Equipment
Each individual piece of equipment should be recorded on its own small piece of card stock, specifying it’s encumbrance in the top right. This allows players to pass equipment around, leave it places, etc. Stowed items should be kept in a separate pile from Readied items.
Coins and Money
Purchases are made using coins. A copper piece (c) purchases a loaf of bread or three pints of cheap ale. 10c make a silver piece (s). 10s or 100c make a gold piece (g).
Many D&D adventures also provide electrum coins (e; worth 5s) and platinum coins (p; worth 5g).
To estimate the price of an unlisted item, $1 is about 1c in 2024 US Dollars. A night at a best western costs ~$70 and so night at a cheap Inn costs ~7s. Cheap bar food costs about $10 and a meal in an Inn costs about 1s. It won’t be totally accurate, but it’ll be close enough to not matter. Adventuring equipment is purposefully inflated to represent the large relative difference in demand.
The monthly standard of living for various members of society are provided to get a better grasp on the value of gold:
Profession | Monthly Income/Expenses |
---|---|
Skilled labor | 3-12g |
Journeyman craftsmen, 1st level PCs | 12-40g |
Master craftsmen, 2nd level PCs | 40-100g |
Master professionals, 3rd-4th level PCs | 100-450g |
Barons, 5th-7th level PCs | 450-2,000g |
Counts, 8th-9th level PCs | 2,000-12,000g |
Dukes, 10th level PCs | 12,000-80,000g |
Kings | 80,000+g |
Income and expenses are roughly equal in most cases. Net worth (often in the form of land and equipment and whatnot) is ~33x monthly income/expenses. Coinage tends to make up about 5% of a NPC’s net worth.
So, a Baron with a 1000g/mo income also has ~1000g/mo in expenses. They’re worth ~33,000g (mostly in land, structures, etc), and have 1650g on hand.
Equipment Availability
Markets are not able to supply infinite amounts of goods. The monthly availability of goods by the population of a market is given below. Villages range from 20 to 999 people, Towns from 1k to 8k, Cities from 8k to 12k, and Big Cities from 12k to 100k.
Price / Pop | 100k+ | 25k+ | 10k+ | 3k+ | 1k+ | 999- |
---|---|---|---|---|---|---|
1g or less | 2,750 | 700 | 425 | 100 | 35 | 15 |
2g–10g | 300 | 70 | 35 | 10 | 3 | 1 |
11–100g | 20 | 5 | 2 | 1 | 25% | 10% |
101–1,000g | 7 | 2 | 1 | 25% | 10% | 5% |
1,001–10,000g | 2 | 1 | 25% | 10% | 5% | 1% |
10,001g or more | 25% | 10% | 3% | 1% | NA | NA |
If the entry contains a percentage, treat that as the chance that one such item exists.
Goods that are meaningfully different from each other are counted separately. Thus, a 1500-population town can sell the party 3 Short Swords (7g each) and 3 War Axes (10g each) per month.
This chart represents the party’s ability to both buy and sell in a market, so a party has a 5% monthly chance to be able to sell a 750g emerald in a village with a population of 400.
Weapons
Each of the weapons on the following chart has a listed damage it inflicts on a successful hit, an amount of Shock inflicted on a miss to targets with an AC equal or less than that given, and a particular attribute relevant to the weapon’s use. That attribute’s modifier is applied to all attack rolls, damage rolls, and Shock inflicted by the weapon. If more than one attribute is listed, the wielder uses whichever is better.
Ranged weapons have both short and long ranges listed in feet. Attacking a target within short range is done at no penalty, while hitting a target at long range is done with a -2 penalty to the attack roll. Ranged weapons cannot be used while an enemy is locked in melee with the wielder.
Some weapons have additional unique traits, such as slow to reload, requiring two hands to wield correctly, or being easily hidden in common clothing. The GM applies these traits to improvised weapons snatched up by the Characters if any of them seem appropriate.
Weapon | Dmg | Shock | Attribute | Range/Feet | Traits | Cost | enc |
---|---|---|---|---|---|---|---|
Axe, Hand | 1d6 |
1/AC 15 | STR/DEX | 10/30 | T | 4g | 1 |
Axe, War | 1d10 |
3/AC 15 | STR | - | 2H | 10g | 2 |
Blackjack | 1d4 |
None | STR/DEX | - | S, LL | 1g | 1 |
Bow, Large | 1d8 |
None | DEX | 100/600 | 2H, R, PM | 7g | 2 |
Bow, Small | 1d6 |
None | DEX | 50/300 | 2H, R, PM | 3g | 1 |
Club | 1d4 |
None | STR/DEX | 10/30 | T, LL | - | 1 |
Club, Great | 1d10 |
2/AC 15 | STR | - | 2H | 1g | 2 |
Crossbow | 1d10 |
None | DEX | 100/300 | 2H, SR, PM | 30g | 1 |
Dagger | 1d4 |
1/AC 15 | STR/DEX | 30/60 | S, T, PM | 3g | 1 |
Polearm | 1d10 |
2/AC 15 | STR | - | 2H, L | 7g | 2 |
Great Hammer | 1d10 |
2/AC 18 | STR | - | 2H | 10g | 2 |
Mace | 1d6 |
1/AC 18 | STR | - | LL | 5g | 1 |
Oil, Military | 2d8 |
1/AC 18 | DEX | 20/40 | T | 2g | 1 |
Shield | 1d4 |
None | STR/DEX | - | LL | 10g | 1 |
Spear | 1d6 |
2/AC 13 | STR/DEX | 30/60 | L, T | 3g | 1 |
Throwing Blade | 1d4 |
None | DEX | 30/60 | S, T, N | 1g | 1 |
Sling | 1d4 |
None | DEX | 50/300 | R | 1g | 1 |
Staff | 1d6 |
1/AC 13 | STR/DEX | - | 2H, LL | 1g | 1 |
Stiletto | 1d4 |
1/AC 18 | DEX | - | S, PM | 3g | 1 |
Sword, Great | 1d12 |
2/AC 15 | STR | - | 2H | 15g | 2 |
Sword | 1d8 |
2/AC 13 | STR/DEX | - | - | 10g | 1 |
Sword, Short | 1d6 |
2/AC 15 | STR/DEX | - | - | 7g | 1 |
Unarmed Attack | 1d2+Skill |
None | STR/DEX | - | LL | - | - |
- 2H: Two Handed. The weapon requires two hands to use in combat. Ranged two-handed weapons cannot be fired effectively while an enemy is within melee range.
- L: Long. The weapon is unusually long, allowing melee attacks to be made at targets up to 10ft away, even if an ally is in the way.
- LL: Less Lethal. Foes brought to zero HP by this weapon can always be left alive at the wielder’s discretion.
- N: Numerous. Five of these count as only one Readied item.
- PM: Precisely Murderous. When used for an Execution Attack, the weapon applies an additional -1 penalty to the Physical save and does double damage even if it succeeds.
- R: Reload. The weapon takes a Move Action to reload. If the user has at least Shoot:1, they can reload as a Free Action instead.
- S: Subtle. Easily hidden in clothing or jewelry.
- SR: Slow Reload. It takes a Main Action to reload this weapon. If the user has at least Shoot:1, they can reload as a Move Action instead.
- T: Throwable. While the weapon can be used in melee, it may be thrown out to the listed range as well, albeit it does no Shock in that case. Throwing a weapon while in melee applies a -4 penalty to the attack roll.
Military oil may be ignited and thrown with a DEX/Shoot attck, dealing 1d8
damage for 2 rounds to the target. If the attack fails, it lands in a random adjacent square and deals 1d3
damage to that square and all adjacent squares.
Weapons requiring ammunition require a Quiver. Don’t bother tracking ammo if you have one. Be adults - you don’t actually have infinite ammo. You cannot build bridges out of your infinite arrow or use them to fill pits.
Armor
Armor provides an Armor Class (AC). Equipped armor must always occupy Readied slots.
Chain applies a -2 penalty to Sneak checks. Plate applies a -3 penalty to Sneak and Exert checks.
Name | AC | Cost | enc |
---|---|---|---|
None | 10 | 0g | 0 |
Leather | 12 | 20g | 1 |
Chain | 14 | 40g | 2 |
Plate | 16 | 60g | 3 |
Shield | +1 | 10g | 1 |
Adventuring Gear
This list is not exhaustive.
Item | Cost | enc |
---|---|---|
Acid flask | 10g | 1 |
Bag of Marbles (100) | 8s | 1 |
Blanket | 2g | 2 |
Bottle | 1g | 1 |
Chest (holds 50 enc) | 22g | 25 |
Crowbar | 1g | 1 |
Disguise Kit | 25g | 4 |
Ear Trumpet | 15g | 1 |
Earplugs | 1s | - |
Fishhook | 1s | - |
Grappling Hook | 25g | 1 |
Hammer (small) | 2g | 1 |
Hand Drill | 10g | 1 |
Healer’s Kit | 10g | 1 |
Holy Water (1 pint) | 25g | 1 |
Ink (1 pint) | 7g | 1 |
Iron Spikes (6) | 1g | 1 |
Journal | 10g | 1 |
Lamp Oil (1 pint) | 3s | 1 |
Lantern | 10g | 1 |
Lock | 20g | 1 |
Lodestone | 10g | 1 |
Manacles | 2g | 1 |
Mirror (hand-sized, steel) | 5g | 1 |
Oil, Military (1 pint) | 2g | 1 |
Paper, 1 sheet | 1g | - |
Pickaxe | 4g | 2 |
Pole, 10ft | 1cp | 2 |
Quiver + ∞ Arrows | 10g | 1 |
Rations, Iron (one day) | 2s | 1 |
Rope, 50’ | 1g | 2 |
Scroll Case | 1g | 1 |
Shovel | 4g | 2 |
Soap | 1s | - |
Spellbook (blank) | 20g | 1 |
Stakes (6) | 3g | 1 |
String, 100ft | 2s | 1 |
Thieves’ Tools | 25g | 1 |
Tinderbox (flint & steel) | 8s | 1 |
Torches (2) | 1s | 1 |
Waterskin | 6s | 1 |
Whistle | 1g | - |
Adventuring equipment tends to be useful within the fiction rather than directly mechanically useful, especially as a part of plans in the core gameplay loop. Some examples:
- Ropes and spikes are great for climbing.
- 10ft Poles for triggering traps and generally poking things.
- Soap for lubricating things; less flammable than oil.
- Paper to make a map or write down strange markings.
- Marbles clog up traps, make enemies slip, make loud thunks, and roll on slopes.
- Acid for throwing or pouring into locks.
- Fishing rod (fishhook + string + pole) for fishing (hah) or trying to fetch things out of reach.
- Lodestones for grabbing distant keys, especially tied to fishing rods.
- Pickaxes, hammers, axes, crowbars, shovels, etc for dismanting.
- Glass vials for storing strange liquids or bugs.
- Mirrors for peering around corners.
- Flour for causing explosions and coating invisible targets.
Services
To pay a professional for a few hours of their time, divide their monthly wage by 40. For a day, divide their monthly wage by 20. For a month or more, pay for however many months you keep them on retainer.
For example, paying a guard to watch your rooms for 7 days might cost 10g (monthly wage for skilled labor) / 20 (for a day) * 7 (days) = 4g
.
Bribes to overlook a minor crime cost a day’s worth of the witness’ time. To overlook a major crime, a month. To overlook a capital crime, a year.
Magical Services
- Continual Light: 500g
- Cure Blindness: 1000g
- Cure Disease: 1000g
- Neutralize Poison: 1000g
- Raise Dead: 5500g
- Remove Curse: 2500g
- Speak with Dead: 500g+
- Tongues: 500g
- Stone to Flesh: 10000g
Henchmen
Henchmen are Characters for hire, and are built just like a PC. Henchmen demand a monthly wage based on their level (paid in advance; non-negotiable) and half a share (non-negotiable) of all treasure, and earn half share (non-negotiable) of the party’s XP.
Level | Wage | Level | Wage |
---|---|---|---|
1 | 25g | 6 | 800g |
2 | 50g | 7 | 1600g |
3 | 100g | 8 | 3000g |
4 | 200g | 9 | 7250g |
5 | 400g | 10 | 12000g |
Henchmen, especially higher level ones, are subject to their own market availability:
Level / Pop | 100k+ | 25k+ | 10k+ | 3k+ | 1k+ | 999- |
---|---|---|---|---|---|---|
1 | 5d10 |
2d6 |
1d4 |
1d2 |
65% | 20% |
2 | 3d10 |
2d4 |
1d3 |
1 | 40% | 15% |
3 | 1d10 |
1d3 |
85% | 33% | 15% | 5% |
4 | 1d6 |
1d2 |
45% | 15% | 5% | - |
Henchmen are ultimately NPCs and the GM has the final say on what they do. However, the player who hired the Henchman generally controls them.
A PC may each have one Henchman.
Magic Items
Magic Items are wonderous, expensive objects. Some magic items are unique, while provide flat numerical bonuses, or mimic spell effects.
The most common type of magic item is a +N
item, such as a “Dagger+1” or “Shield+2”.
For weapons, the number is added to attack rolls and damage rolls and Shock. Further, the weapon deals damage to enemies resistant to mundane damage, such as shadows.
For armor and shields, increase AC by the bonus. Do not decrease their encumbrance like in other games.
Potions
A Readied potion may be consumed as a Move Action. Typically potions mimic the effects of spells, but some have unique effects. Effects with durations last 1d6+6
Turns.
Scrolls
Spellcasting mages can read a scroll to activate its spell as a Main Action.
In order to safely cast a spell from a scroll, a Character needs to have a Magic of at least one less than the spell’s level. For example, to cast from a Scroll of Haste (a level 2 spell), the Character needs to have at least Magic:1.
If a Character doesn’t have a high enough Magic, they can attempt anyway. Roll a INT/Magic skill check, applying a -1 penalty per spell level. If it fails by 1 or 2, the spell fizzles and is wasted. If it fails by more than two, it goes off, but at the wrong target or with the wrong effect at the GM’s discretion. If the check succeeds, the spell goes off as intended.
For example, if a Character with Magic:0 tries to use a Scroll of Haste, they would need to roll a INT/Magic check with a -2 penalty. If their result is an 8 or 9, the spell harmlessly fizzles. If the result is a 7 or lower, they might accidentally Haste a foe!
If the Spell in a scroll has an effect dependent on caster level (like Arcane Spark), use twice the spell’s level minus one. For example, a first level spell scroll would use a caster level of 2 * 1 - 1 = 1
, and a 4th level spell scroll would use a caster level of 2 * 4 - 1 = 7
. This corresponds to the lowest level a High Mage has access to the spell.
Buying and Selling Magic Items
Magic Items can be sold, though they are subject Market Availbility. In order to estimate their price, decide which spell effect the item is most similar to, and note the spell level. If no such spell exists, try to guage which spell level it would be.
Then, consult the following chart to determine market value:
Effect Type | Price (g) |
---|---|
One Use Effect | 1,000 × level |
Charged Effect | 1,000 × level × charges |
Use 1/week | 3,000 × level |
Use 3/week | 4,000 × level |
Use 1/day | 5,000 × level |
Use 3/day | 6,000 × level |
Use 1/hour | 8,000 × level |
Use 1/3 turns | 12,500 × level |
Use 1/turn | 16,500 × level |
At-Will | 25,000 × level |
Always On… | |
…from effect ≥ 1 day | 7,500 × level |
…from effect ≥ 1 hour | 12,000 × level |
…from effect ≥ 3 turns | 19,000 × level |
…from effect ≥ 1 turn | 25,000 × level |
+1 (e.g. Sword+1 or Armor+1) | 10,000 |
+2 | 30,000 |
+3 | 70,000 |
Each settlement has some sort of magic item market, however sparse, based on the population of the settlement. The following table lists how many of each type of item are available for purchase. Regenerate monthly.
Item Type / Population | 100k+ | 25k+ | 10k+ | 3k+ | 1k+ | 999k- |
---|---|---|---|---|---|---|
Potion | 37 | 9 | 5 | 1 | 50% | 10% |
Ring | 9 | 2 | 1 | 30% | 10% | - |
Scroll | 53 | 13 | 7 | 2 | 70% | 20% |
Rod/Wand/Staff | 9 | 2 | 1 | 30% | 10% | - |
Miscellaneous Weapon | 9 | 2 | 1 | 30% | 10% | - |
Sword | 37 | 9 | 5 | 1 | 50% | 10% |
Miscellaneous Item | 9 | 2 | 1 | 30% | 10% | - |
Armor & Shield | 14 | 4 | 2 | 40% | 20% | 10% |
Each category corresponds to one of the OSE Generators, rerolling cursed items. For example, a City like Baklin, Jewel of the Seas with a population of 20,000 would have, on any given month, something like:
- Potion of Invisibility (1000g)
- Potion of Flying (2000g)
- Potion of ESP (1000g)
- Potion of Fire Resistance (2000g)
- Potion of Polymorph Self (4000g)
- Ring of Invisibility (16500g)
- Scroll [Dominate Sense] (1000g)
- Scroll [Haste] (2000g)
- Scroll [Augury] (3000g)
- Scroll [Suggestion] (2000g)
- Scroll [Dominate Person] (1000g)
- Scroll [Scry] (2000g)
- Scroll [Magic Bomb] (3000g)
- Rod of Cancellation (4000g)
- War Hammer +2 (30000g)
- Sword +3 (70000g)
- Sword +1 (10000g)
- Sword +1 [+3 vs Lycanthropes] (40000g)
- Sword +1 [+3 vs Undead] (40000g)
- Sword +1 [Light] (26500g)
- Shield +3 (70000g)
- Shield +1 (10000g)
Sentient Weapons
Some weapons are intelligent, and a subset of those are able to communicate. Weielders who offend their sentient weapons make a INT/Stab or Shoot check to force its obedience for the day. If the check is failed, the weapon is treated as totally nonmagical for the rest of the day.
Weapons able to speak aloud may speak at (in)opportune times, at GM discretion.