Weapons, Armor, and Equipment

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Weapons

Melee Weapons

Name: Range: Dmg: Armor Pen: Type: Weapon Traits: Weapon Groups: Sockets: Price: Weight: Rarity:
Axe, Hand Str+2 yards 3 1 Rending Unwieldy, Light Light Blunt 2 15 Common
Axe, Throwing Str+4 yards 3 1 Rending Unwieldy, Ranged Light Blunt, Thrown 3 5 Common
Axe, War - 6 1 Rending Unbalanced Medium Blunt 4 40 Uncommon
Axe, Great War - 7 1 Rending Unwieldy, Two-Handed, Heavy Heavy Blunt 6 70 Scarce
Baton, Shock - 7 2 Impact/Energy Unwieldy, Light Light Blunt 2 300 Scarce
Bayonet - 3 1 Piercing Light, Unbalanced Light Blade 1 20 Uncommon
Brass Knuckles - +1 +0 Impact Light Unarmed 1 15 Common
Club - 3 0 Impact - Light Blunt 3 20 Common
Club, Great - 7 0 Impact Unwieldy, Heavy, Two-handed Heavy Blunt 6 35 Common
Chain, Light - 3 0 Impact Light, Trip, Unwieldy, Wrapping Chain, Mechanic 1 30 Uncommon
Chain, Weighted (kusari-fundo) Reach 4 0 Impact Light,Trip, Double-weapon, Wrapping Chain, Ninja 2 85 Scarce
Chain, Bladed Reach 4 1 Piercing Light, Trip, Unwieldy, Wrapping Chain, Ninja 2 100 Rare
Crowbar - 3 0 Impact - Mechanic 1 15 Common
Dagger or Combat Knife Str+2 yards 3 1 Piercing Light, Unbalanced Light Blade 2 10 Common
Flail - 4 1 Impact Unwieldy, Wrapping Chain 3 15 Common
Gauntlets - +1 0 Impact Light, Balanced Unarmed 3 (see armor) Common
Hammer, War - 6 0 Impact Unbalanced, Heavy, Deadly Heavy Blunt 5 35 Uncommon
Improvised, Light - 2 0 Impact Unwieldy Improvised 0 - Common
Improvised, Medium - 4 0 Impact Unwieldy Improvised 0 - Common
Improvised, Heavy - 5 0 Impact Unwieldy Improvised 0 - Common
Katar (Punching dagger or claws) - 4 2 Piercing Light, Disarming Ninja(Fist) 45
Knife Str+3 yards 3 1 Piercing Light, Unbalanced Light Blade, Thrown 1 10 Common
Knife/Star, Throwing Str+5 yards 2 2 Piercing Unbalanced, Ranged Light Blade, Thrown, NInja 1 10 Uncommon
Kukri Str+3 yards 4 1 Rending Light,Trip Ninja 3 40 Scarce
Kusari gama (sickle) - 5 1 Rending Light,Trip, Unbalanced, Double-weapon Ninja, Chain 3 135 Scarce
Kusari gama (chain) Reach 4 0 Impact Light,Trip, Unwieldy, Double-weapon, Wrapping Ninja, Chain 2 - Scarce
Mace, Light - 3 1 Impact Light Light Blunt 3 25 Common
Mace, Heavy - 6 1 Impact Unbalanced Medium Blunt 4 40 Uncommon
Hammer, Maul - 8 0 Impact Unbalanced, Heavy, Two-Handed, Deadly Heavy Blunt 6 225 Uncommon
Nunchaku (Nun-chucks) - 4 0 Impact Light, Wrapping Ninja 2 35 Scarce
Polearm, Glaive Reach*** 6 1 Rending Unbalanced, Two-handed Polearm 60 Uncommon
Polearm, Glaive, Short-Hafted Reach*** 6 1 Rending Exotic Polearm 5 120 Scarce
Polearm, Halberd Reach*** 5 2 Piercing Unbalanced, Two-handed Polearm 5 45 Common
Polearm, Trident Reach*** 4 2 Piercing Unbalanced, Two-Handed, Disarming Polearm 50 Uncommon
Polearm, Pike Reach +1*** 4 2 Piercing Unbalanced, Two-Handed Polearm 40 Uncommon
Sai Str+2 yards 4 0 Impact Balanced, Disarm, Light Ninja 2 50 Scarce
Scythe, Weighted - 5 1 Rending Unbalanced, Two-Handed, Trip Medium Blunt 6 30 Common
Scythe, War - 6 1 Rending Unbalanced, Heavy, Two-Handed, Trip Heavy Blunt 50 Uncommon
Shield, Buckler - 2 0 Impact Defensive 1, Special Light Blunt 2 20 Common
Shield, Large - 3 0 Impact Defensive 3 Medium Blunt 4 35 Common
Shield, Small - 2 0 Impact Defensive 2 Light Blunt 3 25 Common
Spear Reach 4 1 Piercing Light*, Unbalanced Polearm 4 35 Common
Spear, Throwing Str+10 yards 4 1 Piercing Unbalanced, Ranged Polearm, Thrown 2 15 Common
Sword, Claymore - 8 1 Rending Heavy, Two-Handed Heavy Blade 240
Sword, Long - 6 1 Rending Balanced Medium Blade 5 55 Uncommon
Sword, Rapier - 5 2 Piercing Balanced, Light* Medium Blade 4 50 Uncommon
Sword, Sabre or Scimitar - 5 0 Rending Balanced, Special Medium Blade 5 45 Uncommon
Sword, Short - 5 1 Rending Balanced, Light* Light Blade 4 35 Common
Sword, Two-handed (Bastard) - 7 1 Rending Unbalanced, Two-Handed, Special** Heavy Blade 6 135 Uncommon
Sword, Ninjato or Wakizashi - 5 2 Piercing Balanced, Light* Ninja 45 Scarce
Sword, Katana - 7 2 Rending Balanced, Two-handed, Special** Ninja, Heavy Blade 160 Rare
Staff - 4 0 Impact Balanced, Light Light Blunt 4 35 Common
Staff, Three-Section Reach 5 0 Impact Light, Double-weapon, Two-Handed, Wrapping Ninja, Chain, Light Blunt 4 80 Scarce
Unarmed strike - 1 0 Impact Unwieldy, Light, Non-Lethal Unarmed, Ninja 0 - Common
Whip, Bull Reach*** 1 0 Rending Light, Trip, Wrapping Light Whip 65 Uncommon
Whip, Knife Reach*** 2 1 Piercing Light, Trip, Wrapping Medium Whip 120 Scarce
Whip, Chain Reach*** 3 0 Rending Light, Trip, Wrapping Medium Whip 65 Uncommon
Whip, Heavy Bull Reach*** 3 0 Rending Trip, Wrapping Heavy Whip 60 Uncommon
Whip, Heavy Chain Reach*** 5 0 Rending Trip, Wrapping Heavy Whip 65 Uncommon
Wrench, Light - 3 0 Impact Light, Unbalanced Light Blunt, Mechanic 2 10 Common
Wrench, Heavy - 4 0 Impact Unbalanced Medium Blunt, Mechanic 3 10 Common
*May not be used in a grapple
** May be wielded in one hand with Exotic Weapon Training Talent
*** -1 Penalty to attacks against adjacent enemies.
**** - Weapon has special properties. See description
***** - Weapon deals

Mechanical Melee Weapons

Name: Range: Damage: AP: Type: Weapon Traits: Weapon Group Sockets Price: Weight: Rarity:
Gear Blade 2d10 3 Rending Balanced, Tearing (1), Clockwork Light Gear Blade Very Rare
Gear Sword - 2d10+2 3 Rending Balanced, Tearing (1), Clockwork Medium Gear Blade 6 500 Very Rare
Gear Axe - 2d10+3 2 Rending Unbalanced, Tearing (1), Clockwork Medium Blunt Gear 6 600 Very Rare
Gear Saw - 2d10 4 Rending Unbalanced, Tearing (1), Clockwork, Two-Handed Medium Gear Blade 7 400 Very Rare
Piston Hammer - 2d10+6 0 Impact Unwieldy, Heavy, Crushing (1), Clockwork Heavy Blunt Gear 6 500 Very Rare
Piston Spear Reach 2d10+1 4 Piercing Tearing (1), Clockwork, Two-Handed Gear Polearm 5 450 Very Rare

Ranged Weapons

Name: Range: RoF:

(2/3/5 Actions, 0/-1/-2 Penalty)

New Dmg: Armor Pen: Type: Clip: Reload: Qualities: Req'd Skill: Sockets: Price: Weight: Rarity:
Arc Gloves - S/-/- 6 2 Energy 3 8 act Light, Unbalanced, Recharge Melee 2 100 Uncommon
Arc Gloves, Mk. 2 (upgrade) 5 Yards S/-/- 6 2 Energy 3 8 act Light, Unbalanced, Recharge Melee/Small Arms 2 100 Scarce
Bolas Str+3 yards S/-/- - 0 Impact 1 - Trip, Exotic Archery 1 20 Uncommon
Bow, Long 50 yards S/-/- 4 1 Piercing 1 - Reliable, Two-handed Archery 4 50 Common
Bow, Short 30 yards S/-/- 3 1 Piercing 1 - Reliable, Two-handed Archery 3 30 Common
Bow, Upgrade, Compound - S/-/- STR+ 2 Piercing - - Upgrade (Long & Short bow) Archery - 80 Common
Cannon 50 yards -/S/- See Ammo See Ammo Impact 1 12 act Mounted, Splash (3) Heavy Weapons 4
Cannon, Rail 200 -/S/- 2d10+12 6 Ballistic 1 Mounted, Splash (3) Heavy Weapons Unique
Crossbow 20 yards S/-/- 3 1 Piercing 1 4 act Two-Handed Archery 3 35 Common
Crossbow, Hand 15 yards S/-/- 3 1 Piercing 1 3 act - Archery 2 20 Common
Crossbow, Heavy 30 S/-/- 4 1 Piercing 1 4 Two-Handed Archery 4 20 Common
Elektro Cannon 30 yards -/S/- 2d10+6 5 Energy 5 10 act Unreliable, Mounted Heavy Weapons 6 8750 Extremly Rare
Flare gun 10 yards S/-/- 4 2 Energy 1 6 act Inaccurate Small Arms 1 20 Average
Flintlock Pistol 15 yards S/-/- 6 1 Ballistic 1 6 act Unreliable, Inaccurate Small Arms 3 50 Plentiful
Flintlock Pistol, Double-barreled 15 yards S/2/- 6 1 Ballistic 2 8 act Inaccurate Small Arms 3 70 Plentiful
Gatling Gun (Minigun, Chaingun) 30 yards -/4/10 6 2 Ballistic 100 12 act Unreliable, Inaccurate, Mounted Heavy Weapons 5 8000 Unique
Grenade Launcher (attachment) 20 yards S/-/- See Ammo 0 See Ammo 1 4 act Inaccurate Heavy Weapons 0 125 Scarce
Grenade Launcher, Tactical 30 yards S/2/3 See Ammo 0 See Ammo 6 24 acts** Inaccurate Heavy Weapons 2 470 Very Rare
Machine Gun, Heavy 60 yards 2/4/8 12 4 Ballistic 80 8 Acts Inaccurate, Unreliable Heavy Weapons 6
Machine Gun, Light (M240) 40 yards 2/4/8 10 2 Ballistic 80 8 Acts Inaccurate, Unreliable Heavy Weapons 6
Pistol, Light (9MM) 15 yards S/2/- 8 1 Ballistic 8 3 Acts - Small Arms 3 350 Common
Pistol, Heavy (.45) 15 yards S/2/- 9 2 Ballistic 8 3 Acts - Small Arms 3 500 Common
Pistol, Revolver, Light 30 yards S/2/- 8 1 Ballistic 6 6 act** Reliable Small Arms 3 300 Uncommon
Pistol, Revolver, Light, Bladed 30 yards S/2/- 8 1 Ballistic 6 6 act** Exotic, Ranged: Reliable, Melee: Rending Small Arms/Melee 3 380 Rare
Pistol, Revolver, Heavy 30 yards S/2/- 9
Pistol, Revolver, Buttstock 50 yards S/2/- 8 1 Ballistic 6 6 act** Accurate, Reliable, Two-handed Small Arms 3 360 Scarce
Rifle, Assault (M16A2, AK-47) 80 yards S/3/6 10 2 Ballistic 15 3 acts Two-Handed Long Arms 6 2000 Very Rare
Rifle, Elektro Mark I 30 yards S/2/3 1d10+4 3 Energy 10 8 acts Two-Handed, Exotic Long Arms 5 1700 Extremely Rare
Rifle, Elektro Mark II 50 yards S/2/3 1d10+5 4 Energy 10 8 acts Two-Handed, Exotic Long Arms 5 2350 Extremely Rare
Rifle, Bolt Action 80 yards S/-/- 10 2 Ballistic 5 3 act Accurate, Reliable, Two-handed Long Arms 4 700 Average
Rifle, Lever action 30 yards S/-/2 8 1 Ballistic 5 6 act Reliable, Two-handed Small Arms 3 230 Common
Rifle, Lightning 80 yards S/-/- 1d10+7 5 Energy 6 10 act Accurate, Two-handed Long Arms 6 3500 Near Unique
Rifle, Rail (gauss) 400 yards -/S/- 2d10+10 8 Ballistic 4 6 Act Accurate, Two-Handed, Setup, Deadly Long Arms 6 10000 Near Unique
Rifle, Semi-auto (AR-15) 50 yards S/2/3 10 2 Ballistic 15 3 Act Accurate, Two-handed Long Arms 6 1200 Rare
Rifle, Sniper, Anti-material 200 yards S/-/- 14 4 Ballistic 4 4 act Accurate, Reliable, Two-handed, Setup, Deadly Long Arms 5 515 Very Rare
RPG Launcher 20 yards S/-/- See Ammo 0 Explosive 1 4 act Two-Handed, Inaccurate Heavy Weapons 2 200 Extremely Rare
Shotgun, Double-Barrel 10 yards S/2/- 6 1 Ballistic 2 6 act** Splash (1), Reliable Long Arms 4 100 Average
Shotgun, Pump Action 15 yards S/-/- 6 1 Ballistic 5 10 act** Splash (1) Long Arms 4 210 Average
Shotgun, Tactical 15 yards S/2/3 6 1 Ballistic 8 16 act** Splash (1) Long Arms 4 350 Rare
Sling Str+15 yards S/-/- Str+3 0 Impact 1 1 act - Archery 1 35 Plentiful
Sonic Blaster 10 yards S/-/- 5 2 Energy 10 3 acts Recharge Small Arms 4 1200 Average
Sub-Machine Gun 25 yards 3/5/7 7 2 Ballistic 30 3 Act Inaccurate, Two-Handed, Unreliable Small Arms 6 Very Rare
Sub-Machine Gun, Micro (Uzi) 15 yards 2/3/7 7 2 Ballistic 15 3 Act Inaccurate, Unreliable Small Arms 3 Rare
*See weapon description

** May load single round/bullet in number of actions equal to full reload speed divided by the number of rounds/bullets in clip

Ammunition Types

Name: Type: Damage: Pen: Description: Special Qualities: Price: Weight: Rarity:
Bullets Muzzle load weapons As weapon As weapon Normal rounds plus necessary gunpowder None 5 per 10 .01 lb Common
Cartridge Rounds Cartridge load weapons As weapon As weapon Normal rounds None 20 per 5 .01 lb Common
Cartridge Rounds, Rippers All Pistols, All Rifles, SMGs As weapon As weapon +3 Improve Armor Penetration Increase Penetration by 3,

weapon loses scatter quality

100 per 10 .01 lb Average
Cartridge Rounds, Hollow Point All Pistols, All Rifles, SMGs As weapon As weapon -1 Causes bleed on target Target takes 2 bleed damage for the next

2dT+1 rounds, weapon loses splash quality. Multiple shots do not stack.

150 per 10 .01 lb Average
Cartridge Rounds, Phospherous All Pistols, All Rifles, SMGs As weapon As weapon +1 Energy .01 lb Rare
Grenade, Fragmentation Grenade Launchers, Thrown 18/12 3 Splash damage Splash (3) 30 per 1 .10 lb Rare
Grenade, Concussion Grenade Launchers, Thrown 8 5 Stuns targets in affected area if it deals damage Splash (3), Targets lose 3dT+2 actions 15 per 1 .10 lb Rare
Grenade, EMP Grenade Launchers, Thrown - Targets caught in blast radius take resolve test vs 1d10+3 or have Extremely Rare
Grenade, Flash Grenade Launchers, Thrown - Blinds targets in affected area on failed defense Splash (6), Blind for 2dT+1 turns 15 per 1 .10 lb Scarce
Grenade, RPG RPG 20/13 4 Very Rare
Grenade, Smoke Grenade Launchers, Thrown - Scarce
Grenade, Tear Gas Grenade Launchers, Thrown - Scarce
Grenade, Thermite Grenade Launchers, Thrown 9 Superheats and burns through material Energy Damage Very Rare
Mine, Anti-personel Mine 5 Mine that blasts upward 3m Splash (2) Very Rare
Mine, Anti-personel, Claymore Mine 6 Blast of steel bearings out to 100m in 60 degree arc. Effective range: 33m - Very Rare
Mine, Anti-tank Mine 15 Mine that blasts upward 2m, only triggers for vehicles Splash (2) Extremely Rare
Shotgun Buckshot Shotguns 6 1 Ball pellets for Shotgun Splash (1) Average
Shotgun Slug Shotguns 8 2 Solid slug for shotgun No splash, +5 range Average
Shotgun Slug, Armor Piercing Shotguns 7 5 Arrow shaped armor piercing slug No splash, +5 range Rare
Shotgun Slug, AP Incendiary Shotguns 8 4 Armor piercing slug that contains and incendiary charge No splash, +5 range, energy Extremely Rare
Shotgun Slug, Incendiary Shotguns 7 2 Armor piercing slug that contains and incendiary charge No splash, +5 range, energy Very Rare
Poison, weak Poison 3 - Each round for the next 1d5+1 take an Athletics test with DC 5 after being poisoned. Failure means take damage no soak. 50 Scarce
Poison, moderate Poison 4 -
Poison, strong Poison 5 -
Poison, deadly Poison 6 -
Poison, lethal Poison 7 -

Weapon Traits

Weapon Trait: Description:
Accurate Gain a +2 to attack roll after taking an aim action (instead of normal +1). Additional Aim actions beyond the first provide the standard +1 additional bonus for total of +3.
Balanced Reroll 1dT on tests to parry with Weapon. Rerolls do not stack with other Balanced weapons.
Blast X Does 2/3rds damage in radius X
Crushing (#) Weapon deals # additional bleed damage for the next two turns after the attack hits.
Deadly These weapons do 1 additional damage per success over the oppenent's defense in addition to the normal damage the weapon would typicall do for successes.
Defensive X Reroll up to X dice on Block or Parry tests, -2 to attacks roll with weapon. Rerolls do not stack with other Defensive weapons
Double-weapon Both ends of this weapon are a weapon unto themselves. A character armed with such as weapon may use one end in either hand and is treated as being armed with two weapons.
Exotic This weapon requires special training in order to be used properly. Requires the "Exotic Weapon Training" talent to be use. Without this talent, all attacks are assessed at a -2 penalty
Grenade
Heavy May use Strength instead of Agility with Melee Skill for attacks with appropriate talent
Inaccurate Aim actions take one additional action to gain their bonus.
Launched
Less than Lethal (LTL) These weapons do 1 damage per 2 successes over the opponent's defense

instead of the normal +1 damage per success.

Light May be used in a grapple
Mounted Must be mounted to a fixed point or vehicle
Pistol
Ranged Intended to be used at range, -2 penalty to attack rolls in melee
Reliable Roll 2dT on quick-recover after a Jam
Recharge
Setup These weapons require proper setup for accuracy which takes 2 actions. Firing without setting up imposes a -2 penalty.
Splash (#) Half damage to # radius of squares around the location that was struck
Tearing (#) Weapon deals # additional bleed damage for the next two turns after the attack hits.
Trip Weapon may be used to make Trip attempts with +1 bonus
Two-Handed Must be used with two hands to be wielded effectively. Weilding in 1 hand incurs -1 penalty.
Unbalanced Imposes a -1 penalty to parrying with weapon
Unreliable May not quick-recover from a Jam
Unwieldy Imposes a -3 penalty to parrying with the weapon
Wrapping Weapon is able to bend around shields or other blocks. Reroll 1dT on attack rolls when being blocked. This weapon may also be used to make disarm attempts with a +1 bonus.

Damage Types

Damage Type Description:
Ballistic Weapons that deal ballistic damage double their armor penetration

against non-ballistic armors.

Energy Weapons that deal energy damage double their armor penetration

against non-insulated armors.

Explosive Weapons that deal explosive damage double their armor penetration

against non-blast shielded armors.

Impact These weapons do 1 damage per 2 successes over the opponent's defense

instead of the normal +1 damage per success.

Piercing
Rending

Weapon Upgrades

Weapon Quality

Quality: Rarity: Description:
-2 Weapon -2 Weapon is of poor quality. Reduce all damage dealt by 4.
-1 Weapon -1 Weapon is of poor quality. Reduce all damage dealt by 2.
0 As weapon Weapon is of standard make. This is default for all weapons.
1 Weapon grants user +1 reroll on all attack rolls made with the weapon.
2 Weapon grants user +1 reroll on all attack rolls made with the weapon and +1 damage on all hits.
3 Weapon grants user +2 rerolls on all attack rolls made with the weapon and +1 damage on all hits.
4 Weapon grants user +2 rerolls on all attack rolls made with the weapon and +2 damage on all hits.
5 Weapon grants user +3 rerolls on all attack rolls made with the weapon and +2 damage on all hits.
6 Weapon grants user +3 rerolls on all attack rolls made with the weapon and +3 damage on all hits.
7 Weapon grants user +4 rerolls on all attack rolls made with the weapon and +3 damage on all hits.
8 Weapon grants user +4 rerolls on all attack rolls made with the weapon and +4 damage on all hits.
9 Weapon grants user +5 rerolls on all attack rolls made with the weapon and +4 damage on all hits.
10 Weapon grants user +5 rerolls on all attack rolls made with the weapon and +5 damage on all hits.

Ranged Weapon Upgrades

Upgrade/Attachment Capable Weapons Slots Weight Price Rarity Description
ACOG sight Rifles 1 (sight) 1,000 Very Rare Advanced zoomed optical scope. Increases weapon's effective range by 25% and improves weapon quality by 2. Must be sighted to individual weapon. A weapon may only have 1 sight at a time.
Bayonette Rifles - Average
Extended Magazine All Magazine-fed weapons - Scarce Doubles a weapon's ammo capacity.

Melee Weapon Upgrades

Upgrade/Attachment Capable Weapons Slots Weight Price Rarity Description
Carbocerite blade All bladed weapons - 1/2 normal Weapon +3 The weapon is made from an advanced Carbon-Ceramic compound that is stronger and lighter than steel. The weapon increases armor penetration by 2, damage by 1, grants +1 reroll on all attacks, and gains the Tearing (1) quality. Additionally, as the weapon is non-metalic, it will not go off in metal detectors and grants +2 rerolls on any stealth checks to conceal the weapon from scanners. The weapon must be made from carbocerite at the time of it's creation. All carbocerite weapons automatically start at Quality 2; the bonuses have already been included.
Mono-edged All bladed weapons - - Rare Using precision lasers and advanced material design, the weapon edge has been sharpened to nearly a single molecule's width at it's edge. Increase armor penetration by 3 and damage by 2. The cost for this upgrade is seperate from the weapon's cost and may be applied after-the-fact.
Shock enhancement All metal weapons 2 +2 lbs Very Rare The weapon releases an electric shock when striking an opponent. The weapon deals 1d5 additional electric damage. Additionally, if the weapon deals damage (after DR), then the the receiver of the damage has to take a Resolve test with a DR equal to half the damage dealtl. If they fail the Resolve test, then they lose 1 action the next round. A standard shock enhancement upgrade can be used 5 times before it needs to be recharged. This upgrade may only be applied to melee weapons made of metal.

Armor

Name: Armor Points: Locations: Armor Group: Bulk: Casting DC Inc.: Sockets: Price: Weight: Rarity:
Banded Mail 7 Body Heavy, Archaic 4 3 1700 Scarce
Chainmail 5 Body Medium, Guard, Archaic 2 2 500 Scarce
Chainmail, Light 4 Body Light, Guard 1 1 250 Average
Cloak, Chain-lined 3 Cloak Medium, Modern 1 1 200 Average
Cloak, Reinforced 2 Cloak Light, Modern 0 0 90 Common
Coat, Mage's 4 Body Mage 1 0 500 Scarce
Coat, Military 3 Body Military 1 1 240 Scarce
Coat, Military, Armored 4 Body Military 2 1 500 Scarce
Corset, Leather 2 Body Light, Modern 0 2 70 Common
Corset, Studded 3 Body Light, Modern 0 2 150 Average
Curiass 6 Body Heavy, Archaic 3 3 700 Scarce
Curiass, Mage's 6 Body Mage 3 1 1400 Rare
Leather Jacket 2 Cloak Simple, Light 0 0 90 Common
Leather Jacket, Studded 3 Cloak Modern, Mechanic 0 2 200 Average
Leather Vest, Studded 3 Cloak Light, Modern, Mechanic 0 2 170 Average
Leather Vest* 2 Body Simple 0 0 80 Common
Plate Mail 8 Body Heavy, Archaic 4 3 2250 Scarce
Plate Mail, Full 10 Body Heavy, Archaic 5 4 5200 Rare
Shirt, Padded 1 Body Simple, Light 0 0 15 Plentiful
Splint Mail 6 Body Archaic 4 3 1250 Scarce
Trench Coat, Leather 2 Cloak Simple, Light, Modern 0 0 100 Common
Trench Coat, Leather, Studded 3 Cloak Medium, Modern 1 1 200 Average

Gear and Equipment

Item: Price: Description:
Backpack 5 A simple bag with straps for easy carrying. Can carry 5ft^3 of equipment
Bedroll 10 A simple sleeping mat that is easily rolled up and stored.
Blankets 3 Thick woolen blankets
Caltrops 5 Small sharp spiked stars that are painful to step on and will puncture most footware
Crowbar 15 A simple bent steel bar designed for prying open doors or
Disguise Kit (10 uses) 30
Fishing Rod 15
Flask 1
Goggles 15
Grappling Hook 5
Lantern 10
Lock 30
Lockpicking Tools 100
Kit, Alchemists, Portable 50 Allows for the preparation of materials and the brewing of potions while traveling assuming the user has access to a fire-pit or other reasonable heating source.
Kit, Climbing 50 A set that includes of 50ft of rope, climbing spikes, spiked bootstraps and other assorted climbing gear. While a character is climbing with a properly secured climbing kit they do not risk falling if they fail their Athletics (climbing) test.
Kit, Gun 20
Kit, First Aid (10 uses) 30 +2 rerolls on medicine tests to preform first aid
Kit, Mechanik 50 +2 Rerolls on mekaniks test
Magnifying Glass 3
Mechanik Oil 10
Mirror 5
Monocle 1
Musical Instrument 30
Pole, 10ft 5
Portable Timepeice 3
Rations, Trail (7 days) 20
Religious Icon 20
Rope, 50ft length 10
Sewing Needle 1
Signet Ring 5
Spectacles 3
Spellbook 50
Telescoping Lense 20
Tent 20
Torch 1
Vial 1 Holds 25ml
Waterskin/Wineskin 2 Holds the equivalent of 5 vials
Whetstone 2
Writing Kit 5