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Xcrawl EQ List

HeroDesigner

At the bottom of this page are HD Prefabs for all of this equipment.

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

This equipment list replicates the d20 SRD equipment list with HERO System statistics.

Detailed descriptions of certain items are linked to the item name.

Cost: in gold pieces (gp)
PTS: Resource Points (Equipment) required for item

Adventuring Gear

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

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

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

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

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

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

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

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

Cost: in gold pieces (gp)
PTS: Resource Points (Equipment) required for item
Damage: 
+Xd6 HA: Weapon is a HA that adds to character's STR damage
STR: Base STR damage
Xd6: Weapon delivers Killing Damage
Xd6N: Weapon delivers Normal Damage
AP: 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)
Range: Either maximum range or Thrown (Range Based on Strength)
Thrown: Use STR +15 to determine range. -1 OCV if used in HTH Combat
Thrown#: Use STR +15 to determine range. Add a "#" to STR Min for determining increases in damage since the weapon is normally not thrown.
STR Min: STR Minimum to use the weapon without a -1 OCV and -1 DC penalty
STR Minimum can be reduced by -5 with the Brace Maneuver
X: Damage increases by 1 DC per +5 STR
X#: Damage increases by 1 DC at +6 STR, 2 DC at +12 STR, 3 DC at +19 STR, and 4 DC at +25 STR
X##: Damage increases by 1 DC at +7 STR, 2 DC at +15 STR, 3 DC at +22 STR, and 4 DC at +30 STR
X###: Damage increases by 1 DC at +9 STR, 2 DC at +17 STR, 3 DC at +26 STR, and 4 DC at +35 STR
X/XL: The first number is the STR Minimum to use the weapon, the number after the "/" is the STR required to load the weapon
Type: When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry is divided by a "/"
Critical Hits (less than half the Attack Roll)
All: Minimum damage is 4 points per 1d6
Piercing: +1 DC plus target defenses are halved (stacks with AP; Hardened does not negate)
Slashing: +2 DC
Others:  +1 DC plus +1 STUNx
WF: Weapon Familiarity required to use the weapon without a -3 OCV penalty
Notes:
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 weapon
Beam: Weapon may not be used to destroy objects; BODYx to arms, legs, shoulders, hands, feet is halved
Double: 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 damage
STUNx: Modifier to the STUN Multiplier 
Unhorse: Weapon may attempt to Unhorse a rider at -1 OCV, causing STR Damage (not weapon damage) + target's Velocity/10m

Simple Weapons

Weapon Cost PTS Damage STR Min Range Mass Type WF Notes
Unarmed Attacks
Gauntlet 2 gp 3 +1d6 HA 0.5 Bludgeoning Unarmed
Unarmed strike STR Bludgeoning Unarmd
Light Melee Weapons
Dagger 2 gp 8 1/2d6 4 Thrown# 0.5 Piercing or slashing Light Blades
Dagger, punching 2 gp 7 1/2d6 AP 5# 0.5 Piercing Light Blades
Gauntlet, spiked 5 gp 3 1 pip 0.5 Piercing Unarmed Max Damage 1d6+1
Mace, light 5 gp 9 1d6 8 2 Bludgeoning Clubs
Sickle 6 gp 7 1d6-1 5 1 Slashing Hafted
One-Handed Melee Weapons
Club 9 3d6N 8 Thrown# 1.5 Bludgeoning Club
Mace, heavy 12 gp 12 1 1/2d6 12 4 Bludgeoning Club 1.5H
Morningstar 8 gp 11 1d6+1 10 3 Bludgeoning Club
Shortspear 1 gp 15 1d6+1 8 Thrown# 1.5 Piercing Polearms 1.5H, +2 RMod w/ Brace, Set
Two-Handed Melee Weapons
Longspear 5 gp 15 2d6 15 4.5 Piercing Polearms 2H, Reach, Set
Quarterstaff 11 4d6N 8 2 Bludgeoning Club or Staff 2H, Double
Spear 2 gp 17 1 1/2d6 12 Thrown# 3 Piercing Polearms 1.5H, +2 RMod w/ Brace, Set
Ranged Weapons
Crossbow, heavy 50 gp 17 2d6 AP 13/18L 250m 4 Piercing Crossbow 2H, +1 OCV & +2 RMod w/ Brace, 1 PHA Load, Beam
     Bolts, crossbow (10) 1 gp 0.5
Crossbow, light 35 gp 13 1d6+1 AP 8/13L 200m 2 Piercing Crossbow 2H, +1 OCV & +2 RMod w/ Brace, 1 PHA Load, Beam
     Bolts, crossbow (10) 1 gp 0.5
Dart 5 sp 6 1/2d6 4# Thrown 0.25 Piercing Thrown Knives +2 RMod w/ Brace, Beam
Javelin 1 gp 9 1d6 8# Thrown 1 Piercing Thrown Spears +2 RMod w/ Brace, Beam
Sling 11 1d6+1 8# 100m 0 Bludgeoning Sling 2H, +1 STUNx, -1 Rmod, 1/2 PHA Load
     Bullets, sling (10) 1 sp 2.5

Martial Weapons

Weapon Cost PTS Damage STR Min Range Mass Type WF Notes
Light Melee Weapons
Axe, throwing 8 gp 9 1d6 AP 8# Thrown 1 Slashing Hafted
Buckler special 1d6N 3 1 Bludgeoning Shield
Hammer, light 1 gp 8 1/2d6 5# Thrown# 1 Bludgeoning Hafted +1 STUNx
Handaxe 6 gp 10 1d6 AP 9# 1.5 Slashing Hafted
Kukri 8 gp 7 1d6-1 5 1 Slashing Light Blades
Pick, light 4 gp 10 1d6-1 APx2 5## 1.5 Piercing Hafted
Sap 1 gp 7 3d6N RP 5 1 Bludgeoning Clubs
Shield, light wooden special 2d6N 10 special Bludgeoning Shield No DCV bonus when attacking
Shield, light, steel special 3d6N 12 special Bludgeoning Shield No DCV bonus when attacking
Spiked armor special 1/2d6 special Piercing Unarmed Must follow Grab
Spiked shield, light wooden special 3d6N 10 special Piercing Shield No DCV bonus when attacking
Spiked shield, light, steel special 4d6N 12 special Piercing Shield No DCV bonus when attacking
Sword, short 10 gp 9 1d6 8 1 Piercing Light Blades
One-Handed Melee Weapons
Battleaxe 10 gp 13 1d6+1 AP 9# 3 Slashing Hafted 1.5H
Flail 8 gp 12 1d6+1 9 2.5 Bludgeoning Flail 1.5H, Flail (Penalty of -1 OCV ignores Shield DCV)
Longsword 15 gp 11 1d6+1 10 2 Slashing Heavy Blades
Pick, heavy 8 gp 11 1d6 APx2 9## 3 Piercing Hafted
Rapier 20 gp 9 1d6 8 1 Piercing Light Blades +1 OCV vs. Hit Location Penalties, Beam
Scimitar 15 gp 10 1d6 8 2 Slashing Light Blades +1 OCV vs. Hit Location Penalties
Shield, heavy wooden special 3d6N 15 special Bludgeoning Shield No DCV bonus when attacking
Shield, heavy, steel special 4d6N 18 special Bludgeoning Shield No DCV bonus when attacking
Spiked shield, heavy wooden special 4d6N 15 special Piercing Shield No DCV bonus when attacking
Spiked shield, heavy, steel special 5d6N 18 special Piercing Shield No DCV bonus when attacking
Trident 15 gp 7 1 1/2d6 RP 8 Thrown# 2 Piercing Polearms 1.5H, +1 OCV
Warhammer 12 gp 12 1d6+1 9# 2.5 Bludgeoning Hafted 1.5H, +1 STUNx
Two-Handed Melee Weapons
Falchion 75 gp 13 1 1/2d6 13# 4 Slashing Heavy Blades 2H, +1 STUNx
Glaive 8 gp 13 1 1/2d6 12 5 Slashing Polearms 2H, Reach, Set
Greataxe 20 gp 15 2d6 AP 16# 6 Slashing Hafted 2H
Greatclub 5 gp 11 6d6N 15 4 Bludgeoning Club 2H
Flail, heavy 15 gp 12 1 1/2d6 13 5 Bludgeoning Flail 2H, Flail (Penalty of -1 OCV ignores Shield DCV)
Greatsword 50 gp 13 2d6 15 4 Slashing Heavy Blades 2H
Guisarme 9 gp 16 2d6 15 6 Slashing Polearms 2H, Reach, Set, Unhorse
Halberd 10 gp 18 2d6+1 18 6 Piercing or slashing Polearms 2H, Set, Unhorse
Lance 10 gp 11 1 1/2d6 13 5 Piercing Lance Reach, Only on horseback
Ranseur 10 gp 12 1 1/2d6 12 6 Piercing Polearms 2H, Reach
Scythe 18 gp 12 1 1/2d6 12 5 Piercing or slashing Hafted 2H
Ranged Weapons
Longbow 75 gp 17 1 1/2d6 AP 18 250m 1.5 Piercing Bows 2H, +4 RMod w/ Brace, 1/2 PHA Load, Beam
     Arrows (20) 1 gp 1.5
Longbow, composite 100 gp 17 2d6-1 AP 20 300m 1.5 Piercing Bows 2H, +4 RMod w/ Brace, 1/2 PHA Load, Beam
     Arrows (20) 1 gp 1.5
Shortbow 30 gp 11 1d6 AP 13 150m 1 Piercing Bows 2H, +2 RMod w/ Brace, 1/2 PHA Load, Beam
     Arrows (20) 1 gp 1.5
Shortbow, composite 75 gp 13 1d6+1 AP 15 200m 1 Piercing Bows 2H, +2 RMod w/ Brace, 1/2 PHA Load, Beam
     Arrows (20) 1 gp 1.5

Exotic Weapons

Weapon Cost PTS Damage STR Min Range Mass Type WF Notes
Light Melee Weapons
Kama 2 gp 9 1d6 7 1 Slashing Kama
Nunchaku 2 gp 7 3d6N 7 1 Bludgeoning Nunchaku
Sai 1 gp 8 3d6N 8 Thrown# 0.5 Bludgeoning Sai +2 OCV w/Bind, Block, Disarm 
Siangham 3 gp 9 1d6 7 0.5 Piercing Siangham
One-Handed Melee Weapons
Sword, bastard 35 gp 15 1 1/2d6 12 3 Slashing Heavy Blades 1.5H
Waraxe, dwarven 30 gp 17 1 1/2d6 AP 13# 4 Slashing Hafted 1.5H
Whip 1 gp 2 1/2d6 5† 1 Slashing Whip Reach, Can grab
Two-Handed Melee Weapons
Axe, orc double 60 gp 16 1d6+1 AP 10# 7.5 Slashing Orc Double Axe 2H, Double
Chain, spiked 25 gp 15 1 1/2d6 13 5 Piercing Spiked Chain 2H, Reach, Flail (Penalty of -1 OCV ignores Shield DCV)
Flail, dire 90 gp 17 1d6+1 11 5 Bludgeoning Dire Flail 2H, Double, Flail (Penalty of -1 OCV ignores Shield DCV)
Hammer, gnome hooked 20 gp 16 1d6+1 10# 3 Bludgeoning Gnome Hooked Hammer 2H, Double, +1 STUNx
1d6 APx2 10## Piercing
Sword, two-bladed 100 gp 14 1d6+1 10 5 Slashing Two-bladed Sword 2H, Double
Urgrosh, dwarven 50 gp 16 1d6+1 AP 10# 6 Slashing Dwarven Urgrosh 2H, Double
1d6 APx2 10## Piercing
Ranged Weapons
Bolas 5 gp 12 3d6 ENT 8 Thrown 1 Entangle Bola 3 PD/3 ED (Vulnerable to Cutting, Entangle & character take damage) 
Crossbow, hand 100 gp 7 1d6-1 3/8L 50m 1 Piercing Crossbows +1 OCV w/ Brace, 1 PHA Load, Beam
     Bolts (10) 1 gp 0 0.5
Crossbow, repeating heavy 400 gp 18 2d6 AP 13/18L 250m 6 Piercing Repeating Crossbow 2H, +1 OCV & +2 RMod w/ Brace, 6 shots, Beam
     Bolts (5) 1 gp 0 0.5
Crossbow, repeating light 250 gp 13 1d6+1 AP 8/13L 200m 3 Piercing Repeating Crossbow 2H, +1 OCV & +2 RMod w/ Brace, 6 shots, Beam
     Bolts (5) 1 gp 0 0.5
Net 20 gp 23 4d6 ENT 4 Thrown 3 Entangle Net 2H, 4 PD,/4 ED (Vulnerable to Cutting, Entangle & character take damage) 
Shuriken (5) 1 gp 11 1d6-1 5### Thrown 0.25 Piercing Shuriken AF5

Armor and Shields

Cost: in gold pieces (gp)
PTS: Resource Points (Equipment) required for item
DCV: DCV bonus from the item
Def: Resistant Protection (PD and ED) from the item
BODY: BODY of the item if it is targeted directly
Max DCV: Maximum DCV Characteristic possible while wearing the item (only Characteristic is limited)
Max DEX: Maximum Dexterity Characteristic while wearing the item (including all other item bonuses and modifiers)
Arcane Spell Failure: Chance a spell fails outright


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.
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Shane Harsch,
Sep 22, 2015, 9:41 AM
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Shane Harsch,
Sep 22, 2015, 9:41 AM
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Shane Harsch,
Sep 22, 2015, 9:41 AM
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Shane Harsch,
Sep 22, 2015, 9:41 AM
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Shane Harsch,
Sep 22, 2015, 9:41 AM
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FHC Armor.hdp
(65k)
Shane Harsch,
Sep 22, 2015, 9:41 AM
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FHC Equipment.hdp
(221k)
Shane Harsch,
Sep 22, 2015, 9:41 AM
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FHC Weapons.hdp
(250k)
Shane Harsch,
Sep 22, 2015, 9:41 AM