Player's Handbook · Chapter 6

What large claws you have.

Equipment

Mundane vs. Magical

  • Most items are mundane — not magical or one-of-a-kind. Anything magical or unique
    is not mundane for the purposes of moves (the fighter's signature weapon is never
    mundane).
  • Every item carries tags: they describe how the item affects the user (+Armor) or
    how it's used (range tags). Tags guide the fiction — an awkward weapon might be dropped
    on a failed hack and slash. Not an exhaustive list; create your own tags freely.

General Equipment Tags

  • Applied — only useful when carefully applied to a person or something they eat/drink.
  • Awkward — unwieldy and tough to use.
  • +Bonus — modifies effectiveness in a specified situation (+1 forward, -1 ongoing, etc.).
  • n Wealth — purchase cost. "-Charisma" costs: a little negotiation subtracts the
    haggler's Charisma score (not modifier) from the price.
  • Dangerous — easy to get in trouble with; interact carelessly and the GM may invoke
    the consequences.
  • Ration — edible, more or less.
  • Requires — only useful to people who meet the requirements.
  • Slow — takes minutes or more to use.
  • Touch — used by touching it to the target's skin.
  • Two-handed — takes two hands to use effectively.
  • n weight — counts against your Load. Unlisted weight = not meant to be carried.
    100 Wealth = 1 weight; the same value in gems or art may be lighter or heavier.
  • Worn — must be worn to use.
  • n Uses — usable only n times.

Weapons

  • Weapons have no listed damage — people kill monsters, weapons just describe how.
    A dagger matters because it's small and fast at close range, not its damage number.
    The same blade is far deadlier in a fighter's hands than a wizard's.
  • Weapon tags (mechanical):
    • n Ammo — ammunition for ranged weapons; the number is what you have left, not
      individual arrows.
    • Forceful — can knock someone back a pace or off their feet.
    • +n Damage — add n when you deal damage.
    • Ignores Armor — don't subtract armor from the damage.
    • Messy — destroys in a particularly gruesome way.
    • n Piercing — subtract n from the enemy's armor for that attack.
    • Precise — hack and slash with Dex instead of Str.
    • Reload — takes more than a moment to reset after attacking.
    • Stun — deals stun damage instead of normal damage.
    • Thrown — throw it to hurt them. Volleying with it: can't mark ammo on a 7–9;
      once thrown it's gone until recovered.
  • Range tags (no penalties/bonuses for "optimal range" — but a Hand weapon can't
    justify hitting something ten yards away):
    • Hand — within your reach.
    • Close — arm's reach plus a foot or two.
    • Reach — several feet, maybe ten.
    • Near — you can see the whites of their eyes.
    • Far — shouting distance.
  • Weapon list (typical stats — variations exist; a specific weapon may differ):
    • Ragged Bow — Near, 15 Wealth, 2 weight
    • Fine Bow — Near, Far, 60 Wealth, 2 weight
    • Hunter's Bow — Near, Far, 100 Wealth, 1 weight
    • Crossbow — Near, +1 damage, Reload, 35 Wealth, 3 weight
    • Bundle of Arrows — 3 ammo, 1 Wealth, 1 weight
    • Elven Arrows — 4 ammo, 20 Wealth, 1 weight
    • Club, Shillelagh — Close, 1 Wealth, 2 weight
    • Staff — Close, Two-handed, 1 Wealth, 1 weight
    • Dagger, Shiv, Knife — Hand, 2 Wealth, 1 weight
    • Throwing Dagger — Thrown, Near, 1 Wealth, 0 weight
    • Short Sword, Axe, Warhammer, Mace — Close, 8 Wealth, 1 weight
    • Spear — Reach, Thrown, Near, 5 Wealth, 1 weight
    • Long Sword, Battle Axe, Flail — Close, +1 damage, 15 Wealth, 2 weight
    • Halberd — Reach, +1 damage, Two-handed, 9 Wealth, 2 weight
    • Rapier — Close, precise, 25 Wealth, 1 weight
    • Dueling Rapier — Close, 1 piercing, precise, 50 Wealth, 2 weight

Armor

  • Heavy, difficult, uncomfortable — some classes train past the drawbacks, but anyone
    can strap it on for the benefits.
  • Armor tags:
    • n Armor — subtract from damage taken. Multiple armor items: only the highest
      value counts.
    • +n Armor — stacks with other armor.
    • Clumsy — -1 ongoing while wearing it; the penalty is cumulative.
  • Armor list:
    • Leather, Chainmail — 1 armor, worn, 10 Wealth, 1 weight
    • Scale Mail — 2 armor, worn, clumsy, 50 Wealth, 3 weight
    • Plate — 3 armor, worn, clumsy, 350 Wealth, 4 weight
    • Shield — +1 armor, 15 Wealth, 2 weight

Dungeon Gear

  • Adventuring Gear (5 uses, 20 Wealth, 1 weight) — chalk, poles, spikes, rope, etc.
    Rummaging finds the useful mundane item you need; mark a use.
  • Bandages (3 uses, slow, 5 Wealth, 0 weight) — a few minutes of bandaging heals 4 damage.
  • Poultices and Herbs (2 uses, slow, 10 Wealth, 1 weight) — careful treatment heals 7 damage.
  • Healing Potion (50 Wealth) — heal 10 damage or remove one debility, your choice.
  • Keg of Dwarven Stout (10 Wealth, 4 weight) — shared freely: +1 to Carouse. Drinking
    it all yourself: very, very drunk.
  • Bag of Books (5 uses, 10 Wealth, 2 weight) — the right book on hand: +1 to spout lore.
  • Antitoxin (10 Wealth) — cures one poison affecting you.
  • Dungeon Rations (ration, 5 uses, 3 Wealth, 1 weight) — not tasty, not bad either.
  • Personal Feast (ration, 1 use, 10 Wealth, 1 weight) — ostentatious.
  • Dwarven Hardtack (requires Dwarf, ration, 7 uses, 3 Wealth, 1 weight) — tastes like
    home, if home is a hog farm on fire.
  • Elven Bread (ration, 7 uses, 10 Wealth, 1 weight) — for the greatest of elf-friends.
  • Halfling Pipeleaf (6 uses, 5 Wealth, 0 weight) — shared: +1 forward to parley.

Poisons

  • Oil of Tagit (dangerous, applied, 15 Wealth) — target falls into a light sleep.
  • Bloodweed (dangerous, touch, 12 Wealth) — until cured, the afflicted rolls an extra
    d4 with damage and subtracts it from their normal damage.
  • Goldenroot (dangerous, applied, 20 Wealth) — target treats the next creature they
    see as a trusted ally, until proved otherwise.
  • Serpent's Tears (dangerous, touch, 10 Wealth) — anyone damaging the target rolls
    twice, takes the better result.

Prices and Services

  • Services: peasant inn 14-Charisma/week; civilized inn 30-Charisma; fanciest inn
    43-Charisma; unskilled labor 10; army enlistment 30/month; custom blacksmith item
    base + 50; "companionship" 20-Charisma; song and dance 18-Charisma; escort (bandit
    road) 20/day; escort (monster road) 54; run-of-the-mill killing 5; assassination 120;
    chirurgeon healing 5; prayers for the departed 1/month; mundane repairs 25% of cost.
  • Meals: hearty meal 1; poor family meal 1; feast 15/person.
  • Transport: cart and donkey 50 (load 20); horse 75 (10); warhorse 400 (12); wagon
    150 (40); barge 50 (15); river boat 150 (20); merchant ship 5,000 (200); war ship
    20,000 (100); passage — safe 1, tough 10, dangerous 100.
  • Land and buildings: hovel 20; cottage 500; house 2,500; mansion 50,000; keep
    75,000; castle 250,000; grand castle 1,000,000; upkeep 1% of cost per month.
  • Bribes: peasant dowry 20-Charisma; "protection" for a small business 100-Charisma;
    government bribe 50-Charisma; compelling bribe 80-Charisma; an offer you can't refuse
    500-Charisma.
  • Gifts and finery: peasant gift 1; fine gift 55; noble gift 200; ring or cameo 75;
    finery 105; fine tapestry 350+; a king's crown 5,000.
  • Hoards: goblin's stash 2; lizardman's trinkets 5; "priceless" sword 80; orc
    warchief's tribute 250; dragon's mound 130,000.

Magic Items

  • Magic items are the non-mundane items with intrinsic power — made by players
    (wizard's ritual and similar moves) or introduced by the GM as spoils and rewards.
    The list is ideas; ultimately for you to decide.
  • Design rule: simple modifiers (+1 damage) are the realm of the mundane — magic
    items should provide more interesting bonuses.

Highlights

  • Argo-Thaan, Holy Avenger — the one holy sword, revered by all who hold Good true.
    In a paladin's hands: damage die becomes d12, access to every paladin move, harms any
    Evil creature regardless of defenses, Evil creatures can't touch it without agony.
    For anyone else: just an Awkward sword. Drawn to causes of true Good like iron to a magnet.
  • Arrows of Acheron — find their target even in total darkness. Sunlight destroys them.
  • Axe of the Conqueror-King — a beacon of inspiration: all your hirelings get +1
    Loyalty, regardless of your leadership.
  • Barb of the Black Gate — hammered into a corpse, ensures it can never rise again.
    Only Death himself could undo it.
  • Bag of Holding — infinite contents, always 0 weight. Retrieval is roll+Wis: 10+
    it's right there; 7–9 you get it eventually, or get a similar item fast.
  • The Burning Wheel — speak a god's name holding it, roll+Con: 7+ grants an audience
    (10+ you choose the stat paid down; 7–9 the GM does). It burns when used.
  • Captain Bligh's Cornucopia — a horn that spills forth a meal for everyone who
    hears it.
  • The Carcosan Spire — mundane against natural targets; its true purpose is wounding
    the otherwise-invulnerable. Bears too long hear the thoughts of the Others.
  • Cloak of Silent Stars — defy danger with any stat, justified by how the cloak
    breaks the rules. Once per stat before its magic dies.
  • Coin of Remembering — redeem to learn one forgotten fact; the coin then vanishes.
  • Common Scroll — one spell, one use; must be castable by you or on your class list.
  • Devilsbane Oil — on a weapon: undoes the binding magic of outer-planar creatures.
    Drawn on a threshold: repels them for a day.
  • Earworm Wax — dripped in an ear: 3 hold to force whole-truth answers to your questions.
  • The Echo — unstopper to learn of one great danger and how to avoid it; afterwards,
    ignore any single die roll and reroll. One use, gone forever.
  • The Epoch Lens — see visions of who made an object and where it came from.
  • Farsight Stone — gaze and name a location, roll+Wis: 10+ a clear, maintained
    vision; 7–9 something else watches you back through the network.
  • The Fiasco Codex — read it (2–3 hours) and ask about opportunities, betrayals, and
    untrustworthy allies. Answers each reader once.
  • Flask of Breath — eternally full of air; breathe underwater, through smoke, forever.
  • Folly Held Aloft (Wax Wings) — magical flight, roll+Dex: 10+ controlled and
    lasting; 7–9 short or erratic; 6- the landing is the GM's problem.
  • Immovable Rod — press the button, it freezes in place, immovable. Press again to
    release.
  • Infinite Book — contains everything that ever was, is, or will be (great index).
    Spout lore with it: on a 12+, the GM gives a solution to your problem.
  • Inspectacles — discern realities on a 10+: ask any three questions, list not
    required, so long as sight could answer them.
  • The Ku'meh Maneuver — read it, roll+Int for hold; spend hold to aid a companion on
    any roll at any distance. Miss: the GM holds 1 to inflict -2 on you or your listener.
  • Lamented Memento — trade it at the Black Gates for an automatic 10+ on Last Breath.
  • Lodestone Shield (+1 armor) — spend defend hold, per target, to disarm metal-armed
    attackers. Occasionally collects loose change.
  • Map of the Last Patrol — marked with a group's blood, always shows their location
    within the map's bounds.
  • Ned's Head — once per night, ask "Who has it in for me?" and get one name.
  • Nightsider's Key — unlocks any door you don't belong behind; leave quietly, take
    only memories, and no one ever knows you were there.
  • Sacred Herbs — smoked visions of faraway places and times; focus on a target,
    roll+Wis: 10+ clear and useful; 7–9 murky metaphor; miss — the GM asks what you fear most.
  • The Sartar Duck — an exceptionally gifted storyteller's charm: any audience
    understands your meaning, if not your words.
  • Tears of Annalise — swallowed in pairs, two people share each other's strong
    emotions until one spills the other's blood.
  • Teleportation Room — say a location aloud, roll+Int: 10+ exact arrival; 7–9 the GM
    picks somewhere safe nearby; miss — someplace. Definitely not safe.
  • Timunn's Armor (1 armor) — always looks like the height of fashion, blending in.
  • Titus' Truthful Tallow — none in its light can tell a lie; silence and dissembling
    only.
  • Tricksy Rope — a rope that listens and obeys: "Coil," "Slack," "Come here, rope."
  • The Sterling Hand — silver prosthetic hand; works as a Near-range weapon and harms
    silver-vulnerable creatures.
  • Vellius's Gauntlets — you can't be disarmed and won't drop anything unintentionally.
  • Violation Glaive — on a 10+ hack and slash, take the counterattack and instill an
    emotion of your choice in the target.
  • Vorpal Sword (Close, 3 piercing) — when you deal damage with it, the enemy must
    permanently lose something: an item, an advantage, or a limb.
Manual updated Oct 1, 2026.