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COWBOYS & VIKINGSCompendium of the Wild Wastes

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:

SizeBulk
Tiny1
Small3
Medium6
Large12
Huge24
Gargantuan48

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 sizeBulk limitTreats as lightTreats as negligible
TinyHalf—Nothing
Small or MediumStandardL—
Large×21 BulkL
Huge×42 Bulk1 Bulk
Gargantuan×84 Bulk2 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 sizePriceBulkLight becomesNegligible becomes
TinyStandardHalf (an item that would drop below 1 becomes light)——
Small or MediumStandardStandardL—
Large×2×21 BulkL
Huge×4×42 Bulk1 Bulk
Gargantuan×8×84 Bulk2 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).
MaterialHardnessDurabilityBTExamples
Paper01—Book pages, scrolls
Thin cloth01—Silk, undershirts
Thin glass01—Bottles, spectacles, window panes
Cloth142Cloth armor, sacks, tents
Glass142Glass blocks, heavy vases
Glass structure284Glass block wall (per 1 ft section)
Thin leather284Backpacks, pouches, whips
Thin rope284Adventuring rope
Thin wood3126Chairs, clubs, wooden shields
Leather4168Leather armor, saddles
Rope4168Ship rigging
Thin stone4168Slate tiles, cladding
Thin iron or steel52010Chains, steel shields, swords
Wood52010Chests, simple doors, tree trunks
Stone72814Paving stones, statues
Iron or steel93618Anvils, metal armor, stoves
Wooden structure104020Reinforced doors, wooden walls (per 1 ft section)
Stone structure145628Stone walls (per 1 ft section)
Iron or steel structure187236Iron plate walls (per 1 ft section)

Structures (walls) have that Durability per 1 ft × 1 ft section.

Broken itemEffect
Melee weaponsLess 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.
ArmorSoak is halved (rounded down).
Tools and equipment1 level of Disadvantage on any check they're used for.