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== EXTRA GEAR == <u>'''ADVENTURE GEAR'''</u> See SWAE pg. 67 for other basic item costs and 68 for clothing and food (but none of the rest). :'''Alchemist Apron''' - when worn adds +2 to Vigor tests vs. contact toxins and adds +2 to Toughness vs. fire damage (Torso). Also adds +2 to Fatigue tests when dealing with heat. Cost 200, Wt. 4 :'''Alchemist Travel Kit''' – a semi-portable lab needed to create alchemy in the field but at -1 to check or take twice as much time to create. Cost 500, Wt. 15 :'''Ammo Bandoleer''' – belt that can carry 20 pistol rounds or 10 rifle rounds for easy access. Cost 50, Wt. 1 :'''Arcane Focus''' – Includes wands, staff, orbs and short rods, these one handed items allow a spellcaster to better focus his or her spellcasting abilities. An arcane mechanik, fell-caller, sorccer and wizard gain a +1 on the specific spellcasting rolls when holding one in one hand. These casters also start with one for free. Cost 100, Wt. 1. :'''Coal''' – an almost universial requirement for modern industry. Costs 25 per 10lbs of Coal. :'''Compass''' – tells north direction, Cost 100, Wt. 0.5 :'''Crank Lantern''' – no oil required, cranking for 1d3+2 rounds, light lasts for 1d6+4 hours. Cost 200, Wt. 2 :'''Crystal Ball''' – perfectly clear glass sphere for peering into. Required for the use of Wizard’s Divine power. Cost 500, Wt. 2 :'''Flint Box''' – primitive lighter. Cost 10, Wt. nil. :'''Field Glasses''' – can see x3 distance. Cost 150, Wt. 1 :'''Forger’s Gloves''' – help protect one’s hands around a blazing hot forge. Add +4 to Toughness and to resist heat but only for one’s hands. Cost 50, Wt. 1 :'''Gas Mask'''– adds +4 to all Vigor against any inhaled toxins or harmful gases for two hours. Each hour after that the bonus is reduced by 1 (after 4 hours the bonus is only +2, etc.). Wt. 2, Cost 100. Replacement canister Wt. ½, Cost 25 :'''Googles''' – protect the eyes from harms chemical contact toxins and sudden flashes. GM call if it applies and if it does at least a +2 to any test or Toughness. Wt. 1, Cost 25 :'''Gun Kit''' – for cleaning/maintaining firearms. Cost 50, Wt. 3 :'''Helm Lamp''' – a lantern helm mount, freeing up the hands. Cost 100, Wt. 2 :'''Hemp Rope''' – solid rope 20ft (support around 500lbs). Cost 10, Wt. 10 :'''Holy Symbol, Wooden''' – Carried by most religious folk, minimum that is required for a Divine spellcaster to use their powers. Cost 10, Wt. 0.5 :'''Holy Symbol, Silver''' – As above but grant Divine spellcasters a +1 to their Faith, Druid or Paladin spellcastering skills. Player characters of these types of magic start with one for free. Cost 250, Wt. 0.5 :'''Jack Wretch''' – minimum tool require to repair Steamjacks. Cost 100, Wt. 5 :'''Journal''' – 50 pages with leather cover. Cost 100, Wt. 1 :'''Mechanika Semi-Portable Lab''' – basic lab needed to create Arcane Mechanika magical items but in the field suffer a -1 to check and double the time required. Cost 1,500, Wt. 25 :'''Paper, 10 sheets''' – Cost 50, Wt. nil. :'''Rifle Scope''' – for rifles. Adds +2 to the Aim maneuver for Medium and Long range for a Rifle or Long Rifle. Cost 150, Wt. 1 :'''Silk Rope''' – extremely light and extremely strong rope (support around 1,000lbs), 20 feet. Cost 500, Wt. 1 :'''Spell or Formula Book, Traveling''' – Arcane Mechanika, Gun Mages and Wizards start with one for free. Holds 10 Spells (powers) or Mechanik formula or 20 Alchemist Formulas. Can purchase additional for a Cost 500, Wt. 2 :'''Travel Cloak''' or '''Coat''' – +1 vigor vs. cold and similar environment hazards. Cost 100, Wt. 3 :'''Telescope''' – can see x5 distance. Cost 250, Wt. 2 :'''Watch, Pocket''' –wind up watch. Cost 150, Wt. 0.2 :'''Webbing Belt''' – can carry up to 10 light items like daggers, grenades or potions or maybe a small bag of caltrops, etc. with easy access. Cost 50, Wt. 2 :'''Workshop''' – there are various types of workshop that are each purchased separately to create various devices. They include – Alchemy, Mechanika, Rune-Plating, Steamjack, Steam Power. Cost 5,000, Wt. 500. '''<u>STANDARD KITS</u>''' :'''Adventurer’s Kit''' – the basics carried by most adventures. Includes a backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, hemp rope 50ft, soap, torches (5), trail rations (5 days), waterskin. Cost 150, Wt. 30 :'''Chirurgean’s Kit''' – healer’s kit. A sturdy leather case includes everything for Heal checks +1 (without some type of kit normally tests are at -2). Cost 400, Wt. 4 for 5 uses. Resupply cost 50 and weigh ½ each. :'''Chronicler’s Kit''' – contains map case, two vials of ink, two ink-pens, 10 sheets of paper, two blank journals, 1# of fine powder drying ink, 20ft measuring cod, Cost 200, Wt. 4 :'''Dungeoneering Ki'''t – specialized gear to underground exploring. Candles (5), chalk (10), grappling hock, hammer, pitons (10), hemp rope 50ft, hooded lantern, flasks of oil (5), sacks (2), torches (2), trail rations (5 days), waterskin. Cost 200, Wt. 35 :'''Riding Kit''' - Saddle, saddle blanket, bit & bridle, and saddle bags (can carry up to 100lbs in two bags), Cost 25, Wt. 15 :'''Priest Kit''' – extras for the traveling cleric. Traveling vestments, holy text, ritual items (for prayer, marrying, etc.). Cost 150, Wt. 5
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