An adventurer is only AS good AS their equipment. Strong blades, sturdy armor, thick ropes, nutritious rations, and a host of other gear are necessary for a character to survive everything their adventures throw at them.
Starting Equipment #
Characters begin the game with all the Starting Equipment listed for their MO, Culture, and Background. This starting equipment typically includes a few coins. Characters can buy additional equipment from the lists here using those starting coins, or they can save them for the future.
Starting Equipment Option: Purchasing Gear #
The starting equipment listed for MOs, cultures, and backgrounds make it fast and easy to outfit a new character. If you prefer, and with the approval of the Adventure Guide, you may choose to buy your character’s equipment instead. Rather than beginning with the listed starting equipment, your character starts the game with 275 SP. Use those coins to purchase your character’s equipment from the lists found in this chapter.
Coins #
There are three types of coins used in Delvas: Copper Pieces (CP), Silver Pieces (SP), and Gold Pieces (GP). Silver Pieces are the most common coin, and the average laborer earns around 4 SP/day. The exchange rates for the coins are AS follows:
10 Copper Pieces = 1 Silver Piece
10 Silver Pieces = 1 Gold Piece
Weapons #
The weapon lists include the following information:
- Name: Weapon name.
- Cost: Weapon cost.
- PA: Primary Attribute added to the Action Score when performing an Attack Check with this weapon. Some weapons list more than one Attribute, in which case the attacker may choose which Primary Attribute to use when determining their Action Score.
- Attack: A modifier to the character’s Action Score (+# AS) or the Difficulty Score (+# DS) when making an Attack Check using this weapon. Weapons that increase the Difficulty Score for Attack Checks are difficult to wield properly.
- Parry: If a character wields a Rigid weapon and the Adventure Guide allows it, the player may choose to have their character Parry an Attack. Some weapons are especially well-suited for this purpose and add a Benefit to the character’s Body Defense when parrying. If the weapon provides a Benefit, the column will list +1. A dash in the Parry column means the weapon may be used to Parry but provides no additional Benefit. A listing of NA means the weapon may not be used to Parry. For more information on Parrying, see Chapter 6: Attributes.
- Effect: A modifier added to the Effect of a successful Attack Check made with this weapon.
- Properties: A list of the weapon’s special properties.
Note that the Attack and Defense scores listed in NPC statblocks already include the Benefits and Drawbacks of their weapons.
Weapon Properties #
Many weapons have special properties with distinct game effects.
- Ammunition (type): The weapon requires Ammunition of the type listed, such AS arrows or bullets.
- Dangerous: The weapon is especially difficult to wield. If the attacker suffers a Critical Failure on their Attack Check, the weapon injures the wielder, inflicting d6 Body Points of damage. Armor (Body) reduces the damage.
- Fragile: If the attacker suffers a Critical Failure on their Attack Check, the weapon breaks and is ruined.
- Grab: If the attacker wishes, they may perform a Grab Check with this weapon instead of an Attack Check.
- Hybrid: The weapon may be used AS a ranged weapon or AS a melee weapon.
- Light: The weapon may be used AS an off-hand weapon providing a +1 Benefit to the character’s Body Defense when parrying an Attack.
- Loading: Loading this weapon requires a Minor Action.
- Long: The weapon may be used to Attack Targets Across the Room, but it cannot be used to Attack foes at Reach.
- Non-Lethal: This is a Non-Lethal weapon. Wounds caused by this weapon do not trigger a Death Check.
- Piercing: The Effect of a successful Attack Check ignores 1 point of Armor (Body).
- Range: The weapon may be used for Ranged Attack Checks. The weapon’s short and Long ranges are listed, separated by a slash. The ranges are Reach (R), Across the Room (AR), Stone’s Throw (ST), or Bow Shot (BS). Add a +1 Drawback to the Difficulty Score for Attack Checks against targets closer than short Range or at Long Range. You may not use this weapon to make Ranged Attack Checks against opponents farther away than the listed Long Range. Unless this weapon also has the Hybrid property, it may not be used AS a melee weapon.
- Slow-Loading: Loading this weapon requires a Major Action, although no Action Check is required.
- Two-Handed: The weapon must be wielded with two hands.
- Versatile: The weapon may be used with a one-handed or Two-Handed grip when making melee Attack Checks. Add +1 to the Effect of successful Attack Checks when this weapon is used Two-Handed in melee.
Weapons List #
| Name | Cost | PA | Attack | Parry | Effect | Properties |
| Swords and Daggers | ||||||
| Dagger | 5 SP | Cor | – | – | – | Light, Range AR/ST, Hybrid |
| Shortsword | 6 SP | Cor | – | – | +1 | Light |
| Scimitar | 20 SP | Str | +1 AS | – | +1 | Light |
| Rapier | 100 SP | Cor | +2 AS | +1 | – | Light, Fragile |
| Longsword | 100 SP | Str/Cor | +1 AS | +1 | +1 | Versatile |
| Greatsword | 200 SP | Str | +1 DS | – | +3 | Two-Handed |
| Axes | ||||||
| Handaxe | 10 SP | Str/Cor | – | – | +1 | Light, Range AR/ST, Hybrid |
| Battleaxe | 100 SP | Str | +1 DS | – | +2 | Versatile |
| Greataxe | 150 SP | Str | +2 DS | – | +3 | Two-Handed |
| Clubs, Maces, and Flails | ||||||
| Club | 1 CP | Str | – | – | – | Light, Non-Lethal |
| Light hammer | 3 SP | Str | +1 AS | – | – | Light, Range AR/ST, Hybrid |
| Mace | 10 SP | Str | +1 AS | – | +1 | – |
| Quarterstaff | 1 SP | Str | +1 AS | +1 | – | Two-Handed, Non-Lethal |
| Flail | 50 SP | Cor | +2 DS | NA | +2 | Grab |
| Greatclub | 30 SP | Str | – | – | +2 | Two-Handed, Non-Lethal |
| Morningstar | 100 SP | Str | +1 AS | – | +2 | – |
| War hammer | 50 SP | Str | – | – | +2 | Versatile |
| Whip | 10 SP | Cor | +2 DS | NA | – | Long, Grab, Dangerous |
| Spears and Polearms | ||||||
| Spear | 3 SP | Str/Cor | – | – | – | Versatile, Range AR/ST, Hybrid |
| Trident | 50 SP | Cor | – | – | +1 | Versatile, Range AR/ST, Hybrid |
| Halberd | 40 SP | Str | – | NA | +2 | Long, Two-Handed |
| Lance (Long spear) | 6 SP | Str/Cor | – | NA | – | Long |
| Simple Ranged Weapons | ||||||
| Dart | 5 CP | Str/Cor | – | NA | +1 | Range AR/ST |
| Sling | 2 CP | Cor | – | NA | – | Ammunition (sling bullet), Loading, Range AR/ST |
| Shortbow | 10 SP | Cor | – | NA | +1 | Ammunition (arrow), Range AR/BS, Loading, Two-Handed |
| Crossbow, Light | 50 SP | Cor | +1 AS | NA | +2 | Ammunition (quarrel), Range AR/BS, Slow-Loading, Two-Handed, Piercing |
| Javelin | 8 SP | Str/Cor | – | NA | +1 | Range AR/BS |
| Marital Ranged Weapons | ||||||
| Blowgun | 10 SP | Cor | +1 DS | NA | – | Ammunition (blowgun needle), Range AR/ST, Loading |
| Crossbow, hand | 30 SP | Cor | +1 AS | NA | – | Ammunition (quarrel), Range AR/ST, Light, Loading |
| Longbow | 90 SP | Cor | – | NA | +1 | Ammunition (arrow), Range AR/BS, Loading, Two-Handed |
| Crossbow, heavy | 100 SP | Cor | +1 AS | NA | +2 | Ammunition (quarrel), Range AR/BS, Slow-Loading, two‐handed, Piercing |
| Net | 100 SP | Cor | – | NA | NA | Grab, Range R/AR, Hybrid |
| Ammunition and Accessories | ||||||
| Name | Cost | PA | Attack | Parry | Effect | Properties |
| Arrows (24) | 16 SP | – | – | NA | – | – |
| Blowgun needles (50) | 1 SP | – | – | NA | – | – |
| Quarrels (20) | 6 SP | – | – | NA | – | – |
| Sling bullets, lead (10) | 1 SP | – | – | NA | +1 | – |
| Sling bullets, stone (10) | 1 CP | – | – | NA | – | – |
| Quiver | 1 SP | – | – | NA | – | – |
| Scabbard, dagger | 5 SP | – | – | NA | – | – |
| Scabbard, sword | 10 SP | – | – | – | 1d4 | – |
Armor and Shields #
Armor and Shields reduce the Effect of successful Attack Checks. If a character is wielding a shield, the player may also choose to Block incoming attacks. For more information about Blocking, see Chapter 6: Attributes.
The armor and shield lists include the following information:
- Name: Armor name.
- Cost: Armor cost.
- Armor (Body): The amount by which the armor reduces the Effect of a successful Attack Check before reducing the character’s Body Points.
- Block: If a character is wielding or wearing this item and the Adventure Guide allows it, the player may choose to have their character Block incoming attacks. In addition, some shields are especially effective at Blocking and add a Benefit to the character’s Body Defense when the character Blocks. If the weapon provides a Block Benefit, the column will list +1. A dash means the character may block but receives no special Benefits. A listing of NA means the item may not be used to Block. For more information on Blocking, see Chapter 6: Attributes.
- Properties: A list of the armor’s special properties
Note that the Armor scores listed in NPC statblocks already include the benefits and disadvantages of their armor.
Armor Properties #
Armor and shields may have one or more of the following special properties.
- Hardened: Ignores the Piercing weapon property.
- Padded: If an enemy inflicts a Wound with a Non-Lethal weapon, the wearer may ignore the Wound.
- Parry: The character may use the armor to Parry to defend against attacks.
- Rigid: When worn, it applies a +1 Drawback to the Difficulty Scores for Action Checks using Coordination.
Armor Training #
Any character may wear any armor they choose. They receive all the listed benefits for that armor. If a character’s MO does not include training for the type of armor they are wearing, they suffer a Drawback to the Difficulty Scores for all Actions requiring movement, including Actions involving fine motor skills.
Armor List #
| Name | Cost | Armor | Block | Properties |
| Light Armor | ||||
| Leather | 60 SP | 1 (Body) | NA | – |
| Padded Gambeson | 100 SP | 1 (Body) | NA | Padded |
| Medium Armor | ||||
| Chain shirt (Haubergeon) | 150 SP | 2 (Body) | NA | – |
| Breastplate (Cuirass) | 200 SP | 2 (Body) | NA | Hardened |
| Half plate (Corselet) | 500 SP | 3 (Body) | – | Hardened, Rigid |
| Heavy Armor | ||||
| Padded Gambeson (Leather Fronted) | 500 SP | 3 (Body) | NA | Padded |
| Chain Hauberk | 300 SP | 3 (Body) | NA | – |
| Scale | 500 SP | 3 (Body) | NA | Hardened |
| Plate | 2500 SP | 4 (Body) | – | Hardened, Rigid |
| Shields | ||||
| Buckler | 10 SP | – | – | – |
| Medium Shield | 40 SP | – | +1 | – |
| Large Shield | 60 SP | 1 (Body) | +1 | – |
| Special | ||||
| Weighted Cape | 25 SP | – | NA | Parry |
Armor Descriptions #
Descriptions of the different types of armor.
Light Armor
Leather: A leather jacket or jerkin.
Padded Gambeson: A quilted jacket extending down to mid-thigh, and secured with heavy buckles. It is especially effective against Non-Lethal attacks.
Medium Armor
Chain Shirt (Haubergeon): A short-sleeved chain shirt that hangs down to just below the groin.
Breastplate (Cuirass): Plate armor vest that covers the torso. Includes a scalloped skirt that extend down to cover the groin and hips.
Half plate (Corselet): Like a cuirass, but it also covers the shoulders and arms. Includes plate gauntlets. A character wearing half plate may use Block to defend against attacks using their plate covered forearms.
Heavy Armor
Padded Gambeson (Leather Fronted): AS the s0tandard Padded Gambeson, but leather fronting over all surfaces adds an additional layer of Protection.
Chain Hauberk: A Long-sleeved, knee-length chain shirt.
Scale: Long-sleeved leather armor covered with interlocking metal scales, creating a look similar to that of an armored reptile. Extends down to just above the knees.
Plate: AS half-plate but also includes armor for the legs and feet. A character wearing plate may use Block to defend against attacks using their plate covered forearms.
Shields
Buckler: Small, Round shields worn on the upper arm and used to deflect incoming attacks. The Buckler allows the character to Block, but it doesn’t increase their Armor (Body) score or add a modifier to Body Defense.
Medium Shield: Medium shields are 2-3 feet wide and typically Round with a metal shield boss in the center. They do not increase the character’s Armor (Body) score, but they do provide a +1 Benefit to Body Defense if used to Block an Attack.
Large Shield: Large shields are AS wide AS a Medium Shield but they are nearly AS tall AS the wielder. This additional size adds +1 to Armor (Body) at all times and adds a +1 Benefit to Body Defense if used to Block an Attack.
Special
Weighted Cape: The character may use the cape in place of a Rigid weapon to Parry attacks.
Containers #
| Container | Cost | Capacity |
| Bottles, Cannisters, and Vials | ||
| Scroll case | 5 SP | 13″ x 4″ |
| Flask, tin | 3 SP | 10 oz. |
| Mug, wood | 6 CP | 16 oz. |
| Potion bottle, glass | 3 SP | .5-3 oz. |
| Potion bottle, metal | 3 SP | .5-3 oz. |
| Waterskin | 3 SP | 1 gallon |
| Chests | ||
| Chest, wooden (small) | 6 SP | 2 cubic feet |
| Chest, wooden (medium) | 14 SP | 7 cubic feet |
| Pouches and Packs | ||
| Backpack, canvas | 20 SP | 1 cubic foot, 30 pounds of gear |
| Backpack, leather | 60 SP | 1 cubic foot, 35 pounds of gear |
| Pouch | 3 SP | 1/5 cubic foot, 6 pounds of gear |
| Pouch, spell component | 10 SP | 1/5 cubic foot, 6 pounds of gear |
| Purse | 4 SP | 500 coins, 2 pounds of gear |
| Purse, wired | 10 SP | 500 coins, 2 pounds of gear |
| Sacks | ||
| Sack, canvas (small) | 2 SP | 1 cubic foot, 30 pounds of gear |
| Sack, canvas (medium) | 3 SP | 2 cubic feet, 60 pounds of gear |
| Sack, canvas (large) | 7 SP | 5 cubic feet, 150 pounds of gear |
Clothing #
| Item | Cost |
| Clothing | |
| Belt | 2 SP |
| Belt, spell component | 10 SP |
| Boots | 15 SP |
| Breeches | 15 SP |
| Breeches, leather | 20 SP |
| Cap | 3 SP |
| Cloak | 50 SP |
| Dress | 30 SP |
| Gloves | 2 SP |
| Hat | 10 SP |
| Hood | 5 SP |
| Hood, masked | 7 SP |
| Hose | 10 SP |
| Plague mask | 15 SP |
| Robe, hooded | 30 SP |
| Sandals | 2 SP |
| Shoes | 3 SP |
| Socks | 1 SP |
| Tunic, linen | 6 SP |
| Undergarments | 1 SP |
| Vestments | 25 SP |
Adventuring Gear #
| Item | Cost |
| Antitoxin (vial) | 50 SP |
| Bedroll | 24 SP |
| Bell (small) | 8 SP |
| Blanket | 22 SP |
| Caltrops (bag of 20) | 3 SP |
| Chain (10 feet) | 5 SP |
| Chalk (1 piece) | 1 CP |
| Compass | 100 SP |
| Dice | 3 CP |
| Grappling Hook | 20 SP |
| Holy symbol | 20 SP |
| Incense (1 block) | 1 SP |
| Ink (1 ounce bottle) | 2 SP |
| Mess kit, tin | 6 SP |
| Mirror, hand (metal) | 1 SP |
| Needle, sewing | 2 CP |
| Paper | 2 SP/sheet |
| Parchment | 1 SP/sheet |
| Pen, quill | 7 CP |
| Perfume (vial) | 20 SP |
| Pipe, clay | 2 CP |
| Pipe, wood | 1 SP |
| Piton (x5) | 3 SP |
| Playing cards | 18 SP |
| Poison, Fireblood (vial) | 100 SP |
| Pole (10 foot) | 1 CP |
| Potion of Heal Wound | 75 SP |
| Potion of Recovery | 15 SP |
| Ram, portable | 4 SP |
| Rope (50 feet) | 1 SP |
| Scale and weights, portable | 30 SP |
| Soap | 1 SP |
| Spectacles | 1250 SP |
| Spikes, iron (x10) | 3 SP |
| Spyglass | 2000 SP |
| String (250 feet) | 5 CP |
| Tent, canvas campaigning | 400 SP |
| Thread, spool | 5 CP |
| Tinderbox | 8 CP |
Adventuring Gear Descriptions #
Descriptions for adventuring gear with special properties.
Antitoxin (vial): Drinking a vial of Antitoxin cures a character of poisoning.
Caltrops (Bag of 20): Caltrops are small, pyramid shaped steel spikes. A single bag of Caltrops is enough to cover the width of a standard doorway or hallway. Anyone wishing to move through a space where Caltrops are spread must use a Major Action for their movement, otherwise they immediately suffer 1 point of damage not reduced by armor.
Grappling Hook: Allows the wielder to perform a Grab Check against a non-living target up to a Stone’s Throw away with a Difficulty Score of 3 to 5 depending on how difficult the Adventure Guide rules it is to hook the target. On a success, the hook is set and characters can safely climb the Rope. Rope not included.
Poison, Fireblood (vial): This is a single dose of Fireblood poison, enough to coat a single blade. For more information about Fireblood poison see Appendix C: Challenge Library.
Potion of Heal Wound (vial): Drinking this potion heals one Body Wound. Variations for Mind and Spirit are available at the same price.
Potion of Recovery (vial): Drinking this potion recovers all a character’s Body Points. Variations for Mind and Spirit are available at the same price.
Ram, portable: A portable ram is roughly the size of a large backpack when unassembled. Assembling the ram takes 5 minutes. Once assembled, up to three individuals may automatically Aid (no Action Check required) a character making a Strength Check to knock down a door or Barrier.
Rope: A well-secured Rope allows characters in non-stressful situations to automatically climb to the top of a Barrier. In stressful situations, the Presence of the Rope adds a +1 Benefit to Action Scores for Climbing Checks.
Spikes, iron: An iron spike hammered into the base or frame of a door adds a +1 Drawback to any efforts to smash the door down. Hammering at least five iron spikes into a surface the character wishes to climb adds a +1 Benefit to Action Scores for Climbing Checks.
Spyglass: A character using a Spyglass can see targets at Bow Shot Distance AS if they were Across the Room.
Instruments #
Lodging and Meals #
| Lodging and Meals | Cost |
| Meal, modest | 1 SP |
| Meal, comfortable | 5 SP |
| Meal, wealthy | 1 gp |
| Room, modest (common room) | 3 CP/night |
| Room, comfortable (shared room) | 1 SP/night |
| Room, wealthy (private room) | 1 gp/night |
| Stabling for horse (fodder included) | 2 SP/night |
| Beverages | Mug |
| Ale, common | 3 CP |
| Wine, common | 6 CP |
| Tea and Hot Drinks | Mug |
| Blackleaf Tea | 2 SP |
| Rations | Cost |
| Rations | 3 SP/day |
Light Sources #
| Item | Cost | Radius | Duration |
| Candle | 1 SP | Reach | 4 hours |
| Lantern | 5 SP | Across the Room | 1 hour/oz. |
| Lantern, bullseye (10 oz.) | 15 SP | See description | 1 hour/oz. |
| Lantern, hooded (10 oz.) | 10 SP | Across the Room | 1 hour/oz. |
| Lantern, sailor’s (5 oz.) | 15 SP | Across the Room | 1 hour/oz. |
| Oil (10 oz.) | 2 CP | – | – |
| Torch (5) | 1 CP | Across the Room | 2 hours |
Light Sources #
Light sources eliminate the condition of total darkness. Characters can see normally within the radius of the Light. They can see things dimly (+1 Difficulty Score for Action Checks if the target is dimly lit) up to one Distance increment further, but nothing beyond.
Light Sources Descriptions
Descriptions of Light sources with special properties.
Lantern, bullseye: A bullseye lantern only shines in one direction. The Light shines in a Cone out to a Stone’s Throw away with a width of Reach at the furthest point. Unlike other Light sources, it is not possible to see beyond the lantern’s Range of a Stone’s Throw.
Lantern hooded: This lantern has a shutter that can hide its Light.
Lantern, sailor’s: This lantern is water resistant, allowing it to remain lit if struck by waves, momentarily submerged, or used in heavy rain.
Books #
| Type | Cost | Notes |
| Book, rare subject | 400 SP | 300 pages |
| Book, uncommon subject | 200 SP | 300 pages |
| Book, common subject | 120 SP | 300 pages |
| Book, blank | 100 SP | 300 pages |
| Spellbook, blank | 600 SP | 300 pages |
Animals and Vehicles #
| Item | Cost |
| Domestic Animals | |
| Dog, hunting | 480 SP |
| Donkey | 100 SP |
| Pony | 100 SP |
| Horses | |
| Riding horse | 150 SP |
| Riding horse, knight’s | 1200 SP |
| Warhorse | 5000 SP |
| Saddles and Supplies | |
| Bit and bridle | 5 SP |
| Fodder (1 day) | 1 SP |
| Saddle, pack | 70 SP |
| Saddle, riding | 70 SP |
| Saddle, war | 100 SP |
| Saddlebags | 20 SP |
| Vehicles | |
| Cart, hand | 20 SP |
| Cart, horse | 50 SP |
| Wagon | 100 SP |
