NWoD Fantasy:goods tools and services

From RPGnet
Jump to: navigation, search

Back to the Main Page.
Back to weapons, armor, and shields.

Adventuring Gear[edit]

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 adds 1 dice to the damage pool in 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[edit]

Goods

Size

Goods

Size

Acid (flask) 10 gp

1

Smokestick 20 gp

1

Alchemist’s fire (flask) 20 gp

1

Sunrod 2 gp

1

Antitoxin (vial) 50 gp

-

Tindertwig 1 gp

-

Everburning torch 110 gp

1

Holy water (flask) 25 gp

1

Descriptions
Acid: You can throw a flask of acid as a splash weapon. This is a Athletics+Dex roll with a minumum range increment of 10/20/30 yards. A direct hit deals 1 lethal point of acid damage. Every creature within 2 yards of the point where the acid hits take another point of acid damage from the splash.

Alchemist’s Fire: You can throw a flask of alchemist’s fire as a splash weapon. This is a Athletics+Dex roll with a minumum range increment of 10/20/30 yards. A direct hit deals 1 lethal point of fire damage. Every creature within 2 yards of the point where the flask hits takes another point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1 lethal point of damage. If desired, the target can use a full-action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a successful Dex+Athletics roll. Rolling on the ground provides the target a +2 bonus on the die pool. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Antitoxin: If you drink antitoxin, you get a +5 alchemical bonus on your die pool against resisting poison for 1 hour.

Everburning Torch: This otherwise normal torch has a permanent flame spell cast upon it. An everburning torch clearly illuminates a 10-yard radius and provides shadowy illumination out to a 20-yard radius.

Holy Water: Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon. This is a athletics + Dex roll with a minimum range increment of 10/20/30 yards. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a Athletics+Dex roll. A direct hit by a flask of holy water deals 2 points of damage to an undead creature or an evil outsider. Each such creature within 2 yards of the point where the flask hits takes 1 point of damage from the splash. Temples to good deities sell holy water at cost (making no profit).

Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 5-yard cube (It provides partial cover, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.

Sunrod: This gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 10-yard radius and provides shadowy illumination in a 20-yard radius. It glows for 6 hours, after which the gold tip is burned out and worthless.

Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a instant action (rather than a full-action), and lighting any other fire with one is at least a instant action.


Tools and skill kits[edit]

Goods

Size

Goods

Size

Alchemist’s lab 500 gp

2

Magnifying glass 100 gp

-

Artisan’s tools 5 gp

2

Musical instrument, common 5 gp

varies

Artisan’s tools, masterwork 55 gp

2

Musical instrument, masterwork 100 gp

varies

Climber’s kit 80 gp

2

Scale, merchant’s 2 gp

-

Disguise kit 50 gp

1

Water clock 1,000 gp

5

Healer’s kit 50 gp

1

Hourglass 25 gp

1

Holly and mistletoe

-

Thieves’ tools 30 gp

1

Holy symbol, wooden 1 gp

-

Thieves’ tools, masterwork 100 gp

1

Holy symbol, silver 25 gp

-

Tool, masterwork 50 gp

1

Improving kits: Adding a +1 to a kit costs 100gp per +1 added, maximum of a +5 bonus.

Descriptions

Alchemist’s Lab: An alchemist’s lab always has the perfect tool for making alchemical items, so it provides a +3 to Crafts of an alchemical nature.

Artisan’s Tools: These special tools include the items needed to pursue any craft and give a +2 bonus. Without them, you have to use improvised tools, if you can do the job at all.

Artisan’s Tools, Masterwork: These tools serve the same purpose as artisan’s tools (above), these artisan’s tools are the perfect tools for the job, so you get a +3 on Crafts checks made with them.

Climber’s Kit: The perfect tools for climbing, they give a +2 on athletics checks for climbing.

Disguise Kit: The kit is the perfect tool for disguise and provides a +3 bonus on subterfuge rolls for disguising. A disguise kit is exhausted after ten uses.

Healer’s Kit: It is the perfect tool for healing and provides a +3 bonus on medicine checks. A healer’s kit is exhausted after ten uses. +4 kit costs 100 additional gold, +5 is 300 additional gold.

Holy Symbol, Silver or Wooden: A holy symbol focuses positive energy. Sometimes it Is used in channeling spells and as a tool for turning undead. Each religion has its own holy symbol.

Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil casters.

Magnifying Glass: This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and at least a full-action. A magnifying glass grants a +2 bonus on wits+composure checks involving any item that is small or highly detailed.

Musical Instrument, Common or Masterwork: A masterwork instrument grants a +2 or 3 bonus on expression checks involving its use. Scale, Merchant’s: A scale reveals the exact weight of small objects. Especially useful for items that are valued by weight, including anything made of precious metals.

Thieves’ Tools: This kit contains the tools you need to use the Larceny skill, and provide a +2 to opening locks.

Thieves’ Tools, Masterwork: This kit contains extra and more superior tools, which grant a +3 bonus.

Tool, Masterwork: This well-made item is the perfect tool for the job. It grants a +2 bonus on a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.

Water Clock: This large, bulky contrivance gives the time accurate to within half an hour per day since it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water.


Clothing[edit]

Goods

Size

Goods

Size

Artisan’s outfit 1 gp

Courtier’s outfit 30 gp

Monk’s outfit 5 gp

Royal outfit 200 gp

Cleric’s vestments 5 gp

Entertainer’s outfit 3 gp

Noble’s outfit 75 gp

Scholar’s outfit 5 gp

Cold weather outfit* 8 gp

Explorer’s outfit 10 gp

Peasant’s outfit 1 sp

Traveler’s outfit 1 gp

*- Helps prevent adverse effects from cold environments


Food, Drink, and Lodging[edit]

Goods

Size

Goods

Size

Ale

-

Meals (per day)

-

Gallon 2 sp

2

Good 5 sp

1

Mug 4 cp

1

Common 3 sp

1

Banquet (per person) 10 gp

-

Poor 1 sp

1

Inn stay (per day)

-

Meat, chunk of 3 sp

1

Good 2 gp

-

Meat, large slab 1gp

2

Common 5 sp

-

Fine (bottle) 10 gp

1

Poor 2 sp

-

Cheese, hunk of 1 sp

1

Bread, per loaf 2 cp

1

Wine Common (pitcher) 2 sp

1


Mounts and related gear[edit]

Goods

Size

Goods

Size

Barding

-

Saddle

-

Size 5 creature ×2 cost

x1

Military 20 gp

2

Size 5-10 creature ×4 cost

x2

Pack 5 gp

2

Donkey or mule 8 gp

6

Riding 10 gp

2

Feed (per day) 5 cp

2

Saddle, Exotic

-

Horse

-

Military 60 gp

2

Horse, heavy 200 gp

7

Pack 15 gp

2

Horse, light 75 gp

7

Riding 30 gp

2

Pony 30 gp

6

Saddlebags 4 gp

1

Warhorse, heavy 400 gp

7

Stabling (per day) 5 sp

-

Warhorse, light 150 gp

7

Bit and bridle 2 gp

5

Warpony 100 gp

7

Dog, guard 25 gp

4

Spurs*

-

Dog, riding 150 gp

4

*- Wearing metal spurs on your boots offers a +1 to ride skill

Descriptions

Barding, Medium Creature and Large Creature Barding is a type of armor that covers the head, neck, chest, body, and possibly legs of a horse or other mount. Barding can be made of any of the armor types found on the Armor and Shields table. Armor for a horse costs four times as much as armor for a human and also twice the size as the armor found on the Armor and Shields table. If the barding is for a pony or other size 5 or lower mounts, the cost is only double, and the size is the same as armor worn by a humanoid. Barding slows a mount that wears it just as shown on the armor table. Flying mounts can’t fly in size 5 (size 2 for smaller mounts) or greater barding. A barded animal cannot be used to carry any load other than the rider and normal saddlebags.

Dog, Riding This dog is specially trained to carry a humanoid rider smaller than size 5. It is brave in combat like a warhorse. You take no damage when you fall from a riding dog.

Donkey or Mule Donkeys and mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or a mule is willing (though not eager) to enter dungeons and other strange or threatening places.

Feed Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them is much better. If you have a riding dog, you have to feed it at least some meat.

Horse A horse (other than a pony) is suitable as a mount for a human, dwarf, elf, half-elf, or half-orc. A pony is smaller than a horse and is a suitable mount for a gnome or halfling. Heavy warhorses, light warhorses and warponies can be ridden easily into combat. Light horses, ponies, and heavy horses are hard to control in combat.

Saddle, Exotic An exotic saddle is like a normal saddle of the same sort except that it is designed for an unusual mount. Exotic saddles come in military, pack, and riding styles.

Saddle, Military A military saddle braces the rider, providing a +2 bonus on Ride checks related to staying in the saddle. If you’re knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle (compared to 50% for a riding saddle).

Saddle, Pack A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry.

Saddle, Riding The standard riding saddle supports a rider.


Spellcasting and Services[edit]

Services

Services

Coach cab 3 cp per mile

Road or gate toll 1 cp

Hireling, trained 3 sp per day

Ship’s passage 1 sp per mile

Hireling, untrained 1 sp per day

Spell-

Messenger 2 cp per mile

caster's arcane dots + spell dots x 100gp