Generic Equipment#

Thisnpage containts setting-agnostic items available in most times and settings. GMs can adjust names and descriptions to better fit their setting’s flavor. Some items serve primarily narrative functions.


Clothing & Wearables#

Non-armor wearables offering utility, environmental protection, or convenience. These items do not provide a DEF bonus.

ItemNotes
Face WrapProtects against dust, sand, and mild airborne hazards.
Heavy CloakPartial protection from cold and rain. Covers equipped gear.
Rain PonchoKeeps the wearer dry. Covers equipped gear.
Reinforced BootsProvides improved footing on rough terrain.
Wide-Brim HatMinor protectiob from sun and light rain.
Work GlovesProtects hands during labor and rough handling.
Face Wrap

Face Wrap#

–Price — 0lbs

A length of cloth worn around the lower face and neck. Provides a +1 bonus against against dust, sand, smoke, and other mild airborne irritants. Can be pulled down when not needed.

Equip slot: Head

Heavy Cloak

Heavy Cloak#

–Price — 3lbs

A thick, full-length cloak made from heavy cloth, wool, or hide. Offers partial protection against cold and wet weather and can double as a makeshift blanket or ground cover in a pinch.

Equip slot: Neck or Back

Rain Poncho

Rain Poncho#

–Price — 1lb

A simple waterproof covering draped over the body to keep the wearer and their equipped gear dry in wet conditions. Lightweight and easy to stow.

Equip slot: Neck

Sturdy Boots

Reinforced Boots#

–Price — 2lbs

Well-made boots with reinforced soles and ankles. Provide a +1 bonus to movement actions on rough, uneven, or slippery terrain.

Equip slot: Legs/Feet

Wide-Brim Hat

Wide-Brim Hat#

–Price — 0lbs

A broad-brimmed hat offering shade from the sun and some protection from light rain. A simple but practical piece of headwear for long days outdoors.

Equip slot: Head

Work Gloves

Work Gloves#

–Price — 0lbs

Thick gloves made from leather or heavy cloth. Protect the hands from blisters, splinters, rough materials, and mild heat when handling tools, ropes, or debris.

Equip slot: Hands


Containers & Storage#

Items used to carry, organize, and protect gear.

ItemNotes
Backpack+20 max carry weight.
BarrelHolds up to 30 gallons of liquid or dry goods.
Chest, LockableBulky. Secure storage for valuables.
CrateGeneral purpose bulk storage.
Dry SackWaterproof bag for protecting contents from moisture.
Pouch Set, AmmoHolds ammunition for use during combat.
Pouch Set, SmallHolds small items for quick access.
Pouch Set, StandardHolds most handheld items for quick access.
Quiver / Bolt CaseHolds ranged weapon ammunition.
SaddlebagsPair of bags designed for a mount. +60 max carry weight for the mount.
SatchelA mid-sized bag for documents or light supplies.
Backpack

Backpack#

–Price — 3lbs

A sturdy framed pack worn on the back with shoulder straps. Increases the wearer’s max carry weight by 20lbs. Stoted items can be retrieved for 4 AP.

Equip slot: Back

Barrel

Barrel#

–Price — 15lbs — Bulky

A wooden or composite barrel capable of holding up to 30 gallons of liquid or an equivalent volume of dry goods. Weight listed is empty.

Chest, Lockable

Chest, Lockable#

–Price — 20lbs — Bulky

A reinforced box with a built-in lock mechanism. Suitable for securing valuables during travel or storage. Weight listed is empty. Lock quality varies.

Crate

Crate#

–Price — 10lbs — Bulky

A basic wooden crate for transporting and storing bulk goods. Weight listed is empty.

Dry Sack

Dry Sack#

–Price — 1lb

A treated waterproof bag used to protect contents from rain, submersion, and moisture. Can be stuffed inside a backpack or carried on its own.

Pouch Sets

Pouch Set, Ammo#

–Price — 1lbs

A set of pouches designed for holding various forms of ammunition. Holds a max of three ammo die worth of ammunition. Allows weapons to be reloaded normally, whether using ballistic ammunition, batteries, or another form or ammo, without requiring additional AP to retrieve ammo. Pouch sets can share a body slot with one other equipped item, provided that item is not another pouch set.

Equip slot: Chest, Belt, or Legs

Pouch Set, Small#

–Price — 1lb

A set of small pouches that allows quick access to small weightless items such as coins, keys, herbs, or medical supplies. Can store up to 8 weightless items, allowing them to be equipped to the same body slot. Stored items can be retrieved for 1 AP. Pouch sets can share a body slot with one other equipped item, provided that item is not another pouch set.

Equip slot: Chest, Belt, or Legs

Pouch Set, standard#

–Price — 1lbs

A standard set of medium pouches that allows quick access to most small items. Can store up to four handheld-sized items, each weighing no more than 5lbs. Stored items can be retrived for 1 AP. Pouch sets can share a body slot with one other equipped item, provided that item is not another pouch set.

Equip slot: Chest, Belt, or Legs

Quiver / Bolt Case

Quiver / Bolt Case#

–Price — 1lb

A container designed to hold arrows, bolts, or similar ranged weapon projectiles for use during combat. Holds a max of three ammo die.

Equip slot: Back or Belt

Saddlebags

Saddlebags#

–Price — 5lbs

A pair of bags designed to hang across a mount’s back. Increases the mount’s max carry weight by 60lbs. Not wearable by a character. Stored items can be retrieved for 4 AP.

Satchel

Satchel#

–Price — 1lb

A mid-sized shoulder bag suitable for carrying documents, books, or a modest amount of supplies. Keeps contents more organized and accessible than a backpack, allowing them to be retrieved for 2 AP rather than 4.

Equip slot: Chest or Belt


Light Sources#

Portable sources of illumination. Unless noted otherwise, light sources illuminate a 20ft radius of bright light and an additional 20ft of dim light beyond that.

ItemNotes
Candle8hr burn. 5ft bright light, 10ft dim light.
Fuel / Oil FlaskRefuels a lantern for 4hrs. Flammable.
Oil Lantern4hrs per fuel flask. Can be hooded. 30ft bright, 30ft dim.
Torch1hr burn. Single use.
Candle

Candle#

–Price — 0lbs

A simple wax candle. Burns for approximately 8 hours and provides 5ft of bright light and an additional 10ft of dim light. Fragile and easily extinguished by wind.

Fuel / Oil Flask

Fuel / Oil Flask#

–Price — 0lb

A small, sealed flask of lamp oil or equivalent fuel. Provides 4 hours of burn time for an oil lantern. Can also be used as an improvised incendiary — if ignited and thrown, it splashes flaming oil that causes 1d8 burn damage to a single 5ft target and ignites flamable materials.

Oil Lantern

Oil Lantern#

–Price — 2lbs

A portable lantern that burns fuel oil. Provides 30ft of bright light and an additional 30ft of dim light. Burns for 4 hours per fuel flask. Can be hooded as a free action to reduce light to 5ft dim, or shuttered completely.

Torch

Torch#

–Price — 1lb

A wooden shaft wrapped in oil-soaked cloth. Burns for approximately 1 hour, providing a standard 20ft bright / 20ft dim light radius. Single use. Can be used as an improvised medium melee weapon, dealing physical and burn damage.


Medical Supplies#

Consumable medical items for field treatment, injury response, and condition management. Setting modules introduce more advanced medical options.

ItemNotes
Antiseptic PoulticePrevents infection and aids wound recovery.
AntitoxinRemoves or reduces toxin-based conditions.
Bandages, LargeCloses and covers major wounds.
Bandages, SmallCloses and covers minor wounds.
Restorative TonicHeals 1 VIT or attribute damage.
Splint MaterialsStabilizes broken or fractured limbs.
Antiseptic Poultice

Antiseptic Poultice#

–Price — 0lbs

A prepared mixture of medicinal herbs, alcohol, or other cleansing agents applied to wounds to prevent infection and promote healing. Application costs 2 AP. Grants an advantage on FORT checks made against infection of a wound for 24hrs. Application amounts vary, but a container typically has 1d12 supply.

Antitoxin

Antitoxin#

–Price — 0lbs

A prepared oral remedy that counteracts common poisons and toxins. If administered within 1 hour of exposure, removes toxin-based wounds and conditions in 1d4 rounds. Application costs 2 AP.

Bandages

Bandages, Large#

–Price — 0lbs

Clean cloth strips to be used to remove the bleeding condition while dressing one major puncture or laceration. Can be divided into two small bandages.

This is a single use item that can be used in place of a med kit, see the wounds section for more details on dressing wounds. Single use medical items do not gain character feature bonuses that would otherwise be gained while using the med kit.

Bandages, Small#

–Price — 0lbs

Clean cloth strips to be used to remove the bleeding condition while dressing one minor puncture or laceration.

This is a single use item that can be used in place of a med kit, see the wounds section for more details on dressing wounds. Single use medical items do not gain character feature bonuses that would otherwise be gained while using the med kit.

Restorative Tonic

Restorative Tonic#

–Price — 0lbs

A potent restorative mixture, consumed orally in a single serving. Heals 1 VIT or attribute damage in 1d4 rounds. Does not remove wounds or conditions. Costs 2 AP to administer.

Splint Materials

Splint Materials#

–Price — 1lb

Rigid strips of wood, metal, or bone along with binding wraps. Used to immobilize and stabilize one broken or fractured limb, preventing further injury during travel.

This is a single use item that can be used in place of a med kit, see the wounds section for more details on dressing wounds. Single use medical items do not gain character feature bonuses that would otherwise be gained while using the med kit.


Survival Equipment#

Gear for enduring hostile environments, sustaining life in the field, and navigating the wilderness.

ItemNotes
BedrollBasic sleeping gear. Packs down for travel.
CompassAids in maintaining direction of travel.
Field RationOne day of food for one person.
Fire-StarterFlint & steel or equivalent. Reliably starts fires.
Rope, 50ftGeneral purpose rope. Supports up to 500lbs.
Signal MirrorReflects light to signal over long distances in daylight.
Signal WhistleAudible up to half a mile in open terrain.
Tent, 2-PersonBasic shelter for two.
Tent, 4-PersonBulky. Shelter for four with room for gear.
Waterskin / CanteenCarries up to half a gallon of liquid.
Bedroll

Bedroll#

–Price — 3lbs

A simple rolled sleeping pad and blanket. Provides basic comfort and insulation from the ground for rest in the field. Packs down to a manageable bundle for travel.

Compass / Navigational Tool

Compass / Navigational Tool#

–Price — 0lbs

A small handheld instrument used to determine direction. The specific form varies by setting — magnetic compass, sun compass, astrolabe, or similar. Grants advantage on navigation-related checks when applicable.

Field Ration

Field Ration#

–Price — 1lb

A preserved, ready-to-eat portion of food providing one day of sustenance for one person. The form varies by setting — dried meat and hardtack, trail mix and jerky, sealed ration paste, or similar. Not known for its flavor.

Fire-Startee

Fire-Starter#

–Price — 0lb

A common item for reliably starting a fire, varies by setting. Typically includes flint and steel with tinder material, a box of matches, or a lighter. Comes with 1d12 supply. Starting a fire or lighting a wick in favorable conditions is a simple action. Adverse conditions (wind, rain, wet fuel) may require a check at the GM’s discretion.

Rope, 50ft

Rope, 50ft#

–Price — 5lbs

A 50ft length of sturdy rope made from hemp, silk, or synthetic fiber depending on the setting. Supports up to 500lbs of weight. Useful for climbing, binding, towing, rigging, and countless other purposes.

Signal Mirror

Signal Mirror#

–Price — 0lbs

A small polished mirror or reflective surface used to signal over long distances by reflecting sunlight. Effective range depends on conditions but can reach several miles in clear weather during daylight.

Signal Whistle

Signal Whistle#

–Price — 0lbs

A small, high-pitched whistle audible up to approximately half a mile in open terrain. Used to signal allies, call for help, or coordinate movement over moderate distances.

Tent, 2-Person

Tent, 2-Person#

–Price — 5lbs

A basic portable shelter that sleeps two. Provides protection from wind, rain, and mild weather. Takes approximately five minutes to set up or break down.

Tent, 4-Person

Tent, 4-Person#

–Price — 12lbs — Bulky

A larger portable shelter that sleeps four with room for some gear. Provides protection from wind, rain, and mild weather. Takes approximately ten minutes to set up or break down.

Waterskin / Canteen

Waterskin / Canteen#

–Price — 2lbs (full)

A portable container holding up to half a gallon of water or other liquid. Weight listed is when full. Essential for travel in any environment where clean water isn’t readily available.


Tools & Utility Gear#

General purpose tools and equipment for problem-solving in the field. For task-specific tool collections, see Tool Kits.

ItemNotes
Chain, 10ftHeavy duty restraint and utility chain.
Chalk / Charcoal SticksFor marking surfaces, writing, and sketching.
Grappling HookAttaches to rope. Throwable [30ft].
Ink & Writing InstrumentFor writing on parchment, paper, or similar surfaces.
Long Crowbar+2 bonus to STR checks for prying and leverage.
Manacles / RestraintsMetal restraints for binding a creature’s wrists.
Parchment / Paper Sheets (5)Writing surfaces. Pack of five sheets.
Pitons / Climbing Spikes (6)Metal spikes hammered into surfaces for climbing.
Sewing KitNeedle, thread, and patches for basic repairs to fabric and leather.
ShovelFor digging.
WhetstoneSharpens and maintains edged weapons.
Chain, 10ft

Chain, 10ft#

–Price — 5lbs

A 10ft length of heavy metal chain. Can be used for restraining, securing loads, improvised climbing, or as a makeshift weapon at the GM’s discretion. Significantly harder to cut than rope.

Chalk / Charcoal Sticks

Chalk / Charcoal Sticks#

–Price — 0lbs

A small bundle of chalk or charcoal sticks. Useful for marking surfaces, leaving messages, mapping, and sketching. Marks are temporary and can be washed away or smudged.

Grappling Hook

Grappling Hook#

–Price — 2lbs — Throwable [30ft]

A multi-pronged metal hook designed to be attached to the end of a rope and thrown to catch on ledges, beams, or other anchor points. Throwing and securing the hook may require a DEX check depending on the target surface.

Ink & Writing Instrument

Ink & Writing Instrument#

–Price — 0lbs

A small pot of ink and a quill, brush, stylus, or a pen appropriate to the setting. Enough ink for approximately 50 pages of writing.

Long Crowbar

Long Crowbar#

–Price — 3lbs, Bulky

A three foot long metal bar with a flat hooked end, designed for prying. Grants a +2 bonus to STR checks when used for leverage, such as forcing open doors, lids, or jammed mechanisms. Can be usesd as an improvised physical medium melee weapon.

Manacles / Restraints

Manacles / Restraints#

–Price — 1lbs

A pair of metal wrist restraints connected by a short chain. Escaping requires a successful DEX check (target set by the GM based on quality) or a key. Breaking free requires a STR check against a high target.

Parchment / Paper Sheets (5)

Parchment / Paper Sheets (5)#

–Price — 0lbs

A pack of five sheets of parchment, paper, or equivalent writing surface appropriate to the setting.

Pitons / Climbing Spikes (6)

Pitons / Climbing Spikes (6)#

–Price — 1lb

A set of six metal spikes designed to be hammered into rock, wood, or ice to create anchor points for climbing ropes. Requires a hammer or similar tool to drive in.

Sewing Kit

Sewing Kit#

–Price — 0lbs

A small pouch containing needles, thread, and a few patches of cloth and leather. Sufficient for basic repairs to clothing, bags, tents, and similar fabric or leather items.

Shovel

Shovel#

–Price — 3lbs, Bulky

A shoet handled, sturdy shovel suitable for digging trenches, graves, fire pits, and unearthing buried objects. Can be used as an improvised physical two-handed medium melee weapon.

Whetstone

Whetstone#

–Price — 0lbs

A flat abrasive stone used to sharpen and maintain the edges of bladed weapons and tools. Regular use keeps equipment in working order.


Trade Goods & Miscellaneous#

Common items that are useful in the field and frequently traded. Many of these serve double duty as practical tools and barter goods.

ItemNotes
Animal Feed (1 day)One day of feed for one mount or pack animal.
Ball of Twine / String100ft of light cord.
Blank Book / JournalBound book with approximately 100 blank pages.
Block of SoapCleaning agent. Multiple uses per block.
Common Alcohol, FlaskCheap liquor. Also useful as a disinfectant and solvent.
Bag of SaltPreserves food, seasons meals, and has various utility uses.
Iron Spikes (10)For securing things that need nailing down.
Small BellA tiny bell useful as a simple alarm or signal device.
Candle Wax BlockWaterproofing, sealing, and lubricating.
Coil of Wire25ft of thin metal wire for snares, repairs, and binding.
Wooden Stakes (6)Sharpened wooden stakes for tents, traps, or other uses.
Animal Feed (1 day)

Animal Feed (1 day)#

–Price — 5lbs

One day’s worth of grain, hay, or mixed feed for a single mount or pack animal. Animals can forage in the wild at the GM’s discretion, but carrying feed ensures reliable nutrition during long travel or in barren environments.

Ball of Twine / String

Ball of Twine / String#

–Price — 1lbs

A 100ft ball of lightweight twine or string. Useful for tying small items, marking a trail, setting simple snares, bundling goods, and many other minor tasks. Not strong enough to support a character’s weight, and is easily cut with a sharp object.

Blank Book / Journal

Blank Book / Journal#

–Price — 1lb

A bound book with approximately 100 blank pages. Suitable for journals, field notes, sketches, maps, ledgers, or records.

Block of Soap

Block of Soap#

–Price — 0lbs

A block of basic soap. Good for multiple uses. Useful for cleaning, removing grime, and general hygiene. Can also be used to lubricate mechanisms or create slippery surfaces in a pinch.

Common Alcohol, Flask

Common Alcohol, Flask#

–Price — 1lb

A flask of cheap, strong liquor. Drinkable, if barely. Also useful as a disinfectant for wounds, a solvent for cleaning, and fuel for small fires.

Bag of Salt

Bag of Salt#

–Price — 1lb

A small bag of salt. Essential for preserving meat and fish, seasoning food, and a variety of practical uses including de-icing, cleaning, and some folk remedies.

Iron Spikes (10)

Iron Spikes (10)#

–Price — 2lbs

A set of ten sturdy iron spikes. Commonly used to jam doors shut (or open), mark locations, repair structures, and create improvised anchor points. Requires a hammer or heavy object to drive in.

Small Bell

Small Bell#

–Price — 0lbs

A tiny metal bell with a clear ring. Can be attached to a tripwire, door, bag, or animal as a simple alarm. Also useful for signaling in close quarters.

Candle Wax Block

Candle Wax Block#

–Price — 0lbs

A block of wax useful for waterproofing thread and fabric, sealing letters and containers, lubricating mechanisms, and making improvised candles.

Coil of Wire

Coil of Wire#

–Price — 1lb

A 25ft coil of thin but sturdy metal wire. Useful for constructing snares, making small repairs, binding objects, and improvised tripwires.

Wooden Stakes (6)

Wooden Stakes (6)#

–Price — 1lb

A bundle of six sharpened wooden stakes. Used for pitching tents, marking positions, constructing simple traps, or any other purpose requiring a pointed spike that doesn’t need to be metal.