from the nobility.|
|Outfit, Entertainer||3g||Also known as a costume, the nature of this outfit varies by region and entertainer but is typically conspicuous but practical.|
|Outfit, Explorer||10g||A sturdy outfit with ample storage and good weather resistance.|
|Outfit, Hivesuit||20g||An outift composed of layers of sturdy material and a veiled hat that protects the wearers from insect swarms. Reduces grace but grants defense against swarming insects.|
|Outfit, Monk/Curate/Priest||5g||A loose-fitting outfit made of specially dyed or embroidered materials that signals the wearers affiliation with a particular temple or religious order.|
|Outfit, Noble||75g||Expensive and opulent clothing designed to demonstrate a wearers membership in a noble class. In some places it is illegal for a non-noble to wear such clothing.|
|Outfit, Peasant||1s||Plain but durable clothing, typically made of the cheapest possible materials. Often dirty, rarely dyed, and an obvious sign of a member of a lower class.|
|Outfit, Royal||300g||A custom made outfit styled to a particular regent. Styles vary by region but are typically composed of rare dyes, inlaid finery, jewelry, and other signs of office. It is almost always illegal to wear an outfit such as this if you are not said regent. Listed price is for more opulent variations.|
|Outfit, Scholar||5g||A loose fitting, soft and comfortable outfit worn by lorekeepers, students, and others who spend their time immersed in books.|
|Outfit, Soldier||1g||A uniform set of clothes worn by members of a martial force. Details vary, but typically sturdy, easy to move in, and adorned with sigils of membership and rank.|
|Outfit, Surgeons||10g||An outfit that includes dextrous gloves which is tailored from layers of easily washed materials. Distinctive.|
|Outfit, Traveler||1g||Simple, comfortable clothing, including boots and a hooded cloak.|
|Tabard||5g||A sleeveless over-garment that bears sigils, insignias, coat of arms, or other markers indicating membership in a particular faction.|
|Wig||200g||A hairpiece, typically made of actual hair and used for a variety of purposes across different cultures. Wigs are exclusively the purview of nobles; few below the noble class have the disposable income to bother with vanity, or the authority to need an officials wig.|
Tools and Kits ∞
|Abacus||2g||A calculating tool also known as a counting frame. Often used by trades people, clerks, and traders.|
|Anvil||5g||A wrought iron anvil between 5 and 50kg in weight used for smithing and tinkering.|
|Arrow, grappling||1 g||A grappling hook specially designed to be attached to a light rope and fired from a bow or crossbow.|
|Astrolabe||100g||An elaborate inclinometer that can be used to measure the inclined position in the sky of a celestial body, day or night. Can be used to determine time, latitude, identify stars or planets, survey, or triangulate a positon.|
|Bellows||1g||A device constructed of a flexible bag and a pair of boards with joined handles that can produce a strong blast of air. Useful for starting and fanning fires.|
|Book or Tome||N/A||The effects and costs of books tend to be specific to the book. There are many remarkable tomes and texts throughout Aeldos, the benefits of which are not always readily apparent…|
|Bridge, portable||200 g||A wooden bridge composed of rope and slats that can be folded and carried by a pack animal and deployed to enable crossings of up to 10 meters. The wooden variant of the bridge can bear weights up to 600 kilograms but surdier (and costlier) wire and metal versions can handle up to 1000 kg.|
|Buoy||1g||A brightly painted floating bladder or sealed container filled with air that can be tethered with twine or rope to an anchor that can be used to mark a specific spot in a body of water.|
|Cap, tinker||200 g||A cleverly designed head band or mask that can mount magnifying lenses of varying strengths over the wearers eye or eyes. These tools are useful for working with particularly delicate or small first age relics.|
|Cauldron||1g||A simple iron cauldron, useful for cooking or alchemy.|
|Drag Handle, Armour||5 g||A sturdy harness that can be worn with most types of armour and allows a wearer to be dragged out of harms way if needed.|
|Drill||5s||A hand drill, useful for boring soft materials. Sturdier drills cost additional coin.|
|Ear trumpet||5 g||A collapsible conical device that collects sound waves and chennels them to the ear, acting as a hearing aid and generally enhancing the sense of hearing.|
|Field glass||20g||A pair of telescopes mounted side-by-side and alighted to point at the same target. This enables viewing of distant objects with both eyes and gives a three dimensional image by providing an impression of depth.|
|Filter hood||10 g||Also known as a gas mask, this is a leather or fabric hood that forms a sealed cover over the nose and mouth, and sometimes eyes, and can filter out airborne pollutants and toxic gas. Complexity and resilience vary by region.|
|Glass cutter||5 g||A tool used to make a shallow score in a piece of glass to encourage the glass to break along that score. Standard variations use a hardened steel tip, but expensive variations can use diamond.|
|Holy symbol, silver||25g||A silver icon of faith; could be a statue, necklace, or other item as determined by the faith.|
|Holy symbol, wooden||1g||A wooden icon of faith; could be a statue, necklace, or other item as determined by the faith.|
|Jacksmiths Spanner||20g||Also known as a jackwrench, this is a heavy tool with an adjustable end and a variety of specialized components for working on clatterjacks and other heavy first age machinery. A must have for a mechanic and can act as a defensive weapon in a pinch.|
|Key Blank, Wax||15g||A container of soft material that can be used to take an impression of a key or other small object for replication.|
|Key, Copy||1g||A copy of an existing key. Requires a skilled smith or tinker.|
|Key, Skeleton||85g||Since many poor or common locks utilize similar designs a skeleton key or bump key can be used to circumvent the need for the original key. Despite legends these do not work on all locks but they do work on a surprising number of them.|
|Kit, Animal call||1 s||A set of tools and whistles that mimic the calls of a variety of wild animals. Requires knowledge of the animals to know which one to use, but can help in attracting or repelling.|
|Kit, antidote||300 g||A set of remedies for local poisons and toxins.|
|Kit, breaching||350 g||A set of tools for breaking down barriers, including drills, crowbars, a portable ram, glass cutters, oil, acid, wire, and 2 breaching charges. Difficult to acquire and typically only issued to military sappers.|
|Kit, campsite||12 g||A kit for four travelers including bedrolls, blankets, firewood, flint and steel, cooking supplies, a week of trail rations, and other small amenities.|
|Kit, canna||100g||A set of tools for cleaning and maintaining firearms and ammunition, typically produced of rare materials.|
|Kit, Climber||80g||A kit with rope, pitons, hammer, crampons, and all the tools needed for an individual to scale sheer inclines.|
|Kit, cooking||3 g||A kit containing all the cookwear, spices, and utensils necessary to cook meals, at home or when travelloing.|
|Kit, delving||30 g||A kit containing 30m of silk rope, grappling hook, a bundle of candles, eight torches, a bullseye lantern and oil, chalk, hammer, eight pitons, sacks, and a luminous rod with refill reagents.|
|Kit, disguise||50 g||A kit containing simple prosthesis, makeup, and fake hair that can be used to disguise a character.|
|Kit, diver’s||121 g||A kit containing a snorkle, swimfins, an air bladder, 10 meters of chain, a buoy, waterproof containers and simple fishing supplies.|
|Kit, fishing||5 s||A kit containing a fishing pole, tackle including hooks, lines, sinkers, lures, and floats.|
|Kit, forger’s||200 g||A kit containing all the tools for making paper forgeries including seals, templated certificates, paper, pens, and ink.|
|Kit, gear maintenance||5 g||A kit containing all the equipment necessary to maintain leather and metal armour; leather and metal treatments, sewing supplies, and various tools.|
|Kit, grooming||1 g||A set of toiletries for maintaining hair, nails, teeth and skin.|
|Kit, Healer||50g||A kit containing simple healing supplies such as bandages, unguents, pain killers, and a needle and thread.|
|Kit, juggler’s||15 g||A kit containing a variety of objects balanced for juggling; sticks, balls, rings, knives, etc.|
|Kit, mapmaker’s||110 g||A kit containing a gridded slate or vellum, a notebook, writing and drawing implements, rulers, astrolabe, compass, string, and line gauges.|
|Kit, mess||2 s||A set of cutlery and dishes that can be carried in a compact package.|
|Kit, midwife’s||10 g||A set of tools, herbs, and supplies to assist in the delivery of babies.|
|Kit, pyrography||1 g||A set of tools for marking leather or wood by heating the contained needles, styli, and brands over a fire.|
|Kit, riding kit, common||15 g||A standard riding kit including Bit and bridle, saddle, saddle blanket, sadlebags. Kits for larger animals cost more.|
|Kit, scrivener’s||2 g||A kit containing a pen, nibs, an ink phial, a notebook, string, and rulers.|
|Kit, shaving||15 s||A kit with a mirror, straight razor, whetstone, brush, cup, shaving powder, and moisturizer.|
|Kit, symptom||25 g||A kit containing a book of diseases and the materials necessary to feign said illnesses including powders, tinctures, pills, and reagents to replicate the symptoms.|
|Kit, trapper’s||30 g||A kit containing a medium snapper trap, a sharp leg-hold trap, 30m of silk rope, lures, a small cage trap, wire, and twine, and a sharp knife.|
|Kit, veterinarian’s||10 g||A kit containing simple healing supplies such as bandages, unguents, pain killers, and a needle and thread. Medicines and herbs are specific too and measured out for livestock and service animals.|
|Magnifying glass||100g||Alternately called a hand lens, this is a convex glass lens that can magnify the image of an object. Can also be used to focus light.|
|Musical instrument, common||5g||A common, portable musical instrument such as a lute, flute, harp, or drum crafted from basic materials.|
|Musical instrument, masterwork||100g||A well crafted, portable musical instrument such as a lute, flute, harp or drum, crafted from superior materials and possible with additional features (e.g. hidden compartments)|
|Planetaria||2000g||A mechanical model of Aeldos, its moons Sil, Nyx, and Viator as well as nearby stellar bodies. A stationary mechanism driven by clockwork that illustrates and predicts the relative positions and motions of all or some of these bodies.|
|Pulley||2g||A wheel on an axle or shaft that can support movement and change the direction of a taught cable.|
|Scale, merchant’s||2 g||A balance scale consisting of a beam with a fulcrum, two plates or pans, and a set of weights that enable the fine calculation of weight valued goods.|
|Sextant||500g||A tool that measures the angle between two visible objects. When used against stellar bodies and the horizon it assists in navigation but it can also be used to determine simple distances. Used primarily by sailors.|
|Sledge hammer||1 g||A long, heavy-headed hammer useful for driving spikes or working heavy materials in a forge. Sledgehammers can be used in combat but are unwieldy. -3 to attacks, 6 bashing damage. A maul is a weaponized sledge.|
|Spike, iron||5 c||A large, crude, iron spike that can be used to nail things into other things.|
|Stretcher||1 g||A pair of sturdy poles joined by durable canvas that can be used to carry people or other loads. Can be used solo but works better with two people.|
|Telescope (x10 magnification)||2,000 g||A semi-portable telescope that uses prisms and lenses to magnify the image of distant objects. Often used by stargazers, surveyors, or spies. The price listed is for a simple 10x magnification. x50 magnification = 4000g, and x250 magnification = 8000g|
|Thieves’ Ring||300 g||A ring that breaks apart and straightens into a set of thieves tools.|
|Thieves’ tools, common||30 g||A set of lockpicks, wires, and probes for getting into things you probably shouldn’t be trying to get in to.|
|Thieves’ tools, concealable||190 g||A set of easy to hide lockpicks, wires, and probes for getting into things you probably shouldn’t be trying to get in to.|
|Thieves’ tools, masterwork||100 g||A well made set of lockpicks, wires, probes, and additional tools, often made from more durable materials, that make it even easier to get into other people’s things. +1 to lockpicking and related tasks.|
|Tome, blank||15g||A blank book, well bound and sturdy, waiting for someone to write in it.|
|Tool, masterwork||50g||The cost for a particularly well crafted variant of a common tool such as a wrench, hammer, or anvil. Perhaps it has perfect weight, or it is marked in a particular way, or includes some other special feature.|
|Tools, Artisan’s, common||5 g||A set of tools for a particular craft; tinkering, painting, woodworking, sewing, etc.|
|Tools, Artisan’s, masterwork||55 g||A particularly fine set of tools for a particular craft; tinkering, painting, woodworking, sewing, etc. These tools are so easy or pleasant to use they grant a +1 to craft checks.|
|Tools, Surgeon’s||20 g||A set of scalpels, sutures, forceps, clamps, lancets, tubes, etc that make surgery possible. Typically made of silver or bronze. Surgery without tools is just making a mess.|
|Tools, Surgeon’s masterwork||100 g||A set of scalpels, sutures, forceps, clamps, lancets, tubes, etc that make surgery possible. Masterwork tools are made of advanced alloys and balanced for use. They add a +1 to surgical healing checks.|
|Waster (training weapon)||1 g||A weighted practice weapon made of wood or banboo and constructed to emulate a specific weapon such as a sword, dagger, or club. These can be overweighted to build strength, or weighted to match the real weapon. Wasters are used to practice and gain skill without injuring students or teachers.|
|Acid (flask)||10g||A flask of potent corrosive acid that can dissolve many materials and cause grievous injury to unprotected targets.|
|Alchemical Glue (vial)||20g||A resilient glue that can adhere most substances to one another.|
|Alchemical Grease (pot)||5g||A pot of extremely slick goo that can be used to coat flat surfaces or people, making traction or grappling incredibly difficult.|
|Alchemical Ice (jar)||40g||An alchemical liquid that reduces the temperture of any surface it is applied to dramatically, making it easier to break. Can also be used to freeze liquids. (Liquid nitrogen)|
|Alchemical Kindness (vial)||1g||A mixture of herbs and alchemical materials that act as a remedy to hangovers. There are as many recipes as Alchemists.|
|Alchemical Solvent (vial)||20g||A powerful solvent that destroys most adhesives, including tar, sap, glue, alchemical glue, and sludge.|
|Alchemist’s kit||25g||A portable set of alchemists tools for simple crafting while traveling. Reduces the penalty for alchemy in transit to -2 from -4|
|Alchemist’s lab||200g||A full laboratory with all the needed equipment for alchemy. Users gain a +1 to alchemy checks.|
|Alchemist’s lab, portable||75g||A more robust set of alchemical equipment than a kit, but not as much as a full lab. Reduces penalty for alchemy in transit to -1.|
|Antiemetic Syrup||25g||A medicinal syrup used to battle queasiness.|
|Anti-toxin (vial)||50g||Anti-toxins are produced by type to counteract particular toxins. This is the average price for such items.|
|Anti-venom (vial)||50g||Anti-venoms are produced by type to counteract particular venoms. This is the average price for such items.|
|Casting plaster||5s||A useful powder mix that can be used to create a mold of a recessed feature such as a foot print or carving, a cast for a broken bone, or to fill in gaps in surfaces.|
|Dazer||30g||A two-part metal device containing materials that react violently when mixed. Activating this device triggers the mixture and causes an intensely loud bang and produces a bright flash, causing unexpecting viewers to be blinded and deafened for a short time.|
|Defoliant (pot)||10g||A mixture of alchemical reagents that can kill most minor vegetation such as plants, shrubs, and bushes. Application to the skin causes injury to Tamaa and ingestion can cause death.|
|Etora (phial)||50g||A potent tranquilizer derived from specially cultivated Luxi plants. A single phial can knock out most human sized animals. Attaining the same effect with larger creatures requires skilled calibration of the dosage.|
|Festerot||30g||A truly cruel mixture of reagents that can hamper the natural healing of most lifeforms. Can be applied to a prepared weapon or thrown on an enemy. The effect of this substance can last for weeks depending on the dosage.|
|Flash powder||50g||A small pot of dusty powder, a mixture of oxidizer and metallic fuel which burns quickly and can be used in pyrotechnics. Can distract or blind a target or group of targets.|
|Grot oil||15g||A mixture of putrid smelling reagents that can cause those who inhale to gag and vomit.|
|Gympie||N/A||Prepared clippings from a neurotoxic shrub found in the badlands that inflicts severe pain akin to simultaneous electrocution and acid immersion|
|Holy water||25g||An amount of water sanctified by a recognized religious figure in a temple to the Ayr. Used in several alchemical formulas.|
|Hotstone||N/A||A piece of obsidian treated with alchemical reagents to produce a pleasing and long lasting heat. Often used in nothern bed-heating pans.|
|Liquid Fire (flask)||20g||A flask of liquid that ignites on contact with air, clings to a target and burns intensely. Compositions vary by region but the effect is generally the same; an incredibly difficult to extinguish fire that can adhere to structures and enemies. Favoured weapon of Ossandrian legions and Navy.|
|Luminous Rod||5g||A glass vial or orb filled with an alchemical gel that glows when shaken with force. The rod will glow for up to 12 hours but needs to be refilled afterwards.|
|Lure||1g||A specially prepared bundle that can attract a specific species of animal. Grants hunters an advantage.|
|Match||1g||Also known as a fire stick or tindertwig, this is a stick of treated wood that can be struck against a hard surface to produce an open flame for a short time. Developed by the Mujinese.|
|Musk||1g||A specially prepared oil that can mask a human scent with an animal scent. Grants hunters an advantage.|
|Pepper pellet||50g||A pot or satchel of irritating spices and peppers. When cast out the diffusion of aeral pepper can trigger coughing, tears, and general illness.|
|Perfume, (vial)||N/A||Scents of various strengths are used across Aeldos to mask otherwise unpleasant odours. The value varies from 1g for local formulations to 500g for particularly exotic perfumes. Scents are used as a sign of status in some southern cultures.|
|Phosphor Gel||10g||A mixture of alchemical reagents that react when agitated to produce bright light and intense heat.|
|Remedy (vial)||50g||A solution of alchemical reagents that briefly enhance resistance to diseases. This does not cure existing diseases.|
|Repellant||3g||A distillation of predator musks and other chemicals that can repel minor vermin such as insects and rats.|
|Sealing wax, Alchemical||10g||A rod of sealing wax specially prepared for a pair of individuals to be both highly identifiable and resistant to resealing.|
|Shock flask (flask)||10g||A flask containing a liquid that holds a powerful shocking charge that can stun targets.|
|Sludge Bag||50g||A fragile container filled with a strong glue-like substance that can be thrown on an area or enemy, causing them to be slowed by the sticky substance unless they can break free.|
|Smelling salts||25g||Also known as sal ammoniac, Smelling Salts are an aromatic spirit of ammonia mixed with scented oils and used to restore consciousness and mental alertness.|
|Smoke pellet||25g||A two-part clay pot with a pair of substances that produce a thick smoke when mixed. Simply shattering the pellet generates enough smoke to fill a small area.|
|Smokestick||20g||A stave of wood treated with alchemical components that produces a thick, obscuring smoke when burned. Lasts longer than a pellet and fills a larger area but requires ignition.|
|Sneezing powder (pouch)||60g||A pouch of potent mixed spices that triggers a series of severe sneezes in a target who inhales the powder. Can be resisted with Will|
|Styptic Band||2g||A specially prepared featherlike band of material that secretes an hemostatic substance to stop bleeding.|
|Tonic, Atrox||N/A||This complex alchemical tonic causes the imbiber to cease to experience the typical effects of stress and fear.|
|Tonic, Fostrian||N/A||This complex alchemical tonic provides enduring sustenance to imbiber for up to ten days.|
|Tonic, Ono||N/A||This complex alchemical tonic enhances the imbiber’s perception, memory, and focus.|
|Tonic, Osser||N/A||This complex alchemical tonic causes the imbiber to become easily manipulated and susceptible to suggestion and hypnosis.|
|Tonic, Rhinox||N/A||This complex alchemical tonic mutes pain without dulling senses.|
|Tonic, Tamaa||N/A||This complex alchemical tonic doubles imbibers natural rate of healing.|
|Tonic, Tolla||N/A||This complex alchemical tonic increases imbibers physical strength for a few hours.|
|Common Poison||50g||A substance likely but not guaranteed to kill average person. An alchemist of even the smallest skill can brew this level of poison.|
|Debilitating Poison||100-200g||A substance that inflicts blindness, paralysis, or other conditions on target. Brewing this type of poison requires a skilled alchemist.|
|Lethal Poison||500g||A substance likely to kill anyone but a Tollam. Brewing this type of poison requires some level of alchemical skill.|
|Fatal Poison||1,000g+||A substance virtually guaranteed to kill a normal human and likely to kill a Tollam. Brewing this type of poison requires considerable skill.|
Animals, Mounts, Related Gear ∞
|Animal harness||2g||A restraint device made of hemp or leather and used for training animals.|
|Auroch||300g||An exceptionally large bovine, mostly found in central Aeldos|
|Cage, huge||60g||A reinforced metal cage large enough to house a huge creature.|
|Cage, large||30g||A reinforced metal cage large enough to house a large creature.|
|Cage, small or medium||15g||A reinforced metal cage large enough to house a medium or small creature.|
|Cage, tiny||2g||A reinforced metal cage large enough to house tiny creatures.|
|Cattle||50g||Beasts of burden which are also used for milk and meat.|
|Chicken||5s||Meat, eggs, feathers…Buckaw!|
|Common Pig||6g||Domestiucated lesser porcine creatures farmed across Aeldos. Used for meat and hide.|
|Daedon||40g||Greater porcine species, much more difficult to maintain but much, much larger.|
|Dog, Guard||2g||Found primarily in central Aeldos, dogs are used for guarding farms and homes.|
|Donkey or mule||8g||A stubborn, hardy, and less easily spooked working animal than horses, but generally shorter and slower.|
|Elaped||N/A||A species of exceptional riding animal bred by the Heraldric Order and given only to their highest ranking members or most valued allies. Tamed and trained they are considered priceless.|
|Goat||2g||Livestock used for milk, meat, and hide, and also as alarms.|
|Horse, Barck||200g||A common, agile, and strong bodied horse found across Aeldos.|
|Horse, Cob||300g||A small, steady, strong horse used for everyday riding|
|Horse, Courier||1000g||An expensive and highly bred horse, popular with nobles, ladies, high-ranked knights for riding, hunting and ceremonial use|
|Horse, Courser||800g||A swift and strong warhorse, named for their gait.|
|Horse, Destrier||800g||A rare and prized heavy warhorse or great horse|
|Horse, Hack||500g||Decent quality and good mannered horse for regular riding|
|Horse, Luxan||200g||A type of horse well suited to steppes and high plains areas|
|Horse, Nehepi Strider||700g||A long legged and thin-skinned horse, slim, refined and capable of great endurance|
|Horse, Ossandrian Jennet||500g||A small, compact, well-muscled horse with a good disposition and a smooth and naturally ambling gait. An ideal light riding horse, comfortable for riding at speed.|
|Horse, Rounsey||300g||An affordable and versatile horse for riding and war, better for swift pursuit than destriers or coursers|
|Horse, Stock||200g||An agile and quick working horse with powerful hind quarters and excellent livestocck senses which make them good for farming. Found across the north of Aeldos.|
|Horse, Tollam Dray||1000g||Tall, extremely muscular, and heavy work horse. Excellent at pulling. 16-19 hands high, up to 1,000kg|
|Pony||60g||A small domesticated horse no more than 150cm tall, used for pulling, driving, and transport for small individuals.|
|Sheep||4g||Livestock used for textile and meat.|
|Saddlebags||4g||Additional bags for gear and supplies. This increases capacity, not weight.|
|Stabling (per day)||5s||The cost to stable a regular animal such as a horse.|
|Barding, Medium creature||x2*||Armour for a medium riding animal, designed to cover key areas but not interfere with mobility. Value represents the multiplier to be applied to the armour type; plate, chain, leather, etc.|
|Barding, Large creature||x4*||Armour for a large riding animal, designed to cover key areas but not interfere with mobility. Value represents the multiplier to be applied to the armour type; plate, chain, leather, etc.|
|Barding, Massive creature||x10*||Armour for a massive siege animal, designed to cover key areas but not interfere with mobility. Value represents the multiplier to be applied to the armour type; plate, chain, leather, etc.|
|Bit and bridle||2g||Equipment used to direct a riding animal. Animals without this require additional skill to ride and direct.|
|Feed (per day)||5c||This represents the cost for most types of animal feed. Many pack animals can supplement feed with grazing but feed is more nutrituous and provides more energy.|
|Saddle, Military||60g||A saddle with braces for stabilizing a rider in combat.|
|Saddle, Pack||15g||A saddle built for carrying gear and supplies only.|
|Saddle, Riding||30g||A standard riding saddle, made primarily for comfort during long rides.|
|Animal Weaponry||50g||This can take the form of iron spikes bound to an animals tusks, bladed tail pieces for animals with dextrous tails, or barding equipped with blades and spikes. Adds 4d to attacks made by the animal.|
Lodging, Hirelings, and Common Services ∞
|Coach cab, local||1c||Local coaches are used to get around large cities with ample street room.|
|Coach cab, regional||1g per day||The cost of transport between settlements only found in places like Ossandria, Victra, and Granden. Entails the hiring of the coach itself plus driver and does not include the cost of guards.|
|Guard, low risk||3 s/day|
|Guard, minor risk||6 s/day|
|Guard, hazardous||1 g/day|
|Guard, high risk||3 g/day|
|Guard, terminal risk||30 g/day|
|Hireling, Cartographer||10g per day||An individual skilled in the arts of cartography. They can provide custom maps, assist in mapping new areas, or provide copies of existing maps.|
|Hireling, Companion||N/A||Known by a variety of names; courtesans, escorts, prostitutes, doxys, etc and available for a variety of prices; from a silver to a hundred gelt.|
|Hireling, Fence||15%||A trader in goods of uncertain providence, these individuals maintain connections in all the right places and only charge a small commission… usually. A good fence is a thief’s best friend.|
|Hireling, Footman||5s per day||A healthy house servant, expected to fulfill a variety of noble tasks. Footmen are typically dressed as their master wills and are considered a necessity by most nobles.|
|Hireling, Herald||2g per day||The cost to hire a member of the Heraldric Order, a well known and highly respected courier organization to deliver a message.|
|Hireling, Lawyer, good||3g per day||An individual who knows the law, its precedent, and local custom and can write, decipher, and notarize contracts, provide legal advice, and represent a client well at trial. This is probably his day job.|
|Hireling, Lawyer, poor||5s per day||An individual who knows the law and can write and decipher contracts, provide legal advice, and represent a client in a trial. This may not be their day job.|
|Hireling, Lawyer, reputable||15g per day||A skilled and experienced jurist who can handle most legal matters skillfully. Often widely sought out, respected, and sometimes acts as a judge in other cases.|
|Hireling, Messenger||2s per day||The cost to hire a local runner or horse riding messenger to specially deliver a mssage.|
|Hireling, Nurse||5s per day||A healer who provides longer term medical care for a price. Nurses are usually employed by noble families to provide ongoing in-house care for children, the aged, or the ill.|
|Hireling, Physician||1g per day||A trained physician, able to diagnose a variety of illnesses, suggest and apply treatments, and acquire remedies for a fee. The skill and reputation of the doctor determines the price, with 1g being the bare minimum.|
|Hireling, Scribe||1g per day||An individual who is literate, detail oriented, and can copy texts or take dictation.|
|Hireling, Surgeon||5g per day||A skilled surgeon, trained in anatomy, diagnoses, and healing and able to do more complex and invasive procedures than a physician. Often required for grievous injuries. The skill and reputation of the surgeon determines the price, with 5g being the bare minimum.|
|Hireling, trained||5s per day||The minimum wage for minimally trained workers. More skill or more renown equals more pay.|
|Hireling, untrained||1s per day||General labourers, porters, criers, maids, and other individuals with few skills.|
|Hireling, Valet||1g per day||A particularly skilled or attractive footman who acts as lead to other servants, coordinating tasks and generally acting as the steward of a noble house.|
|Inn Stay, poor||2s per night||A space in a common room.|
|Inn Stay, common||5s per night||A bed and a pillow in a semi-private room.|
|Inn Stay, good||2g per night||A private room with a few amenities.|
|Inn suite, small||5g per night||Only available in large and high quality inns. Includes a bedroom, private room, fireplace and additional luxuries.|
|Inn Suite, average||15g per night||Only available in large and high quality inns. Includes a large bedroom, private room, bath, and fireplace.|
|Inn suite, luxurious||30g per night||Only available in large and high quality inns. Includes 2-4 bedreooms, a large private room, bath, fireplace, and valet/footman service.|
|Lodging, Poor||3g per month||The cost to live in communal areas in most cities. Typical lodging costs for drudges, peasants, labourers, and other common folk.|
|Lodging, Common||10g per month||The cost to rent a small room in most cities. Typical lodging costs for artisans, trades people, soldiers, and other skilled folk.|
|Lodging, Wealthy||100g per month||The cost to rent a set of suites in an inn or large home in most cities. Typical lodging cost for succesful merchants and nobility.|
|Lodging, Opulent||1000g per month||The cost to live in a large building such as an estate, castle, tower, or other exceptional domicile. Typical lodging cost for nobility and aristocrats.|
|Road or gate toll||1s||The typical cost charged to travelers for well kept roads, gates, or bridges. Caravans often pay additional taxes by other avenues.|
|Service, Bath||5c||A private washtub with warm or hot water or entry to a public bath with wading pools (though some baths require membership)|
|Service, Laundry||1s per day||For those tough stains…|
|Ship’s passage||5g per day||The typical cost to secure passage on a ship. The danger of sea travel and the loss of room for trade goods means sea travel is often quite costly.|
|Abrath||N/A||Also known as Amrita or Fostrian food, it provides exceptional nutrition in a dense package. Diverse form and flavour.|
|Banerry||N/A||A Bellatori food, somewhere between apple and cherry and only found in proximity to Bellatori and Grommen ecosystems.|
|Banquet (per person)||10g||Several courses of good food, drinks, and full service.|
|Bread, loaf||2c||A loaf of plain bread, typically fresh.|
|Chabac||N/A||A Selenian food with dense, high caloric value. Meaty and cabbage-like appearance. A staple food for Selenians.|
|Cheese, wedge||2c||A wedge of plain local cheese.|
|Confections||3g||Sweets, candy, or anything else made with ample amounts of sweet ingredients.|
|Denkres||N/A||A Selenian meat substitute created using advanced technology. The substance grows on mossy lattices in Denkres Tower. Denkres comes in a variety of ‘Strains’: Denkres-Su / Densu (Pig/Boar), Denkres-Bo / Denbo (Cow/Auroch), Denkres-Ga / Denga (Fowl/Chicken), Denkres-Ce (Cervid), Denkre-An (Duck), Denkres-Ca (Canid), Denkres-Pa (Primate).|
|Fresh fruit||5s||Delicious and sweet. Apples, bananas, grapes, lemons, oranges, berries, etc.|
|Honey||1g||Sugary food produced by bees. Flavours vary by region. Often used as a sweetener.|
|Khava, 1kg||25g||Also known as café, khave or coffee, these are valuable beans that produce a rich and much desired beverage consumed in many parts of Aeldos.|
|Maple Syrup||1g||Syrup dervied from evaporating the sap of maple trees during the late winter and early spring. Common sweetener in the north.|
|Meal, common||3s per day||Eggs or chicken, root vegetables, ale, bread. A common meal.|
|Meal, good||5s per day||Red meat, fresh vegetables, bread, cheese, pastries, wine. A good meal.|
|Meal, poor||1s per day||Bread, turnips, onions, water. A poor meal.|
|Meat, chunk||3s||A cut of red meat enough to satisfy any hunger.|
|Meat, street||5c||Meat of dubious origin. The vendor says his name is ‘Dibbler’.|
|Mushrooms||1g||Fleshy fungus with distinctive tastes and often high nutritional content|
|Nuts||1s||A type of fresh fruit composed of a shell and seed. Includes hazlenuts, chstnuts, almonds, pecans, pistachios, walnuts, etc.|
|Vegetables||2c||Fresh local vegetables; cabbage, turnip, radish, carrots, lettuce, beans, potatos, cucumbers, onions, garlic, leeks, peppers, squash, yams, spinish, cassava…|
Drugs, Alcohol, Entertainment ∞
Prices for the following items are highly variable by region.
|Apo||N/A||A root derived drug that triggers an almost trance-like rage and used by northern Vargenar and Berserks to enhance their battle prowess.|
|Black Bark||N/A||A drug derived from the ground bark of mutated trees in western Svertheim, Black Bark induces fear, paranoia, and hallucinations.|
|Blight||N/A||A drug distilled from the glands of abberant creatures, Blight is a euphoric with severe degenerative effects.|
|Deroer||N/A||A smokable plant that diminishes intelligence and increases happiness.|
|Fog||N/A||A distillation of Mujinese Mist, made potent through refinement and inhaled for dissassociative and hallucinatory effects.|
|Gel||N/A||A resin derived from a Victran swamp plant and applied to the lips to produce euphoric numbness.|
|Groenskrod||N/A||Literally “Green Stuff”, Groenskrod is a mold derived hallucinogen found in Vandar and western Svertheim.|
|Hobroot||N/A||A root derived drug that causes a mild euphoria and general sense of invulnerability for several hours. Used by many soldiers across Aeldos and considered highly addictive.|
|Kaya||N/A||A combustible plant and popular ‘spiritual cleanser’ with mild euphoric and disassociative effects found in patches throughout Aeldos.|
|Ketha||N/A||A popular and potent Subinese drug that causes dissassociative hallucination. Group hallucinations tend to spawn cults or cult-like behaviour in regular users.|
|Lurk||N/A||A drug used by the Cult of Receivers that is rumoured to let one see the Tenebrae. The method of its creation is a well kept secret of the cult.|
|Perspect||N/A||A highly refined compound drug that induces happiness, used by the Subinese to keep servants servile.|
|Resin||N/A||An addictive euphoric secreted by select Subinese trees.|
|Subinese Honey||N/A||This is a hallucinogenic honey produced by a handful of Subinese apiaries.|
|Abrath||N/A||Also known as Amrita or Fostrian food, it provides exceptional nutrition in a dense package. Diverse form and flavour.|
|Absynthe, (bottle||30g||A blue or green coloured anise flavoured spirit derived from botanicals, sweet fennel, and grand wormwood. 70% alcohol by volume. Typically poured over a sugar cube and watered down.|
|Ale (1 Liter)||N/A||Average price for very average ale. Higher prices for higher quality.|
|Ale, Svertan||N/A||A stout and dark beer with a strong flavour and quite filling. 7-12% alcohol by volume.|
|Applejack (bottle)||N/A||A strong cider distilled by freezing (the term jack comes from the freeze distillation). 30-40% alcohol by volume.|
|Aragh (bottle)||N/A||A clear spirit distilled from fruits and berries. Can be mulberry, apricots, grapes, plums, blackberries, apples, or pears. 60-70% alcohol by volume.|
|Araq (bottle)||N/A||Clear, colourless, unsweetened, anise-flavoured Nehepi spirit, distilled from raisins, dates, or saccharum. 40-60% alcohol by volume.|
|Brandy (bottle)||N/A||Common brandy is made by distilling wine. Generally between 35 and 60% alcohol by content.|
|Buza (bottle)||N/A||Nothern Nehep and Southern Lux drink of fermented maize and wheat or millet. Not very alcoholic – 1% alcohol by volume.|
|Cocoroco (bottle)||N/A||Incredibly potent sugar cane alcohol brewed mostly by Tollam and Subinese. 96% alcohol by volume. Potentially deadly.|
|Gin (bottle)||N/A||Juniper berry spirit mostly exported from Svertheim. 40-50% alcohol by volume.|
|Grog (bottle)||N/A||Rum watered down with citrus.|
|Khava, 1kg||25g||Also known as café, khave or coffee, these are valuable beans that produce a rich and much desired beverage consumed in many parts of Aeldos.|
|Kilju (bottle)||N/A||West Svertan sugar wine often brewed in the home. 15-17% alcohol by volume.|
|Kol||N/A||Typically refers to the bark of the Kol tree, a gummy fast acting stimulant akin to Khava.|
|Kumis (bottle)||N/A||Fermented milk, usually horse. The preferred drink of Luxi steppes riders. Best served cold. 5-7% alcohol by volume.|
|Marc (bottle)||N/A||Pomace brandy, popular in Ossandria and distilled from grape pomace. Often flavoured. 60% alcohol by volume.|
|Mead (bottle)||N/A||Common northern drink of fermented honey and water flavoured with spices, fruit or hops. 8% alcohol by volume.|
|Mezza (bottle)||N/A||South Nehepi alcohol distilled from agave. 30-60% alcohol by volume.|
|Potcheen (bottle)||N/A||East Victran distillate of cereals, grain, whey, sugar beet, molasses and potatoes. 40-98% alcohol by volume.|
|Pulque (bottle)||N/A||An alcoholic beverage made from the fermented sap of the maguey/agave, this is milk-coloured, viscous, and has a sour and yeasty taste, but is highly nutritious. Found in the southern parts of Aeldos. “Only a bit shy of being meat” 5% alcohol by volume.|
|Rakia (bottle)||N/A||Fruit brandy popular in Granden. Typically made from plums, apricots, or grapes. 50-80% alcohol by volume.|
|Rum(bottle)||N/A||Fermented sugarcane drink aged in oak barrels. Sometimes spiced. 38-80% alcohol by volume.|
|Soju (bottle)||N/A||A Mujinese wine distilled from sorghum. An extremely potent and corrosive drink. 60% alcohol by volume.|
|Stout||1g||Strong, dark beer brewed across Aeldos. 9-10% alcohol by volume.|
|Tepache (bottle)||N/A||A fermented Subinese beverage made from the peel and rind of pineapples and seasoned with brown sugar or cinnamon.|
|Tsai, 1kg||2g||Also known as te, itye or cay, these are valuable aromatic leaves that make a mildly stimulant and favoured Victran beverage.|
|Vodka (bottle)||N/A||Vandaran distilate of fermented cereal or potatoes. Clear, plain, and potent. 40-50% alcohol by volume.|
|Whisky (bottle)||N/A||Common distilled alcohol made from fermented grain mash, typically aged in a wooden cask, and mostly Victran. 40-50% alcohol by volume.|
|Wine, Common (Pitcher)||2s||An alcoholic beverage of fermented grapes. Common wines can be found across Aeldos.|
|Wine, Fine (bottle)||10g||An alcoholic beverage of fermented grapes. Fine wines mostly originate in Ossandria and Victra.|
|Ayr Deck||5g||A deck of cards used by oracles, shamans, and gamblers.|
|Ball, Aphorax||3g||A fist sized ball made of rubber and used to play Aphorax, a Selenian sport.|
|Ball, Gon||5s||A fist sized leather pouch on a strap, used to play the Mujinese game of Muteugon.|
|Ball, Harphan||1g||A fist sized ball made of layers of hardened leather and used to play Harphan, a sport played in Ossandria, Lux, Tollam, and Nehep.|
|Ball, Sphailoros||5g||A fist sized ball made of a durable rubber compound to endure handling by Faeles. Used to play the Selenian sport of Sphailoros.|
|Ball, Wooden||1s||A simple wooden ball used for throwing games.|
|Dice||1sp||A set of 3 six sided dice, typically carved from wood or bone.|
|Kal||N/A||A bound up Grot fed to bursting and dipped in molten bronze. Used by the Tollam for Kalball… aka Grot-ball.|
|Loaded dice, average||10g||Hard to spot|
|Loaded dice, superior||50g||Very hard to spot|
|Marked cards||1g||A deck with marked cards. Hard to spot|
|Muteugon Glove||2g||A pair of hooked gloves used to scale trees in the Muninese game of Muteugon.|
|Tile Set||5g||A simple set of Mujinese tiles made of wood, bone, or ivory and marked with pips. These are used in a variety of games.|
Standard Vehicles ∞
Water Vehicles ∞
|Galley||30,000g||A shallow draft ship propelled primarily by rowing. Galley’s can be to 40m long, 6m, wide and crewed by as many as 200 people. Galley’s can carry significant amounts of cargo or soliders, and weaponry but they are restricted to coastal waters. Primarily used by the Ossandrians.|
|Keelboat||3,000g||A 15m to 20m long, flat-bottomed, sailing ship up to 6 meters wide and propelled primarily by wind. Can be crewed by as few as eight or as many as fifteen and carry a modest load of cargo or soldiers. Keelboats can sail beyond coastal waters. Typically used by the Mujinese.|
|Longship||10,000g||A 20m long, square sailed ship with oars that can carry a crew of up to 50. Longships can carry a modest load of cargo or soldiers and is able to venture beyond coastal waters. Typically used by Svertans.|
|Oar||2g||A flat wooden paddle.|
|Rowboat||50g||A 2.5m to 3m long boat that can hold up to three people and is used for traveling coastal or riverine areas.|
|Sailing Ship||10,000g||A long-ship with multiple masts and sails that can be up to 30m long and 7m wide. Sailing ships can carry large loads of cargo or soldiers and weaponry and are able to venture out of coastal waters.|
|Warship||25,000g||A specially built ship for transporting soldiers across water. Warships can reach up to 30m long and maintain a crew of 80 including rowers. They also have a single mast to take advantage of wind. The ship can carry a large number of soldiers and weapons but cannot venture beyond coastal waters.|
Land Vehicles ∞
|Carriage||100g||A four wheeled, beast drawn vehicle with an enclosed cab that can carry up to 4 people as well as two drivers.|
|Cart||15g||A two wheeled, beast drawn vehicle that can carry 2 people plus gear, or 1 person and a small load of trade goods.|
|Sled||20g||A simple wooden sledge with a smooth underside or runners that can be pulled along surfaces to transport cargo. Typically pulled by animals.|
|Wagon, light||50g||A four wheeled, beast drawn vehicle that can carry up to 6 people or 4 people plus a significant amount of gear, or 2 people and a full load for trade. Typically requires 1-2 horses or more to pull and is usually open to the air. Light wagons are good for local travel and can carry approximately 500kg.|
|Wagon, medium||75g||A sturdy four wheeled, beast drawn vehicle that can carry up to 8 people or 6 people plus a significant amount of gear, or 4 people and a full load for trade, or 2 people and a major load of trade goods. Typically requires 2 heavy horses or more to pull and is usually open to the air. Medium wagons are good for heavier work such as mining, construction, or travel and can carry up to 1,000kg.|
|Wagon, heavy||100g||A caravan wagon with 4 or six wheels. This beast drawn vehicle can carry up to 10 people or 8 people plus a significant amount of gear, or 4 people and a full load for trade, or 2 people and a huge load of trade goods. Typically requires 4-8 horses depending on weight but can carry up to 2,000kg.|
|Traction Engine||N/A||Also known as relic wagons or Haulers, a traction engine is a massive Helion powered engine that can pull truly staggering amounts of cargo across most terrain. Traction engines are relics and the cost to acquire just the parts to assemble one can be astronomical, to say nothing of the required technical skill to operate one. Traction engines are each unique and come in several sizes but the weight of goods they can pull is typically above 10,000 kg. The trade for this power is that they are neither maneuverable nor fast.|
Craft Materials ∞
|Aetherion||Craft Material, Hard||N/A||Also known as zetherium or quintessence, this material generates a ‘flight field’ when paired with Helion. Rare enough to be considered mythical.|
|Black Bronze, 1 ingot||Craft Material, Hard||50g||A unique Subinese alloy with a dark lustre. Nearly equivalent to steel but easier to craft.|
|Corewood, 2 meter log||Craft Material, Hard||100g||An uncommon wood derived from an increasingly rare tree. The material has metallic qualities when set and is used in many Svertan constructs.|
|Corfire, 1 ingot||Craft Material, Hard||2000g||Selenian Silver, rare and difficult to use with peculiar crafting properties. Found only in the south and used in the alloy Memet.|
|Faelerite, 1 gem||Craft Material, Hard||N/A||Moss green stones found in brainstem of Faeles Ur corpses with many reputed effects|
|Glossapetrae||Craft Material, Hard||500g||Also known as tonguestone, this is a hard but brittle badlands crystals created by, and resistant to Lingua Arcana.|
|Harmonite, 1 ingot||Craft Material, Hard||5000g||A difficult to work with metal possessing anechoic properties. Equipment crafted with Harmonite gains a resilience against Lingua Arcana.|
|Helion, 1 unit||Craft Material, Hard||15000g||An extremely rare and powerful substance which generates a nearly limitless supply of energy that can power first age technologies. A single unit can power small or medium sized artefacts but additional units may be required for complex devices such as Clatterjacks. Value is provided as an example of average refined piece; the material can fetch considerably lower or higher prices depending on locale, quality of the unit, and refinement.|
|Iron, 1 ingot||Craft Material, Hard||1g||A common elemental metal used and a cornerstone of numerous industries. A keystone material due to its availability and range of favourable properties.|
|Iron, Grot||Craft Material, Hard||N/A||Iron afflicted with a grot carried ‘disease’ that decays metal. Inferior metal used by unscrupulous smiths and traders.|
|Iron, Sky, 1 ingot||Craft Material, Hard||500g||Also known as Thokcha, sky Iron is cold iron struck by lightning or derived from fallen stars, which is known to make poor blades but excellent blunt weapons and armour. Valued more for cermonial and religious reasons than practical ones.|
|Magnil, 1 ingot||Craft Material, Hard||2000g||A semi-rare metal used in Ossandrian ornamentation of armour. Durable and pleasing to the eye.|
|Memet, 1 ingot||Craft Material, Hard||4000g||An alloy of corfire, iron, and carbon that acts as a memory steel, making items forged with it effectively self-healing.|
|Orick, 10 square meters||Craft Material, Hard||10000g||A mineral/compound that is stored as a liquid but sets as a nearly impervious solid. Used in the construction of many first age buildings, the material does not seem to age, wear, or break under conventional assault and requires incredibly high temperatures and rare equipment to work with. The value provided here is for Granden Orick, a lesser variant of the traditional substance.|
|Steel, 1 ingot||Craft Material, Hard||10g||An alloy composed primarily of iron and carbon and considered a keystone material due to its availability and range of favourable properties depending on composition.|
|Steel, Arc, 1 ingot||Craft Material, Hard||10000g||Also known as Karamai, Arc steel is a first age material with adaptive properties and the secrets of making it are lost. ‘Arc’ comes from ‘Ucha’ or superior. Arc steel items are considered priceless. The value here is presented for Arc slag salvage.|
|Steel, Crucible, 1 ingot||Craft Material, Hard||100g||Also known as Serian iron, this is a rare alloy with qualities that make it ideal for use in blades.|
|Steel, Lani, 1 ingot||Craft Material, Hard||N/A||A proprietary alloy used by master Luxi smith Lani Tupu. Very rare and highly valuable.|
|Steel, Song, 1 ingot||Craft Material, Hard||N/A||Exceedingly rare ‘enchanted’ steel made by Arcane smiths. Each item made from Songsteel is unique and the steel shaped to the purpose. Song-steel items resonate the lingua they are imbued with.|
|Vitrum, 1 unit||Craft Material, Hard||250g||Durable, transparent, and reactive first age material used in advanced optics, particularly for clatterjacks.|
|White Iron||Craft Material, Hard||N/A||A rare form of naturally toxic metal which inflicts painful and debilitating wounds on contact. Extremely difficult to smith and wielded only by the truly cruel.|
|Alkast, 1 vial||Craft Material, Liquid||N/A||Potent solvent capable of dissolving everything except Orick and Cofire. Used for crafting.|
|Eitre||Craft Material, Liquid||N/A||Also known as Eidr or Eitr, this is an azure liquid secreted by a gland found only in abberant creatures. The material is lethal to consume but has a variety of refinements and uses.|
|Ylias||Craft Material, Liquid||N/A||A strange and mutable swordpeak element that can bind to and transform other materials. Rare enough to be considered mythical.|
|Dermik||Craft Material, Soft||5000g||Selenian ‘hard’ Leather, a leather-like fabric with a web of alloy backing that is durable, flexible, light weight, water resistent, excellent in all environments. It also has the benefit of being nearly as durable as full plate armour and can turn aside attacks that would otherwise kill the wearer. Armour: B4, S4, P4. Produced in limited quantities only in Selene and not widely traded.|
|Dermis||Craft Material, Soft||500g||Selenian ‘soft’ Leather, a soft, leather-like fabric that is durable, flexible, light weight, water resistent and excellent in all environments. Provides excellent defensive properties as well. Armour: B2, S2, P2. Produced only in Selene.|
|Hide, Atrox||Craft Material, Soft||72g||Atrox hide is durable, inflexible, and recognizable, lending the wearer a bonus to intimidation. Armour: B4,S3,P3, Minimum Power: 1, -2 penalty to Grace checks, +2 to Intimidate Checks|
|Hide, Evicar||Craft Material, Soft||500g||Evicar hide is both durable, flexible, and recognizable, lending the wearer a considerable bonus to intimidation. Armour: B5,S4,P4, Minimum Power: 0, +3 to Intimidate Checks|
|Hide, Generic||Craft Material, Soft||3g||Generic hide is derived from dozens of common animals including, Auroch, Daedon, and Vargr. Gear crafted from generic hide gains no benefit. Armour: B3,S1,P1, Minimum Power: 0, -1 penalty to Grace checks|
|Hide, Grommen||Craft Material, Soft||150g||Grommen hides offer a mix of durability and flexibility, heat dissipation, and are recognizable, lending the wearer a bonus to initimidation. Armour: B4,S2,P2, Minimum Power: 2, -1 penalty to Grace checks, +1 to Intimidate Checks, +1 to Desert Survival Checks|
|Hide, Immanitherium||Craft Material, Soft||55g||Immanitherium hides are extremely durable, inflexible, and warm. Armour: B5,S3,P2, Minimum Power: 2, -2 penalty to Grace checks, +1 to Cold Survival Checks|
|Hide, Rhinock||Craft Material, Soft||45g||Rhinock hide is durable, inflexible, and warm. Armour: B5,S3,P3, Minimum Power: 3, -2 penalty to Grace checks, +1 to Cold Survival Checks|
|Hide, Tyrn||Craft Material, Soft||150g||Tyrn hides are durable, dissipate heat well, and are recognizable, lending the wearer a bonus to intimidation. Armour: B4, S3, P3, Minimum Power: 2, -1 penalty to Grace checks, +1 to Intimidate Checks, +1 to Desert Survival Checks|
|Leather||Craft Material, Soft||3g||Common leather derived from common animals and tanned. Many Aeldan species possess hides that do not lend themselves to tanning and are best utilized in less refined fashion.|
|Metaxi||Craft Material, Soft||100g||Selenian Silk, woven by the Artilect Ifanthis. Durable, beautiful, and widely sought outside Selene.|
|Tau||Craft Material, Soft||N/A||A unique and exceedingly rare soft Urul material with peculiar properties that allow it to harden on impact to protect the wearer, providing incredible protection in a totally concealed manner. Also useful in stringed weapons, providing increased power. Armour: B6,S6,P6. Bowstring: Doubled range, +1 damage in standard range. A fw fibres are worth 500g, a full sheet or set of armour made from the material would be considered priceless.|
|Vam||Craft Material, Soft||20g||Selenian Cotton, produced in the Gloamfields.|
|Veluthrin, 1 square meter||Craft Material, Soft||5000g||An uncommon plant fibre with anechoic properties. Equipment crafted with Veluthrin gains a resilience against the Lingua Arcana.|
Commodities and Trade Goods ∞
|1 square meter, common textile||5g||Common price for a square meter of the listed trade good.|
|1 square meter, rare textile||20g||Common price for a square meter of the listed trade good.|
|1kg, common silver||20g||Common price for a kilogram of the listed trade good.|
|1kg, common spice||4g||Common price for a kilogram of the listed trade good.|
|1kg, copper||2g||Common price for a kilogram of the listed trade good.|
|1kg, flour||4c||Common price for a kilogram of the listed trade good.|
|1kg, gold||200g||Common price for a kilogram of the listed trade good.|
|1kg, Iron||5s||Common price for a kilogram of the listed trade good.|
|1kg, rare metals||2000g||Common price for a kilogram of the listed trade good.|
|1kg, rare spices||60g||Common price for a kilogram of the listed trade good.|
|1kg, salt||20g||Common price for a kilogram of the listed trade good.|
|1kg, tobacco||2g||Common price for a kilogram of the listed trade good.|
|1kg, wheat||2c||Common price for a kilogram of the listed trade good.|
|Pelt, huge or rare||4g||The pelt from a huge or rare animal.|
|Pelt, large or uncommon||3g||The pelt from a large or uncommon animal.|
|Pelt, small or common||2g||The pelt from a small or common animal.|
The practice of slavery is considered a repugnant anachronism in most Aeldan cultures… but not all. Ossandria is the dominant slave-taking culture on the continent but Victra, Vandar, and Granden also maintain systems of forced or indentured servitude which are distinct on paper but not in practice. Where Ossandrian slaves are considered no different from property and have few opportunities to escape servitude, Victra, Vandar, and Granden all set limits on the length of time an individual can remain a slave (though they are not always well enforced).
|Base Cost||100g||The base price for slaves in Ossandria is 100g. Suprisingly little for a human being really…|
|Age, 10-30||x2||Young slaves are considered ideal as they have a longer working life and are typically considered easier to tame.|
|Age, 30-40||x1.5||Middle-aged slaves are devalued, with less working life, more complications, and greater difficulty to tame.|
|Age, 40-50||x1||Older slaves are poorly valued unless they have exceptional skills.|
|Age, 50+||x.5||Elderly slaves are of minimal value as most die too soon to be considered worth purchasing.|
|Culture, Granden||x1.5||Granden slaves are valued for their acceptance of the practice of slavery.|
|Culture, Lux||x1||Luxi slaves have a reputation for being difficult to train and control.|
|Culture, Mujin||x.5||Mujinese slaves are rarely taken and are considered a dangerous liability.|
|Culture, Nehep||x.75||Nehepi slaves have a reputation for being difficult to train and control.|
|Culture, Ossandria||x2||Ossandrian slaves are valued for their obedience and acceptance of the practice of slavery.|
|Culture, Savage||x1||Savage slaves have a reputation for low skill and high aggression.|
|Culture, Selene||x2||Selenian slaves are valued for their technical skill and are often considered prestigious.|
|Culture, Subin||x2||Subinese slaves are valued for their beauty and the ease with which they can be controlled via addiction.|
|Culture, Svertan||x2||Svertan slaves are valued for their hardiness and practical mindsets.|
|Culture, Vandar||x1.5||Vandar slaves are valued for their acceptance of the practice of slavery.|
|Culture, Victran||x2||Victran slaves are valued for their technical skill and acceptance of indentured servitude.|
|Health, Poor||x.75||Sickly or weak slaves are devalued. (Power less than 0 or obvious illness)|
|Health, Moderate||x1.5||Slaves in average physical condition with no obvious illness still garner a premium.|
|Health, Excellent||x2||Fit slaves fetch a good price. (Power +1)|
|Skill, Low||x1||Most slaves are assumed to have only simple skills and fetch standard prices.|
|Skill, Medium||x2||Slaves with service skills or practical knowledge fetch good prices.|
|Skill, High||x3||Slaves with trade skills or advanced knowledge fetch a higher price but are also considered more difficult to tame.|
|Species, Bellatori||x2||Bellatori slaves are valued for their resilience and martial prowess but are considered exceedingly difficult to ‘tame’. They are primarily used for combat.|
|Species, Human||x1||Humans are considered standard; all other species are rare.|
|Species, Kaeki||x4||Kaeki slaves are valued for their supernatural senses but are considered frail. They are primarily used as oracles and religious sacrifices.|
|Species, Tamaa||x5||Tamaa slaves are highly valued for their resilience and beauty. They are primarily used for sex.|
|Species, Tollam||x3||Tollam slaves are valued for their strength and resilience. They are primarily used for heavy labour and combat.|
Travel Speed Table ∞
|Type||Standard Pace||Hurried Pace|
|Horse Drawn Cart||40km/day||50km/day|
|Tyrn Drawn Cart||45km/day||55km/day|
|Sailing Ship||100-250km/day||Not Applicable|
- The numbers above assume a healthy mount on flat terrain with easy weather. Distances per day decrease on difficult terrain, excessive heat or cold, poor weather, or in areas with frequent inclines. Long distance travel by animal should assume 2 days break for every 5 days travel to ensure healthy mounts. A consistently hard-ridden mount will quickly wear down. The condition of a mount affects its speed and endurance. Native breeds are often better able to handle travel conditions in a geographic area.
For the Storyteller ∞
In this section you will find some tips, tricks, and recommendations on how to be a Storyteller.
Rewarding Experience ∞
I can recommend the following mechanics for rewarding experience.
SPECIFIC MODIFIER SCHEME
Base 2 per session
+ 1 for…
Survive a fight
Defeat a foe
Make an ally/enemy
Resolve a plot-line
Independently start a plot
Explore a new location
SESSION MODIFIER SCHEME
Base 3 per session
4 for engaged session
5 for memorable session
10 for chapter change/epic session
I suggest providing higher initial rewards during the first 3-4 sessions to help players realize any gaps in the characters build, and using this period to calibrate the XP to pacing relationship. The goal should be a balance between player advancement and difficulty, and this will be determined by your particular story, the antagonists, and the challenges you face your players with.
Keep in mind the various other rewards you can give to characters as well:
- Plot Points: If a player does something awesome, for example by engaging in excellent RP, coming up with a brilliant way around an obstacle, or otherwise making the session more enjoyable, Plot Points can be an excellent reward.
- Material Rewards: Wealth such as coins are obvious but also, gems, art, dyes, spices, rare materials are all things a typical adventurer might acquire through their travels.
- Gear: Artefacts, special gear, and technology are all excellent ways to reward a player, providing new abilities or options that can come with their own stories and hooks
- Titles: A title can be officially granted or a rising rumour that the characters hear about and is a way to acknowledge the rising status and notoriety of characters and help them understand the role they’ve played in shaping the world. Official titles can come with additional privileges such as preferential treatment from guards and vendors, but they can also come with responsibilities such as expectations of service. Unofficial titles can come with their own weight and titles can always be lost based on the behaviour of the character.
- Property: Chambers, houses, settlements, outposts, even Keeps can be an amazing reward and the start of a storyline or nexus for new plot hooks. This sort of reward should come at the end of a major story arc or at least during a period of downtime that will enable the characters to explore their new acquisition.
Creating Challenges ∞
One way to conceive of your game is as a series of challenges for your players and their characters to overcome. A challenge can be anything from climbing an icy cliff to unlocking a gate, to taming a dangerous animal. This section provides some structure that may help or provide inspiration when designing challenges using this rule set.
- Physical: A challenge of Power or Grace (running, climbing, swimming, muscle or fighting)
- Mental: A challenge of Intellect, Intuition (locating, deciphering, understanding, or crafting something)
- Social: A challenge of Personality or Appearance (charming, interrogating, coercing, or distracting something)
- Determination: A challenge of Will (resisting or persisting)
- Animal Handling: Communication and care of animals
- Athletics: Running, climbing, swimming, jumping
- Combat: Martial and tactical competence
- Craft: Tinkering, engineering and general creative ability
- Concentration: Trained focus and ability to block out distraction
- Investigation: Identification of evidence, clues, and pursuit of leads
- Larceny: Ability to defy locks, pick pockets, and commit crimes
- Languages: Proficiency with languages
- Lore: History, politics, mythology, geography, etc
- Medicine: Anatomy, healing, herbalism, first aid
- Mercantile: Identification of items and their value
- Observation: Perception, listening, spotting
- Performance: Public oration or demonstrations of skill
- Socialize: Diplomacy, lying, manipulation, persuasion, deception
- Stealth: Avoiding detection
- Survival: Hunting, foraging, avoiding hazards, finding shelter
- Technology: Understanding of complex devices and construction
- Travel: Riding, driving, sailing, piloting, navigating
- Focus: A challenge that requires or encourages the use of a specific focus skill.
- Trait: A challenge that requires or encourages the use of a character specific trait
- Gear: A challenge that can be overcome with a specific piece of gear
- Calling: A challenge that requires or encourages use of a specific Calling feature
- Background: Any challenge that derives from or works through a specific character background (can be combined)
- The character is injured by accident, environment, or foe
- The character is distracted by another character or the environment
- The character is missing a key tool, resource, or maguffin and must improvise
- The character is facing a time constraint and must complete the challenge before time runs out
- The character is attacked by a creature or enemy
- Progress: The reward is that the story progresses. Not all challenges will advance the main plot, but those that do should be given special consideration and additional possible solutions.
- Material: The reward is material such as wealth, gear, or property.
- World State: The reward is a positive change in the world state. Not necessarily obvious, but important to open world campaigns. This can include things like Titles, Reputation, ambient chaos/order.
- Experience: The reward is experience for the character.
- Spotlight: The reward is a chance to show of the character’s awesomeness or deficiencies in a notable way.
- Plot Point: A reward best reserved for surprising, interesting, or particularly awesome contributions. Rewards the player more than the character.
One way to organize your thoughts on this is to create a table with the following headings:
Challenge Type | Subtype | Characters | Details | Solutions | Potential Complications | Rewards
Quickly outline 2-3 challenges you can envision for each character for a session. Start with the descriptions by creating a challenge statement of the format “Doing X requires Y” or “Due to X the character must Y”. Keep the details loose and general and don’t be too self-censoring at first as the goal is just to get some basic ideas out. Once you’ve got a good set (10 for a group of 5) you can then start filling out details such as rolls and more detailed descriptions. If you create a game script you can insert these into the flow, or if you’re running off the cuff you can just keep the list handy for the game and integrate them as you go.
- Each challenge should have 2-3+ solutions to ensure you aren’t boxing the players in. Ideally, the storyteller should be open to a wide variety of solutions rather than expecting the players to think exactly like you do or relying on them to understand all hints.
- Challenges aimed at a single character can be great for giving a specific PC a chance to shine, but they can also put a lot of pressure on them and create bottlenecks. Ensuring their are multiple ways to solve a challenge helps reduce this risk.
- Complications are a mechanism for increasing the difficulty of a challenge, but shouldn’t be used to make challenges insurmountable. The goal isn’t to prevent the player from succeeding, just raising the stakes and heightening the challenge.
- Don’t be a dick. If a player comes up with a novel or surprising solution don’t dismiss it because you didn’t think of it. If it makes sense, or even if it’s just fun or interesting, and as long as it isn’t breaking immersion or narrative (if you’re concerned about those things) then go with it. You may be playing the adversaries in the campaign but the Storyteller is not the Adversary to the Players.
- When outlining you may wish to include any combat encounters, even if just as a stub, to ensure you are accounting for all the major challenges the players are facing during a session.
Aeldos is also not a place for two-dimensional power fantasies and self-insertions. Characters should start as average or slightly above average in skill and gain power by pursuing their goals and overcoming challenges in the course of play. A character can be called heroic in nature from the start, but becoming heroic in capability will take some time. It’s not that I’m against power fantasies or even self-insertion… it’s just not particularly interesting to read about an invincible genius supermodel single-handedly vanquishing every challenge they come across without a sweat.
Aeldos is not a crapsack world. It’s not exactly utopia either. It’s somewhere in between… sort of like our world. What does this mean for you? Well, you get to write about the highs and lows of humanity, but please show some care and consideration. If you write about something that others might find offensive, show some class and decorum and please warn readers. This specifically refers to violence, gore, sex, and especially any combination of the three. Accordingly, if you are sensitive to the above topics please show care when reading other peoples content. If writers tag their work and readers watch the tags everyone should be happy.
I will not tolerate intolerance. Any out of game discussion that even hints at sexism, racism, homopobia or other forms of discrimination is out. That’s not to say that the villains of Aeldos won’t indulge in it, but the cultures of Aeldos are diverse. With a few specific exceptions women are accepted in the same positions as men; Homosexuality is of little concern; and cosmetic differences in appearance are less important to most than the badges on the gear one wears. The main exception here is Ossandria; that place sort of sucks.
Players must be mature and considerate of other players. I don’t really care what year you were born in since I’ve met plenty of 50 year old juveniles, but please show respect and courtesy to others and behave.