Difference between revisions of "NWoD Fantasy:goods tools and services"

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(Adventuring Gear)
(Adventuring Gear)
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'''Vial''': A vial holds 1 ounce of liquid. The stoppered container usually is no more than 1 inch wide and 3 inches high.
 
'''Vial''': A vial holds 1 ounce of liquid. The stoppered container usually is no more than 1 inch wide and 3 inches high.
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===Special Substances and Items===
 
===Special Substances and Items===

Revision as of 22:10, 5 October 2009

Adventuring Gear

Goods

Size

Goods

Size

Goods

Size

Backpack (empty) 2 gp

2

Rope, silk (50 ft.) 10 gp

1

Inkpen 1 sp

-

Barrel (empty) 2 gp

2

Signal whistle 8

-

Jug, clay 3 cp .

1

Basket (empty) 4 s

1

Sledge 1 gp

2

Ladder, 10-foot 5 cp

3

Bedroll 1 sp

1

Spade or shovel 2 gp

1

Lamp, common 1 sp

1

Bell 1 gp

-

Sewing needle 5 sp

-

Whetstone 2 cp

-

Blanket, winter 5 sp

1

Signet ring 5 gp

-

Lantern, bullseye 12 gp

1

Block and tackle 5 gp

1

Soap (per lb.) 5 sp

-

Lantern, hooded 7 gp

1

Bottle, wine, glass 2 gp

1

Spyglass 1,000 gp

1

Lock (very simple) 20 gp

-

Bucket (empty) 5 sp

1

Flint and steel 1 gp

-

Lock (average) 40 gp

-

Caltrops 1 gp

-

Grappling hook 1 gp

1

Lock (good) 80 gp

-

Candle 1 cp

-

Hammer 5 sp

1

Lock (amazing) 150 gp

-

Canvas (sq. yd.) 1 sp

-

Ink (1 oz. vial) 8 gp

-

Manacles 15 gp

1

Case, map or scroll 1 gp

1

Rations, trail (per day) 5 sp

1

Manacles, masterwork 50 gp

1

Chain (10 ft.) 30 gp

1

Rope, hempen (50 ft.) 1 gp

1

Mirror, small steel 10 gp

1

Chalk, 1 piece 1 cp

-

Pole, 10-foot 2 sp

2

Mug/Tankard, clay 2 cp

1

Chest (empty) 2 gp

2

Pot, iron 5 sp

1

Oil (1-pint flask) 1 sp

1

Crowbar 2 gp

1

Pouch, belt (empty) 1 gp

1

Paper (sheet) 4 sp

-

Firewood (per day) 1 cp

1

Ram, portable 10 gp

4

Parchment (sheet) 2 sp

-

Fishhook 1 sp

-

Sack (empty) 1 sp

1

Pick, miner’s 3 gp

2

Fishing net, 25 sq. ft. 4 gp

1

Sealing wax 1 gp

-

Pitcher, clay 2 cp

1

Flask (empty) 3 cp

1

Tent 10 gp

2

Piton 1 sp

-

Vial, ink or potion 1 gp

-

Torch 1 cp

1

Waterskin 1 gp

1

Descriptions

Candle: A candle dimly illuminates a 5-foot radius and burns for 1 hour.

Crowbar: A crowbar grants a +3 bonus on checks made for such purposes. If used in combat, treat a crowbar as a improvised club.

Flint and Steel: Lighting a torch with flint and steel is a full action, and lighting any other fire with them takes at least that long.

Grappling Hook: Throwing a grappling hook successfully is an Athletics+Dex roll and +3 for the hook itself, minimum range is 10/20/30, use rules for throwing range if higher. Ink: This is black ink. You can buy ink in other colors, but it costs twice as much.

Jug, Clay: This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid.

Lamp, Common: A lamp clearly illuminates a 5-yard radius, provides shadowy illumination out to a 10 yard radius, and burns for 6 hours on a pint of oil. You can carry a lamp in one hand.

Lantern, Bullseye: A bullseye lantern provides clear illumination in a 20-yard cone and shadowy illumination in a 40-yard cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand.

Lantern, Hooded: A hooded lantern clearly illuminates a 10-yard radius and provides shadowy illumination in a 20-yard radius. It burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand.

Lock: The successes required to open a lock with the larceny skill depends on the lock’s quality: simple (2), average (4), good (8), or superior (12). (See lock picking in nwod core book pg. 74)

Manacles and Manacles, Masterwork: Manacles can bind Size 5 creature. Breaking manacles is nearly impossible, it is a extended action using a dice pool of strength + athletics. The subject can only try for 1 minute for each point of stamina with a target success number of 22. Most manacles have locks; add the cost of the lock you want to the cost of the manacles. For the same cost, you can buy manacles for a Smaller creature. For a size 5-8 creature, manacles cost ten times the indicated amount, and for a size 9-12 creature, one hundred times this amount, though they are rare finds. Other sizes can be held only by specially made manacles.

Oil: A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully. You can pour a pint of oil on the ground to cover an area of 2 square yards, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1 point of lethal fire damage to each creature in the area.

Ram, Portable: This iron-shod wooden beam gives you a +2 bonus on checks made to break open a door and it allows a second person to help you without having to roll, increasing your bonus by 2.

Rope, Hempen: This rope has 2 structure and can be burst at a -4 penalty.

Rope, Silk: This rope has 4 structure points and can be burst at a -5 penalty. It is so supple that it provides a +2 when used to fasten, restrain or hold something.

Spyglass: Provides a +3 bonus to wits + composure checks when spying on things 20 or more yards away.

Torch: A torch burns for 1 hour, clearly illuminating a 10-yard radius and providing shadowy illumination out to a 20-yard radius. If a torch is used in combat, treat it as a club that deals +1 fire damage.

Vial: A vial holds 1 ounce of liquid. The stoppered container usually is no more than 1 inch wide and 3 inches high.

Special Substances and Items