NWoD Fantasy:goods tools and services
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
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 |