HeroDesigner
Starting Wealth
A character’s starting wealth can be multiplied by successful points of luck. The Luck Multiplier equals x1.5 for 1 point, x2 for 2 points, x2 per point thereafter.
Social status affects starting wealth.
Serfs:1d6x20cp + 40cp; 10pt Disad
Laborers/Peasants: 1d6x20sp + 40sp; 5pt Disad
Average (Tradesman/Commoners): 1d6x20gp + 40gp
Ranks 1-5: 1d6x40gp + 80gp, plus 200gp per rank above 1.
Ranks 6+: 1d6x200gp + 800gp, plus 2000gp per rank above 6.
Equipment List
Adventuring Gear |
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Item | Cost | PTS | Mass | Notes |
Backpack (empty) | 2 gp | — | 1 | Holds 20kg |
Barrel (empty) | 2 gp | — | 15 | |
Basket (empty) | 4 sp | — | 0.5 | |
Bedroll | 1 sp | — | 2.5 | |
Bell | 1 gp | — | — | |
Blanket, winter | 5 sp | — | 1.5 | |
Block and tackle | 5 gp | — | 2.5 | |
Bottle, wine, glass | 2 gp | — | — | |
Bucket (empty) | 5 sp | — | 1 | |
Caltrops | 1 gp | 3 | 1 | 2m radius, Activate 14-, Can be avoided with DEX Roll if spotted, 1/2d6 to Location 18 |
Candle | 1 cp | 2 | — | No penalty if held adjacent (within 1m), -1 per 1m thereafter; 1 hour |
Canvas (sq. m.) | 1 sp | — | 0.5 | |
Case, map or scroll | 1 gp | — | 0.25 | |
Chain (3m) | 30 gp | — | 1 | |
Chalk, 1 piece | 1 cp | — | — | |
Chest (empty) | 2 gp | — | 12 | Holds 50kg |
Crowbar | 2 gp | 2 | 2.5 | +5 STR when used as a lever. |
Firewood (per day) | 1 cp | — | 10 | |
Fishhook | 1 sp | — | — | |
Fishing net, 25 sq. ft. | 4 gp | — | 2.5 | |
Flask (empty) | 3 cp | — | 0.75 | |
Flint and steel | 1 gp | — | — | |
Grappling hook | 1 gp | — | 2 | |
Hammer | 5 sp | 7 | 1 | Treat as a Light Hammer for damage – cannot be thrown |
Ink (1 oz. vial) | 8 gp | — | — | |
Inkpen | 1 sp | — | — | |
Jug, clay | 3 cp | — | 4.5 | |
Ladder, 10-foot | 5 cp | — | 10 | |
Lamp, common | 1 sp | 4 | 0.5 | No penalty within 2m, -1 per 2m thereafter; 6 hours |
Lantern, bullseye | 12 gp | 6 | 1.5 | Light in a 40m Thin Cone; No penalty to 10m, -1 per 10m thereafter; 6 hours |
Lantern, hooded | 7 gp | 5 | 1 | No penalty within 4m, -1 per 4m thereafter; 6 hours |
Lock | 0.5 | |||
Very simple | 20 gp | 1 | 0.5 | Lockpicking +0 |
Average | 40 gp | 2 | 0.5 | Lockpicking -3 |
Good | 80 gp | 4 | 0.5 | Lockpicking -6 |
Superior | 150 gp | 6 | 0.5 | Lockpicking -9 |
Manacles | 15 gp | — | 1 | Lockpicking +0 (-3 by target); Entangle 2d6 (standard effect: 2 BODY), 5 PD/5 ED, Takes No Damage From Attacks, Hands Only, Does Not Prevent Use Of Accessible Foci |
Manacles, masterwork | 50 gp | — | 1 | Lockpicking -3 (-6 by target); Entangle 3d6 (standard effect: 3 BODY), 6 PD/6 ED, Takes No Damage From Attacks, Hands Only, Does Not Prevent Use Of Accessible Foci |
Mirror, small steel | 10 gp | — | 0.25 | |
Mug/Tankard, clay | 2 cp | — | 0.5 | |
Oil (Half liter flask) | 1 sp | — | 0.5 | 6 hours; 11- Activation to ignite; 1d6 2m radius, damage starts next segment and burns every 3 segments |
Paper (sheet) | 4 sp | — | — | |
Parchment (sheet) | 2 sp | — | — | |
Pick, miner’s | 3 gp | — | 5 | |
Pitcher, clay | 2 cp | — | 2.5 | |
Piton | 1 sp | — | 0.25 | |
Pole, 3m | 2 sp | — | 4 | |
Pot, iron | 5 sp | — | 5 | |
Pouch, belt (empty) | 1 gp | — | 0.25 | Holds 1kg |
Ram, portable | 10 gp | 10 | 10 | 2d6, STR 12, 2H, -2 OCV when not used against a Door or Door-like object |
Rations, trail (per day) | 5 sp | — | 0.5 | |
Rope, hempen (16m) | 1 gp | 3 | 5 | Climbing +3 (+6 w/ feet braced), PD 2, ED 2, BODY 2, STR 25 |
Rope, silk (16m) | 10 gp | 4 | 2.5 | Climbing +4 (+7 w/ feet braced), PD 2, ED 2, BODY 3, STR 30 |
Sack (empty) | 1 sp | — | 0.25 | |
Sealing wax | 1 gp | — | 0.5 | |
Sewing needle | 5 sp | — | — | |
Signal whistle | 8 sp | 4 | — | Hearing Group Images +4 PER, Gestures, Incantations throughout |
Signet ring | 5 gp | — | — | |
Sledge | 1 gp | 15 | 5 | 1 1/2d6, STR 13#, 1.5H, +1 STUNx |
Soap (per kg) | 1 gp | 1 | 1 | Change Environment (Clean) |
Spade or shovel | 2 gp | 10 | 4 | 1d6+1, STR 8, 1.5H, -1 OCV if used as a weapon |
Spyglass | 1,000 gp | 4 | 0.5 | Telescopic +6 vs. Range for Sight Group |
Tent | 10 gp | — | 10 | |
Torch | 1 cp | 4 | 0.5 | No penalty within 3m, -1 per 3m thereafter; 1 hour |
Vial, ink or potion | 1 gp | — | 0.05 | |
Waterskin | 1 gp | — | 2 | |
Whetstone | 2 cp | — | 0.5 | |
Special Substances and Items |
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Item | Cost | PTS | Mass | |
Acid (flask) | 10 gp | 6 | 0.5 | 1d6+1, AE 1m radius, Destructive (1 BODY destroys 2 DEF on a single hit location), Damage spread over 4 segments, Can be washed off |
Alchemist’s fire (flask) | 20 gp | 4 | 0.5 | 1d6, AE 1m radius |
Antitoxin (vial) | 50 gp | 1 | — | LS (Immunity: All poisons) for 1 hour; CON roll verus each poison required |
Everburning torch | 110 gp | 8 | 0.5 | Illuminates to 3m, -1 per 3m thereafter |
Holy water (flask) | 25 gp | 5 | 0.5 | 1 1/2d6, AE 1m radius, Only versus Undead/Evil Outsiders, Must be poured on (adjacent) Desolidified targets |
Smokestick | 20 gp | 2 | 0.25 | Darkness to Sight Group 2m radius for 1 Turn, Dissipates as normal smoke |
Sunrod | 2 gp | 4 | 0.5 | Illumintates to 3m, -1 per 3m thereafter |
Tanglefoot bag | 50 gp | 6 | 2 | Entangle 4d6, 2 PD, 2 ED, AE 1m radius, Half damage from Physical Attacks (except STR to break out), Target may use foci, Target is at 1/2 DCV and -1 to actions and DC for HTH attacks plus Change Environment (-6m to any mode of movement, max reduction to 1/2 movement), AE 1m radius, |
Thunderstone | 30 gp | 6 | 0.5 | Change Environment (-4 to Normal Hearing PER Rolls for 1 hour), AE 2m radius, Effect only applies to targets in area during initial attack |
Tindertwig | 1 gp | 1 | — | 1 pip fire damage – enough to ignite flammable materials (14-) |
Tools and Skill Kits |
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Item | Cost | PTS | Mass | |
Alchemist’s lab | 500 gp | 1 | 20 | +1 to Alchemy related rolls |
Artisan’s tools | 5 gp | 1 | 2.5 | +1 to Artisan related rolls |
Artisan’s tools, masterwork | 55 gp | 1 | 2.5 | +2 to Artisan related rolls |
Climber’s kit | 80 gp | 1 | 0.25 | +1 Climbing Skill |
Disguise kit | 50 gp | 1 | 4 | +1 Disguise Skill |
Healer’s kit | 50 gp | 1 | 0.5 | +1 Paramedics Skill |
Holly and mistletoe | — | — | — | |
Holy symbol, wooden | 1 gp | 1 | — | -1 Interaction Skills where Religion is a factor |
Holy symbol, silver | 25 gp | 1 | 0.5 | |
Hourglass | 25 gp | 1 | 0.5 | Absolute Time Sense, Only to sense 1 hour increments |
Magnifying glass | 100 gp | 1 | — | +1 PS: Appraiser |
Musical instrument, common | 5 gp | 1 | 1.5 | |
Musical instrument, masterwork | 100 gp | 1 | 1.5 | +1 PS: Musician |
Scale, merchant’s | 2 gp | 1 | 0.5 | Detect Mass |
Spell component pouch | 5 gp | 1 | 1 | |
Spellbook, wizard’s (blank) | 15 gp | 1 | 1.5 | |
Thieves’ tools | 30 gp | 1 | 0.5 | -3 without these tools for Lockpicking or Security Systems |
Thieves’ tools, masterwork | 100 gp | 1 | 1 | +1 Lockpicking and Security Systems Skills |
Tool, masterwork | 50 gp | 1 | 0.5 | +1 to any one PS Skill |
Water clock | 1,000 gp | 1 | 100 | Absolute Time Sense |
Clothing |
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Item | Cost | PTS | Mass | |
Artisan’s outfit | 1 gp | — | 2 | |
Cleric’s vestments | 5 gp | — | 3 | |
Cold weather outfit | 8 gp | 1 | 3.5 | Provides 2 Temp Levels of warmth |
Courtier’s outfit | 30 gp | 2 | 3 | +3 PRE |
Entertainer’s outfit | 3 gp | 1 | 2 | +2 PRE while entertaining |
Explorer’s outfit | 10 gp | — | 4 | |
Monk’s outfit | 5 gp | — | 1 | |
Noble’s outfit | 75 gp | 3 | 5 | +5 PRE |
Peasant’s outfit | 1 sp | — | 1 | |
Royal outfit | 200 gp | 5 | 7 | +8 PRE |
Scholar’s outfit | 5 gp | — | 3 | |
Traveler’s outfit | 1 gp | — | 25 | |
Food, Drink, and Lodging |
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Item | Cost | PTS | Mass | |
Ale | ||||
Gallon | 2 sp | — | 4 | |
Mug | 4 cp | — | 0.5 | |
Banquet (per person) | 10 gp | — | — | |
Bread, per loaf | 2 cp | — | 0.25 | |
Cheese, hunk of | 1 sp | — | 0.25 | |
Inn stay (per day) | ||||
Good | 2 gp | — | — | |
Common | 5 sp | — | — | |
Poor | 2 sp | — | — | |
Meals (per day) | ||||
Good | 5 sp | — | — | |
Common | 3 sp | — | — | |
Poor | 1 sp | — | — | |
Meat, chunk of | 3 sp | — | 0.25 | |
Wine | ||||
Common (pitcher) | 2 sp | — | 3 | |
Fine (bottle) | 10 gp | — | 0.75 | |
Mounts and Related Gear |
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Item | Cost | PTS | Mass | |
Barding | ||||
Medium creature | x2 | var | x1 | Cost/PTS based on Armor Type |
Large creature | x4 | var | x2 | Cost/PTS based on Armor Type |
Bit and bridle | 2 gp | — | 0.5 | |
Dog, guard | 25 gp | 18 | — | HSB 464 |
Dog, riding | 150 gp | 18 | — | HSB 464 (Swap combat skills for riding skills) |
Donkey or mule | 8 gp | 20 | — | HSB 471 (Pony); Running 20m |
Feed (per day) | 5 cp | — | 5 | |
Horse | — | |||
Horse, heavy | 200 gp | 26 | — | HSB 473 (Draft) |
Horse, light | 75 gp | 25 | — | HSB 472 (Riding) |
Pony | 30 gp | 21 | — | HSB 471 (Pony) |
Warhorse, heavy | 400 gp | 37 | — | HSB 476 (Heavy) |
Warhorse, light | 150 gp | 32 | — | HSB 475 (Medium) |
Warpony | 100 gp | 30 | — | HSB 474 (Light) |
Saddle | — | |||
Military | 20 gp | 2 | 15 | +1 Riding, Unhorse Attempts are at -2 OCV |
Pack | 5 gp | — | 7 | |
Riding | 10 gp | — | 12 | |
Saddle, Exotic | — | |||
Military | 60 gp | 2 | 20 | +1 Riding, Unhorse Attempts are at -2 OCV |
Pack | 15 gp | — | 10 | |
Riding | 30 gp | — | 15 | |
Saddlebags | 4 gp | — | 4 | Holds 40kg |
Stabling (per day) | 5 sp | — | — | |
Transport |
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Item | Cost | PTS | Mass | |
Carriage | 100 gp | 5 | 200 | |
Cart | 15 gp | 3 | 100 | |
Galley | 30,000 gp | 20 | — | |
Keelboat | 3,000 gp | 12 | — | |
Longship | 10,000 gp | 12 | — | |
Rowboat | 50 gp | 1 | 50 | |
Oar | 2 gp | — | 5 | |
Sailing ship | 10,000 gp | 15 | — | |
Sled | 20 gp | 5 | 150 | |
Wagon | 35 gp | 6 | 400 | |
Warship | 25,000 gp | 17 | — | |
Spellcasting and Services |
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Service | Cost | |||
Coach cab | 3 cp per mile | |||
Hireling, trained | 3 sp per day | |||
Hireling, untrained | 1 sp per day | |||
Messenger | 2 cp per mile | |||
Road or gate toll | 1 cp | |||
Ship’s passage | 1 sp per mile | |||
Spell, MR 0 | 10 gp | |||
Spell, MR -1 | 25 gp | |||
Spell, MR -2 | 75 gp | |||
Spell, MR -3 | 150 gp | |||
Spell, MR -4 | 300 gp | |||
Spell, MR -5 | 450 gp | |||
Spell, MR -6 | 600 gp | |||
Spell, MR -7 | 900 gp | |||
Spell, MR -8 | 1200 gp | |||
Spell, MR -9 | 1800 gp |
Weapons
+Xd6 HA: Weapon is a HA that adds to character’s STR damageSTR: Base STR damageXd6: Weapon delivers Killing DamageXd6N: Weapon delivers Normal DamageAP: Damage is Armor Piercing (i.e. halves target defenses unless target defenses are Hardened)APx2: As AP but ignores one level of Hardened (Hardened x2 negates AP x2)RP: Reduced Penetration (i.e. BODY damage is halved and applied separately against defenses)
Thrown: Use STR +15 to determine range. -1 OCV if used in HTH CombatThrown#: Use STR +15 to determine range. Add a “#” to STR Min for determining increases in damage since the weapon is normally not thrown.
STR Minimum can be reduced by -5 with the Brace ManeuverX: Damage increases by 1 DC per +5 STRX#: Damage increases by 1 DC at +6 STR, 2 DC at +12 STR, 3 DC at +19 STR, and 4 DC at +25 STRX##: Damage increases by 1 DC at +7 STR, 2 DC at +15 STR, 3 DC at +22 STR, and 4 DC at +30 STRX###: Damage increases by 1 DC at +9 STR, 2 DC at +17 STR, 3 DC at +26 STR, and 4 DC at +35 STRX/XL: The first number is the STR Minimum to use the weapon, the number after the “/” is the STR required to load the weapon
Critical Hits (less than half the Attack Roll)All: Minimum damage is 4 points per 1d6Piercing: +1 DC plus target defenses are halved (stacks with AP; Hardened does not negate)Slashing: +2 DCOthers: +1 DC plus +1 STUNx
1.5H: Weapon is normally used two-handed but may be used with one hand by increasing the STR Min by +2.2H: Weapon is two-handed; weapon may be used one-handed by increasing the STR Min by +3.AF: Autofire weaponBeam: Weapon may not be used to destroy objects; BODYx to arms, legs, shoulders, hands, feet is halvedDouble: Double weapon; weapon provides Rapid Attack Skill with attacks using the weapon.Reach: Weapon has 2m reach.RMod: Range Modifier (bonus only offsets penalties due to range)Set: Weapon may Set Versus Charge and add the target’s Velocity/6m to damageSTUNx: Modifier to the STUN MultiplierUnhorse: Weapon may attempt to Unhorse a rider at -1 OCV, causing STR Damage (not weapon damage) + target’s Velocity/10m
Armor and Shields
Armor |
Cost |
PTS |
DCV |
Def |
BODY |
Max DCV |
Max DEX |
Arcane Spell Failure |
Mass |
Notes |
Light Armor | ||||||||||
Padded | 5 gp | 1 | — | 1 | 3 | 10 | 25 | 14- | 3.5 | Full Suit |
Leather | 10 gp | 2 | — | 2 | 6 | 9 | 23 | 13- | 5 | Full Suit |
Studded Leather | 25 gp | 2 | — | 3/1 | 6 | 8 | 20 | 13- | 5 | Loc 9-13 Only, Padded elsewhere |
Chain Shirt | 100 gp | 3 | — | 5/2 | 9 | 7 | 18 | 12- | 9 | Loc 9-13 Only, Leather elsewhere |
Medium Armor | ||||||||||
Hide | 15 gp | 3 | — | 3 | 7 | 7 | 18 | 13- | 7 | Full Suit |
Scale mail | 50 gp | 4 | — | 4 | 10 | 6 | 16 | 12- | 10 | Full Suit |
Chainmail | 150 gp | 5 | — | 5 | 15 | 5 | 14 | 11- | 15 | Full Suit |
Breastplate | 200 gp | 5 | — | 8/2 | 17 | 6 | 16 | 12- | 19 | Loc 9-13 Only, Leather elsewhere |
Heavy Armor | ||||||||||
Splint mail | 200 gp | 6 | — | 6 | 18 | 3 | 10 | 11- | 20 | |
Banded mail | 250 gp | 8 | — | 7 | 21 | 4 | 12 | 11- | 28 | |
Half-plate | 600 gp | 7 | — | 8/5 | 20 | 3 | 10 | 11- | 27.5 | Loc 8-14 Only, Chainmail elsewhere |
Full plate | 1500 gp | 9 | — | 8 | 24 | 4 | 12 | 11- | 40 | |
Shields | ||||||||||
Buckler | 15 gp | 3 | +1 HTH | 3 | 2 | — | — | — | 1 | See weapons, DCV only versus HTH attacks |
Shield, light wooden | 3 gp | 6 | +1 | 3 | 3 | — | — | -1 | 2 | See weapons |
Shield, light steel | 9 gp | 8 | +1 | 5 | 4 | — | — | -1 | 3 | See weapons |
Shield, heavy wooden | 7 gp | 10 | +2 | 3 | 4 | — | — | -2 | 4 | See weapons |
Shield, heavy steel | 20 gp | 12 | +2 | 5 | 5 | — | — | -2 | 6 | See weapons |
Shield, tower | 30 gp | 11 | +3 | 5 | 6 | 5 | 8 | -5 | 18 | Can be used as Cover |
Extras | ||||||||||
Armor Spikes | +50 gp | +6 | — | — | — | — | — | — | +5 | 1 pip HKA Damage Shield |
Gauntlet, locked | 8 gp | +5 | — | 8 | 3 | — | — | No Hands | 4 | Loc 6-7 Only; +10 STR to resist Disarm, Mass ignored if part of full suit |
Helmet, light steel | 20 gp | +1 | — | 6 | 2 | — | — | -1 | +0.75 | Loc 3-5 Only |
Helmet, heavy steel | 60 gp | +1 | — | 8 | 3 | — | — | -1 | +1.5 | Loc 3-5 Only |
Shield Spikes | +10 gp | +3 | — | — | — | — | — | — | +2.5 | See weapons |
Masterwork | +150 gp | +1 | — | — | — | +1 | +2 | — | x0.9 | Armor becomes lighter |
Banking
You can store funds in most banks Withdrawls/Moneychanging is a 10% fee. Funds are guaranteed by the King of Thunderhold. Remember… 100 coins per kg.
Safe Boxes are available by weight of contents:
Per month
0.5kg = 5cp + courtesy access
1kg = 1sp + 1cp access
2.5kg = 2sp + 2cp access
5kg = 5sp + 5cp access
10kg = 1gp + 1sp access
25kg = 2gp + 2sp access
50kg = 5gp + 5sp access
Delinquency is tolerated for a year, and require payment in full to retrieve the goods. After that the goods are sold.
Members in good standing can often make withdrawls from a different office on credit if in good standing. Defaulting on such actions is frowned upon.
Finer banks can key a safe box to multiple individuals but will make no effort to limit access beyond standard measures. Be careful who you trust.
Item Availability
The chance of an item being available is 16-, -1 per full 10% of the location’s ‘gp limit’.
Magic items are at an additional -2.
Time required to find is 6 hours, -1 step on the time chart for each 2 points of success.
Quantity = 1 unit. Consumable Magic Items and Mundane Items may be greater quantities with half the success indicating 1/2d6 * half the amount of success is available (minimum 1), and half the success reducing time to find.
All items are limited to ‘gp limit’/Value quantity (drop fractions).
Refresh = the next time to check for item availability is 1 day per full 10% of the ‘gp limit’ if it was unavailable, x1d6 if it is a magic item. If the item was purchased, the base time is 1 week.
Example: the town of Grimlon’s ‘gp limit’ is 3000gp. The party wants to buy a Handy Haversack, which is 2000gp. The availability of that item is -7, plus -2 for being a magic item, for a total of 16- minus -9 = 7-. If the roll is made, even if it is made by more than 0, only 1 Haversack can be found since 3000/2000 = 1.5 (drop fractions) = 1.