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.
- n Ammo — ammunition for ranged weapons; the number is what you have left, not
- 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.
- n Armor — subtract from damage taken. Multiple armor items: only the highest
- 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.