Items and Equipment

Currency

There are two main forms of currency in circulation and while they have theoretically equal value they each have associations that mean they are not both received with the same readiness in all places. In frontier areas, the preferred currency is Precs, which are usually coins of precious metal of varying sizes, with the larger coins being worth more and higher denominations having gems embedded in them, and fractional denominations being made of common metals. The central area uses Proms, which are council issued promises of value and usually take the form of a small alchemically or magically treated token with it's value listed on it.

Weapons

Simple, mundane melee weapons of all kinds can be picked up for 10-50 precs dependent on the size of the weapon.

Ranged weapons come in several varieties, bows are cheap and effective, springbows are tinkered devices that are more expensive but easier to use and can fire several times before needing to be reloaded (they look like fat, bowless crossbows) and crossbows remain one of the most dangerous things you can put in the hands of an untrained individual due to their raw power (they take forever to reload but ignore 2 points of armour and get +1 to attack rolls. They do take an attack action to cock and a utility to load though).

ItemCostDescriptonLethalitySpeed
Alchemical Dispenser +500pr Most melee weapons can be modified so that they can deliver an alchemical payload on their first hit by a sufficiently skilled tinkerer, however it takes several rounds to insert a new payload.
Arrows x15 3pr A quiver of 15 arrows or bolts.
Battleaxe 40pr For chopping people, not wood. Lethality 5, speed 4. 5 4
Blessed Weapon 5000pr A blessed weapon has been sanctified by a Gifted faithful with the consecrate edge. It's rare for these weapons to be a available for trade so those that are available are expensive. Once per combat, the wielder of a blessed weapon can re-roll a single d6 while making a check with this weapon.
Bow 20pr A favourite of hunters and armies on a budget, you can use a bow to make ranged attacks as long as you have arrows. Lethality 5. 5
Collapsible +100pr A collapsible weapon can be folded or otherwise compacted down to take up about a third of the space it normally would in it's longest direction. It takes an action to re-assemble the weapon so that it can be used in combat.
Dagger 10pr A small, versatile weapon, daggers can be used in either hand or thrown as a ranged weapon. Their small size also makes them easier to conceal. Lethality 7, speed 2. 7 2
Deadly Weapon +1500pr The weapon has been crafted, modified or improved to be significantly easier to hurt people with than normal. Lethality is improved by 1.
Flaming Weapon +2000pr This weapon has been enchanted with fire magic, and will ignite anyone it strikes, disadvantaging them until the end of their next turn.
High Quality +500pr Perfectly crafted using the best available materials and technologies, a high quality weapon gives you a +1 bonus on checks using it.
Lightweight Weapon +1000pr This weapon has been crafted or modified to be lighter than usual, making it easier to counter attack with. Speed is improved by 1.
Rapier 100pr A lightweight sword of the type favoured by the rich and the nimble. Lethality 7 speed 2. 7 2
Springbow, Basic 50pr Slow to load but packing a huge punch springbows are common throughout civilised areas. Cocking and reloading a springbow takes two actions, but even the most basic models such as this one can be fired twice before needing to be reloaded. Springbows look like fat, bowless crossbows with a variety of springs and mechanisms down each side used to store and release the energy used to fire them. Lethality 4. 4
Sword 20pr A simple, effective weapon usable in either main or off hand. Lethality 6, speed 3. 6 3
Two Handed Sword 50pr A large, dangerous sword that requires two hands to wield effectively. Lethality 3, speed 6. 3 6
Wristbow 150pr A small, one shot springbow designed to be worn strapped to the forearm the wristbow is easy to conceal, although it lacks some stopping power. Lethality 6. 6

Armour

Armour increases your minimum defence but lowers your nimbleness, stealth and ability to use magic effectively.

ItemCostDescripton
Alchemical Dispenser +500pr A tinkering upgrade for a shield, this allows the bearer of the shield to release an alchemical substance so that it coats the shield once per combat. It takes several rounds to reload the payload.
Blessed Armour 5000pr Blessed armour has been sanctified by a Gifted faithful with the consecrate edge. It's rare for these armours to be a available for trade so those that are available are expensive. The wearer of this armour ignores the first wound inflicted on then each combat.
Enchantment: Nightweave +500pr Imbued with arcane magic, Nightweave armour seems to absorb light. The wearer ignores the usual penalties of the armour when using the sneak skill to hide.

Applying this enchantment requires the Enchant Item edge and a TS 15 light check.
Enchantment: Silent +500pr Imbued with arcane magic, silent armour makes almost no noise. The wearer ignores the usual penalties of the armour when using the sneak skill to move quietly.

Applying this enchantment requires the Enchant Item edge and a TS 15 sound check.
Featherweight Armour +1000pr Made from the best materials available and using specially chosen alloys or alchemical lightening preparations, any armour can be made significantly less cumbersome. Featherweight armour has it's penalties reduced by one point (to 0 for light, 1 for medium and 2 for heavy).
Flexium Arm Re-enforcements 1500pr Purchasable either as a standalone item or incorporated into armour, Flexium arm re-enforcements help the wearer absorb or deflect incoming blows, granting a +1 bonus to defence checks made using a shield or melee weapon.
Flexium Leg Re-enforcements 2000pr Purchasable either as a standalone item or incorporated into armour, flexium leg re-enforcements significantly increase the wearer's ability to run and jump. Essentially leg and feet braces with advanced shock absorbers a practiced wearer counts all falls as 5m less, gets a +3 bonus on nimbleness checks to jump or land and can travel twice an extra 4m (2 squares) when using a utility action to move. This item also allows it's wearer to travel longer distances faster and with less effort, even a novice user can keep pace with mounted colleagues and be no more tired at the end of a days travel.
Heavy Armour 600pr Excellent protection at the cost of mobility and stealth, heavy armour increases your minimum defence by 6 but applies a 3 point penalty to some checks and to your speed when counter attacking.
Light Armour 50pr Basic protection that doesn't interfere too much with movement, light armour increases your minimum defence by 2 but applies a 1 point penalty to some checks and to your speed when counter attacking.
Medium Armour 200pr Good protection that interferes somewhat with movement, medium armour increases your minimum defence by 4 but applies a 2 point penalty to some checks and to your speed when counter attacking.
Popup Shield 100pr Looking like an oversized plate glove, this item deploys into a small shield when activated but allows free use of the hand otherwise.
Shield 25pr A shield doesn't increase your minimum defence but does allow you to use the shield skill to negate incoming attacks from most sources. Speed 3.

Mundane Items

ItemCostDescripton
Backpack 2pr A sturdy backpack with several pockets and compartments.
Basic Alchemy Kit 100pr The bare minimum needed to create and mix alchemical substances, this kit contains glassware, burners and vials, packed neatly into a padded case or backpack.
Blanket 1pr A warm blanket, useful for life in the great outdoors.
Cloak of Falling 1500pr This item is enchanted with air magic, and allows the wearer to fall almost any distance without harm.
Everfire Box 50pr This fire enchanted box transforms any wood ash placed into it into a highly combustible powder which is ideal for lighting fires. The transformation takes an hour.
Fire Wand 250pr This fancy looking stick has been enchanted so that any flammable item that it's tip is held next to for several seconds will catch light.
Gloves of cacophony 2000pr These gloves are enchanted with sound magic, and when clapped together as an action make a very, very loud bang, disadvantaging anyone nearby apart from the wearer until the end of their next turn. the sound also carries reasonably well making them useful as a signalling device.
Horse 100pr A horse, suitable for riding.
Lab 2000pr The ideal working environment for tinkering or alchemical work, a well equipped lab lets you produce devices and alchemical for half the normal cost and grants a +1 bonus on tinkering and alchemy checks. The cost is the cost of kitting out a lab with appropriate gear, you need to have a reasonably sized room in which to put it.
Light Orb 100pr When held by a living creature, this glass or stone orb emits a clear and steady light out to about 10m.
Mask of Purification 2000pr This cloth mask is made to be worn over nose and mouth and enchanted with transmutation magics. It filters harmful substances from the air when worn and allows the wearer to breath underwater.
Pack Mule 15pr A hardy pack animal capable of carrying a lot of stuff so you don't have to.
Rope 1pr 10m of rope, handy for climbing and for tying things up.
Singing Stones 2000pr each Created as a batch, each of these largish stones when held firmly in one hand will copy and emit any sound heard by any other stone from the batch that's also being held and is within a few hundred meters. Stones not being held are inert. Created with sound magic.

Devices

Devices are created using the tinkering skill and have a range of uses and effects.

ItemCostDescripton
Binary Combiner 10pr A safe way to store alchemical binaries so that they only get combined when you want, this device is roughly spherical and about 7cm across. When activated it mixes a binary either instantly or after a short delay.
Complex Device 10pr A small Device that activates when thrown or launched to become spiky / sharp / a swarm of slicing shards or similar, as well as delivering an alchemical payload. This Device can be thrown or launched in combat to make a ranged attack using the tinkering skill.
Dangerous Device 2pr A small Device that activates when thrown or launched to become spiky / sharp / a swarm of slicing shards or similar. This Device can be thrown or launched in combat to make a ranged attack using the tinkering skill.
Descender 50pr Descenders take a variety of forms but they all share three key components: 10m of cable, a device designed to attach to anything that's not a completely smooth surface and a device that runs down the cable and will slow descent for the user to a non lethal speed.
Device Launcher 100pr A spring loaded cylinder half a meter long, a device launcher is an ideal delivery mechanism for a whole range of small offensive devices. You can use a device launcher to make tinkering checks to attack with a +1 bonus.
Filtration Mask 100pr This device is a mask designed to fit over the nose and mouth. It filters out smoke and the majority of airborne alchemical substances, allowing the wearer to breathe with relative ease.
Grapnel Launcher, "Hard" 300pr Slightly bulkier than a springbow, this device fires a grapnel on 10m of cable with some force. The grapnel ball uses a mix spikes and alchemical adhesive to fix itself in place wherever it impacts. If you hit a person with it they end up disadvantaged and tethered to you until they can disentangle themselves.
Grapnel Launcher, "Soft" 200pr Slightly bulkier than a springbow, this device fires a grapnel ball on 10m of cable with some force. The grapnel ball uses a mix of metallic loops and alchemical adhesive to fix itself in place wherever it impacts without causing structural damage. If you hit a person with it they end up disadvantaged and tethered to you until they can disentangle themselves.
High strength cable 2pr per meter A drum of thin but sturdy cable, capable of supporting the weight of a human sized creature but too thin to climb up or down without gloves or other appropriate equipment.
Noisemaker 10pr - 200pr Noisemakers are small devices that once wound and released make a single, pre-defined sound. Cost varies with the complexity and volume of the noise.
Potion Vapourizer 300pr This mask fits over the mouth and nose and attaches round the back of the head. It is designed to take a single vial of specially prepared potion and vapourize it so that it can be inhaled rather than drunk. This allows the wearer to gain the benefits of the potion for significantly longer than normal, effects that would normally last rounds last for minutes, and effects that would normally last minutes last for hours but potions prepared for this purpose cost twice as much as usual.
Shredder 50pr This small device is a sphere about 6cm across made of sharp and tightly sprung pieces of metal. Shortly after being activated it violently disassembles itself, showering an everything within 2m with razor sharp metal shards. Unsing this device allows the user to make a single Ranged or Tinkering attack check at lethality 9 against which everyone in the affected area needs to defend.
Simple Mannequin, Small 100pr A small (about 1m high) mannequin with flexible joints made of sturdy materials, ideal for animating magically. This Mannequin will stop being functional after it's taken four wounds hits.
Simple Mannequin, Tiny 50pr A small mannequin (10-30cm high) suitable for animating magically. It can be folded and packed down to a third of it's height.
Spider's Disk 200pr Looking much like a small shield covered in spikes and mechanisms, when activated this devices fires a number of grapnel cables from its perimeter and then attempts to retract them, creating a sprung web of cabling.
Springbow, Triple 100pr A bulkier, heavier version of the crossbow which packs less punch. Despite these drawbacks the springbow is a favourite weapon for guards in central areas as it can be fired several times before it needs to be reloaded and re-cocked. Designs vary but the effect is the same: You can use this springbow to make ranged attacks three times before you have to cock and reload it, which takes two actions.
Springbow, Unforgiving 1000pr Both a step forward and a step back, this springbow packs a devastating punch but holds only a single bolt. Due to the power it holds it takes almost a minute to reload. This type of 'bow is called unforgiving both because of its inherent lethality and because it allows only a single shot. Lethality 2
Umbrella 10pr A complex mix of waterproof cloth and machinery, this device unfurls to provide a canopy that protects you from the rain.
Useful Device 2pr A small device that makes noise or releases an alchemical payload either when activated or shortly afterwards. This Device can be thrown or launched in combat to make a ranged attack using the tinkering skill.

Alchemy

Alchemical substances are created using the alchemy skill. Potions have an effect when drunk, binaries are a liquid and a powder that have an effect when combined and pastes can be applied to an item or area. Commonly available alchemical preparations are listed below, for a complete listing of available alchemical effects see the alchemy section.

ItemCostDescripton
Healing Potion 250pr A potion that when consumed heals a serious wound over the next hour.
Invigoration Potion 100pr A potion that when consumed heals one wound an hour for 1d6 hours. The first wound is recovered after an hour.
Mental Acuity Potion 100pr Creates a potion that adds 1 to all checks relating to mental activity for 1d6 rounds.
Physical Improvement Potion 100pr Creates a potion that adds 1 to all checks relating to physical activity for 1d6 rounds.
Sharp 10pr A dose of Sharp, a clear liquid which when drunk heightens awareness and banishes fatigue for 1d6 hours. During this time the drinker gets +1 to awareness checks and can't fall asleep. Sharp is not a substitute for sleep but can be used to postpone it for quite some time
Solvent Gloves 50pr These gloves have been infused with an alchemical solvent which allows the wearer to safely handle items coated with various alchemical glues without getting stuck to them.