Rules / Gear & Supply / Money, Bulk & Item Damage
Money, Bulk & Item Damage
Coins & Currency
You can sometimes barter valuables, but coin is the most versatile way to trade. The standard coin is the silver piece (sp), a set weight of silver accepted by any merchant. There are three other common coins, each also of a set weight and value:
- Copper piece (cp): one tenth of a silver piece.
- Gold piece (gp): 10 sp (100 cp); often used for magic items and other expensive purchases.
- Platinum piece (pp): 10 gp (100 sp, 1,000 cp); used by nobles to show wealth, for very expensive purchases, or to carry large sums easily.
Characters start with 15 gp (150 sp) to spend on common items. Items of uncommon rarity can be bought only with special access from a choice made at character creation, or with the GM's permission. After that, there are three main ways to get new gear: find it on an adventure, make it with the Crafting skill, or buy it from a merchant.
Prices follow a silver-based economy. Prices for higher-level items are TBD: the GM sets them.
Carrying Capacity
How much your gear slows you down depends on its Bulk, which accounts for both weight and awkwardness. Each item's Bulk is a number, L (light) or — (negligible).
- Light items: every 10 light items count as 1 Bulk, and fractions are dropped (10 light items are 1 Bulk, and so are 19).
- Negligible items count only if the GM decides you're carrying an unreasonable number of them.
- Add up the Bulk of everything you wear and carry for your total.
- Lightweight trait: an item with it weighs half as much as the same item of ordinary materials, to a minimum of negligible.
- Estimating Bulk: as a rule of thumb, something of about 5–10 lb is 1 Bulk, something of a few ounces is negligible, and anything between is light. An awkward or unwieldy item may have more Bulk.
Bulk Limits & Encumbered
You can carry up to 5 + Might Bulk without difficulty. Carrying more makes you Encumbered until you're back at or under that limit. You can never hold or carry more than 10 + Might Bulk.
Encumbered: every foot you move costs 2 feet of Speed, and you take 1 level of Disadvantage on Might- and Reflex-based checks and saves (which includes Parry and Dodge; this replaces the old "lose your Dexterity bonus to Defense").
Bulk of Creatures
You may need a creature's Bulk, for instance to carry someone off the battlefield. The GM may adjust these:
| Size | Bulk |
|---|---|
| Tiny | 1 |
| Small | 3 |
| Medium | 6 |
| Large | 12 |
| Huge | 24 |
| Gargantuan | 48 |
Bulk for Different Sizes
Large and bigger creatures are less burdened by bulky things; Tiny ones are overburdened sooner. A Large creature treats 10 items of 1 Bulk as 1 Bulk, a Huge creature treats 10 items of 2 Bulk as 1 Bulk, and so on. Negligible works the same way: a Huge creature treats 1-Bulk items as negligible, so it can carry any number of them. A Tiny creature treats 10 negligible items as 1 Bulk and treats nothing as negligible.
| Creature size | Bulk limit | Treats as light | Treats as negligible |
|---|---|---|---|
| Tiny | Half | — | Nothing |
| Small or Medium | Standard | L | — |
| Large | ×2 | 1 Bulk | L |
| Huge | ×4 | 2 Bulk | 1 Bulk |
| Gargantuan | ×8 | 4 Bulk | 2 Bulk |
Items of Different Sizes
Creatures other than Small or Medium need gear sized for them, with different Bulk and sometimes a different price.
| Creature size | Price | Bulk | Light becomes | Negligible becomes |
|---|---|---|---|---|
| Tiny | Standard | Half (an item that would drop below 1 becomes light) | — | — |
| Small or Medium | Standard | Standard | L | — |
| Large | ×2 | ×2 | 1 Bulk | L |
| Huge | ×4 | ×4 | 2 Bulk | 1 Bulk |
| Gargantuan | ×8 | ×8 | 4 Bulk | 2 Bulk |
Dragging
Something you drag counts as half its Bulk. You can usually drag one thing at a time, with both hands, slowly (about 50 feet per minute unless you have some way to go faster). Use the total Bulk of what you drag: for a laden sack, the sum of everything in it.
Item Damage
Every item has a Hardness: reduce each instance of damage the item takes by it, and the rest comes off its Durability. Normally an item takes damage only when a creature attacks it directly (doors and traps are common targets).
- An item is Broken when its Durability is at or below its Broken Threshold (BT), and destroyed at 0 Durability.
- A broken item stays broken until it is Repaired above its Broken Threshold.
- Anything that automatically breaks an item drops its Durability to its Broken Threshold at once, if it had more.
- An item with no Broken Threshold works the same while broken, but is still destroyed at 0.
- Hardness, Durability and BT usually come from the item's material (below).
| Material | Hardness | Durability | BT | Examples |
|---|---|---|---|---|
| Paper | 0 | 1 | — | Book pages, scrolls |
| Thin cloth | 0 | 1 | — | Silk, undershirts |
| Thin glass | 0 | 1 | — | Bottles, spectacles, window panes |
| Cloth | 1 | 4 | 2 | Cloth armor, sacks, tents |
| Glass | 1 | 4 | 2 | Glass blocks, heavy vases |
| Glass structure | 2 | 8 | 4 | Glass block wall (per 1 ft section) |
| Thin leather | 2 | 8 | 4 | Backpacks, pouches, whips |
| Thin rope | 2 | 8 | 4 | Adventuring rope |
| Thin wood | 3 | 12 | 6 | Chairs, clubs, wooden shields |
| Leather | 4 | 16 | 8 | Leather armor, saddles |
| Rope | 4 | 16 | 8 | Ship rigging |
| Thin stone | 4 | 16 | 8 | Slate tiles, cladding |
| Thin iron or steel | 5 | 20 | 10 | Chains, steel shields, swords |
| Wood | 5 | 20 | 10 | Chests, simple doors, tree trunks |
| Stone | 7 | 28 | 14 | Paving stones, statues |
| Iron or steel | 9 | 36 | 18 | Anvils, metal armor, stoves |
| Wooden structure | 10 | 40 | 20 | Reinforced doors, wooden walls (per 1 ft section) |
| Stone structure | 14 | 56 | 28 | Stone walls (per 1 ft section) |
| Iron or steel structure | 18 | 72 | 36 | Iron plate walls (per 1 ft section) |
Structures (walls) have that Durability per 1 ft × 1 ft section.
| Broken item | Effect |
|---|---|
| Melee weapons | Less accurate: 1 level of Disadvantage on attacks. |
| Firearms, missile weapons (pistols, rifles, bows) | Less accurate and more likely to fail: 1 level of Disadvantage on attacks, and normal and maximum ranges are halved. |
| Armor | Soak is halved (rounded down). |
| Tools and equipment | 1 level of Disadvantage on any check they're used for. |