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Showing posts with label Equipment. Show all posts
Showing posts with label Equipment. Show all posts

Thursday, April 9, 2015

I: Inventory

I think tracking inventory is critically important, at least for the type of game I run. But I also don't want to be looking over every character sheet between sessions. I try to make it super clear how inventory and encumbrance works in my game and give the players the tools they need to keep track of everything.

In my game every item is assigned an ENR (encumbrance rating). Each character can carry up to double their brawn score (not modifier). If a character is carrying more than their brawn score they are considered over-encumbered and take penalties on dexterity and brawn checks as well as initiative checks. 

Most items carried are considered to be "in pack" or otherwise stowed away securely. Up to four items may be designated as "on belt". Stowing or retrieving any in-pack item takes 1 turn. Items on-belt are considered to be "quickdraw" so a character can stow or retrieve belt items without spending a turn to do so. 

In addition to belt and pack storage each character is also considered to have a purse on their belt. A purse can hold up to 49 coins or gems and does not have an ENR. Any sum of coins greater than 50 counts as 1ENR. Additional coins must be stored separately in pack.

Here is a sample from my equipment section:


 Item                           Cost          ENR                   Description
Spyglass 200gp 2 This fragile item may be used to view distant locations in startling detail.
Traveller's Tent 5gp 5 This bundle of wooden poles and canvas may partially shelter up to 2 adult humans. Better than nothing when it rains.
Army Tent 15gp 8 This bundle of wooden poles and canvas offers reliable shelter for up to 4 tightly packed adult humans.
Pavilion Tent 50gp 12 This heavy bundle of wooden poles and canvas offers excellent shelter for up to 10 tightly packed adult humans. Often used by nobles, wealthy merchants or military officers.
Tinder Box 5gp 1 A small box containing flint and steel as well as dry wood shavings. Used to easily light fires.
Tobacco Pouch 1gp 1 This small waterproof pouch holds 10 doses of tobacco.
Torch 1gp 1 This small piece of wood has been treated with a fire resistant resin but is otherwise identical to a club until a torch rag is tied one end and lit.
Torch Rags
(5 rags in sack)
5sp 1 These pitch soaked rags will burn brightly, steadily and slowly. Each rag will burn for 1 hour if attached to a torch.
Glass Bottle
(with cork)
5sp 1 Fragile. Holds about 2 pints of liquid. If used as a weapon the bottle is treated as club for first hit and thereafter as a dagger that can't be thrown.
Waterskin /
Wineskin
1sp 2 when full,
1 empty
A stitched leather bladder. Holds about 3 pints of liquid when full.
Tin Whistle 1gp 0 Makes a loud high pitched noise when blown into.
Hard Liquor
(bottle)
1gp 1 See the glass bottle entry above. A bottle of hard liquor can be turned into a molotov in 1 action with a torch rag and flame. - May consume 2 uses “medicinally”.
Hard Liquor
(Handcask)
25sp 4 when full,
2 empty
Holds about 6 pints of liquid. May be used medicinally for up to 6 uses.
Hard Liquor
(Pony-keg)
5gp 6 when full,
3 empty
Holds about 10 pints of liquid. May be used medicinally for up to 10 uses.
Fortified Wine
(Canteen)
1gp 2 when full,
1 empty
Fortified wine is laced with tonics and restorative medicines plus the biting flavor will shock the drinker into wakefulness while the liquor dulls pain. Holds 3 medicinal uses.
Sturdy Iron-shod Boots 5gp 1 worn or carried These tough iron and leather boots are the best protection available for an adventurers' feet. See the armour section for more information.
Sturdy Gauntlet 5gp 0 (1 if carried) Most of the heavier types of armour come with a set of gauntlets but sometimes even lightly armoured warriors choose to wear them.
Healer's Pouch 5gp 1 Contains clean bandages, herbs and ointments. 10 uses.

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Comments and questions are welcome.

Thursday, July 5, 2012

Equipment for Necromancers

The Necromancer requires a ready supply of mortal remains as subjects for their dark magic. Keeping fresh (or not so fresh) body parts can be difficult however, especially in large quantities. These items are essential for any serious practitioner of the Necromantic arts.

Body Bag
Although you could just stuff a body in any old sack the Body Bag is a vastly superior choice. This huge leather bag has a thick double lining and is waterproof. It can shut air-tight when drawn closed. A Body Bag can hold up to ten hit dice worth of body parts and weighs 1ENR if empty ( it can fold up fairly small when not in use). If in use the Body Bag weighs 1ENR + 1ENR per hit dice worth of body parts contained within. A Body Bag can be used by non-necromancers as well as a means of transporting the body parts of exotic creatures to market, or even to safely transport the remains of a fallen comrade. A Body Bag costs 10gp.


Preservative Agents
These alchemical potions help greatly to stave off the effects of rot and decay. If a single dose if poured into a Body Bag and left overnight all the remains inside the bag will stay "fresh".  If a Body Bag receives daily applications of  Preservative Agents and is kept in a cold and vermin-free environment it will continue to preserve the remains nearly indefinitely. The alchemical ingredients required to make Preservative Agents are expensive and rare however, thus each dose costs 5gp.

Flesh Scarabs
These vile little creatures are of invaluable help to Necromancers who prefer to work with skeletal remains. Each Scarab is only slightly larger than a coin and they are typically sold in small colony groups of a few dozen individuals. A colony of Flesh Scarabs comes in a small sealed iron box which contains a small quantity of sand. If the open box is placed inside a Body Bag which contains "fleshy" remains and left overnight by morning the bones will be stripped nearly clean of flesh and the scarabs will have retreated back into their sandy home. A colony of Scarabs which are given a steady supply of flesh to eat will be able to reproduce and replenish their numbers indefinitely but it is impossible to breed additional colonies. Each colony of Flesh Scarabs must be imported from distant lands and thus each box costs 50gp, The iron box they are housed in weighs 1ENR.  

Peddler's Bag
A Peddler's Bag is a small cloth bag which contains simple supplies of the sort usually used by peddlers to mend shabby clothes. Each bag usually contains a random assortment of soiled rags, strips of leather, wooden sticks, nails, small twisted bits of metal, pins, needles, string and twine. Each bag weighs 1ENR and contains 20 uses. You could scrounge up the materials that make a Peddler's Bag by paying any shopkeeper 3 copper pieces for the privilege of searching through their waste-bin.


( Note: Many Necromancer spells such as "Create Skeletal Wretch" require 1d6 uses from a Peddler's Bag, as well as many of the spells used by Animators.)

Friday, June 8, 2012

Adventuring Equipment


 Some adventurers bring "healer's kits" with them into the dungeon and rely on herbs and bandages to keep them going. The more rough and tumble brand of adventurers bring strong drink.

Fortified Wine
A swig of strong fortified wine can keep even a gravely injured warrior on his feet. Fortified wine is laced with tonics and restorative medicines plus the biting flavor will shock the drinker into wakefulness while the liquor dulls pain.
  • 25gp for a canteen, 5 uses - 1lb. same effect as a healer's kit.
Hard Liquor
The most foolhardy adventurers are fond of carrying small "handcasks" of powerful liquor such as moonshine or the dreaded dwarven fire whisky.  In contrast to fortified wine these drinks have very little medicinal value aside from occasionally being poured into wounds as disinfectant.
  • 25gp for a handcask ,10 uses - 2lb. same effect as a healer's kit*.
  • 50gp for a pony-keg ,20 uses - 5lb. same effect as a healer's kit*.
*If you expend more uses than your CON ability score modifier during the same rest you suffer from the Intoxicated condition for a full hour.


Sturdy Steel-shod Boots
These tough steel and leather boots are the absolute best protection available for an adventurers' feet. The toughened leather exterior has been treated with several coats of protective varnish and wax, making them both water proof and extremely durable. Although padded and comfortable on the inside these boots have a reinforced steel toe and a thick steel sole, as well as several small metal plates to protect the heel and sides of the feet.  The drawbacks that come with these boots are that they tend to make a loud clanging sound when walking across stone and they are obviously very dangerous to wear while attempting to swim.
  • 10gp for pair (must be worn as pair), 4lbs. as pair, +1 to wearer AC.
  • At the end of your turn if the wearer is in melee combat and hasn't moved they may make a extra kick attack using only their basic strength modifier. If it hits the attack does 1d4 bludgeoning damage.
  • At the DM's discretion these sturdy boots can protect the wearer's feet from nearly any damaging effect that would target feet specifically.
  • Anytime the wearer attempts to climb, jump, swim, or move stealthily   the DM should impose severe penalties.
Sturdy Gauntlet
Most of the heavier types of armor come with a set of gauntlets but sometimes even lightly armored warriors choose to wear them. Although it may not be the most heroic tactic, a well timed punch can be very effective.
  • 5gp each, 10gp for pair. 1lb. each, 2lb. as pair, +1 to wearer AC if a pair is worn.
  • If the wearer is in melee combat and has a free gauntleted hand they may make a extra punching attack using only their basic strength modifier. If it hits the attack does 1d4 bludgeoning damage.
  • A gauntleted hand cannot cast arcane spells or preform delicate tasks.




Just some ideas I had, Cheers!


Tuesday, August 23, 2011

The Trusty Dagger

Ok, so in my last post I mentioned character 'perks' or powers, and that I wanted them to be unlocked by characters accomplishing tasks in game. Another objective of mine is to give a facelift to magic items and character equipment in general (including weapons and armor).

With these goals in mind I came up with the idea for "trusty" weapons.

If a character uses the same weapon pretty much exclusively* for an entire character level that weapon becomes "Trusty" and gets a +1 to hit bonus. This bonus represents the character attuning themselves to the weapon, learning the exact details of the weapon, and possibly infusing the weapon with martial magical energy.

The weapon becomes magical for all intents and purposes. The +1 bonus can also increase if the character uses the same Trusty weapon for another whole level, increasing by +1 for each level used. It has to be the same specific weapon- NOT the same type of weapon and each character may only have one Trusty weapon at any time. If a character starts using a different weapon the Trusty weapon becomes normal again and loses all bonuses (all bonuses for being Trusty).

A Trusty weapon can be magically enhanced further using the normal methods.

This rule is intended to give a character a reason to be attached to that weapon they start at level 1 (or 0) with as well present a meaningful choice to the player- stick with the +5 Trusty sword they have used for 5 levels or take the sword of Giant Slaying they just found.

*A character can use a bow to make a ranged shot across a chasm, or use a knife to cut their way out of a giant fish, and still keep a Trusty longsword, but the Trusty weapon should always be the preferred weapon.