Equipment
Load
Your character has three slots for items at hand, and slots equal to your load on their backs in packs, bags, and burden-baskets.
Most items take one slot. Petty items do not take up a slot. Bulky items take up two slots.
Items at hand can be freely used at any time. It takes an action and a free hand to retrieve an item from your pack.
You may carry a number of items up to twice your load as long as you have a burden-basket or backpack, but you are exhausted while so overburdened.
Coins
In Kuyama there are several different currencies - strings of shell-coins used by the First Ones, Empress-head gold used by the Lucent Sovereign and Iron Syndicate trader's-scrip. We use coins as an abstraction - tangible goods that carry value across the different cultures.
Every 100 coins takes up 1 slot.
There are rudimentary banks in major settlements, but keeping stores of valuable goods safe at rest and during transport is a major challenge in Kuyama!
Buying and Selling
Goods are bought for the price listed on the tables below. Typically goods are sold for half price. A bartering test will reduce the price of goods bought by 25% and increase the cost of goods sold by the same as long as something is gifted to the merchant as a show of good faith.
Surplus items are scarce in Kuyama. Common items can be bartered for in most small settlements. Uncommon items can be found on traveling merchants, in settlements with a dedicated trading post, or in cities. Rare items can only be found in cities.
To determine if a particular uncommon item is available from a merchant that might have it, make a fortune roll. Roll with disadvantage if the item is rare.
Provisions
The keen and savvy adventurers of Kuyama know how to make preparations for hard journeys to dangerous places. Provisions are a cache of food and items, stored at campsite and on mules. A single provision can be turned into any common sundry worth 10 coins or less or enough food and water to sustain the entire camp for a day. Provisions can only be retrieved during a rest at your campsite, they are too cumbersome to carry around during day-to-day adventures.
A muletrain or ship large enough to carry more than 10 provisions has enough food, water, and sundries to cover any need indefinitely, if adequately stocked.
| Description | Quantity | Cost | Load |
|---|---|---|---|
| Lightly Supplied | 5 | 40 | 12 |
| Prepared | 8 | 80 | 20 |
| Ready for Anything | 10 | 140 | 30 |
Sundries
| Item | Rarity | Size | Cost (coins) | Description |
|---|---|---|---|---|
| Safe Place to Sleep | Common | — | Typically free | Kuyamans take hospitality seriously, and will provide what food and shelter they can to peaceful travelers. Crowded cities and trading-posts may charge 3 coins for a room. |
| Hearty Meal | Common | — | 1 | Roasted duck, rabbit, salmon, or venison. Beans, squash, or acorn mush. Fresh tortillas, acorn cakes, or seedpaste. |
| Backpack / Burden-Basket | Common | Standard | 4 | A sturdy woven basket or canvas pack essential for hauling gear. Allows carrying up to twice your endurance. You are exhausted when so encumbered. |
| Simple Clothes | Common | Standard | 3 | Hard-wearing homespun wool, buckskin, or rabbit-furs. |
| Grappling Hook | Uncommon | Standard | 5 | A forged iron or whalebone hook. |
| Trail Rations (3 days) | Common | Standard | 3 | Strips of dried venison, parched corn, and pinole meal. Lasts indefinitely. |
| Game Pieces | Common | Petty | 8 | A deck of monte cards, bone dice, or a hoop-and-spear game. Stakes are usually barter, rarely coin. |
| Night of Carousing | Common | — | 3 | An evening fueled by herb-smoke and dancing, or corn wine and brandy to celebrate life and forget the gloom. A good source of Stories. |
| Vellum and Ink | Uncommon | Petty | 6 | Enough for a week's reports or documenting one powerful ritual. |
| Book | Rare | Standard | 25 | A rare luxury in Kuyama. Often wrapped in oilskin as protection from the fog. |
| Lantern | Common | Standard | 10 | A tin or dried-gourd lantern. Sheds bright light for 5 meters and dim light for 5 meters. Uses one measure of oil an hour. |
| Oil, measure | Common | Standard | 2 | Carried in a small tub or flask. Burns for an hour. Causes UD8 fire damage with a successful Quick test if lit and thrown. |
| Candles (10) | Common | Standard | 3 | Ox-tallow candles burn for an hour and shed dim light for 5 meters. Four candles shed light as a lantern. |
| Length of Good Rope | Common | Standard | 3 | 10 meters of hemp or braided rawhide rope. |
| Asphaltum Cake | Common | Petty | 4 | Chunks of natural tar gathered from coastal pits. When melted, acts as glue or waterproofing. |
| Water Basket | Common | Standard | 3 | A tightly woven reed basket sealed with asphaltum to carry fresh water or other liquids. |
| Hunting Decoys | Uncommon | Bulky | 6 | Cleverly crafted tule reed ducks or deer head-dresses used to sneak up on wildlife. |
| Hand Drill or Flint & Steel | Common | Petty | 2 | Tools for starting a fire. It typically takes a minute to get kindling to take. |
| Obsidian Flaker | Common | Petty | 7 | An antler-tine tool used to craft and sharpen stone blades and arrowheads. |
| Bone Awl | Common | Petty | 5 | A sharp, polished leg-bone tool used for leatherworking and repairs. |
| Bone Whistle | Common | Petty | 9 | A small whistle carved from bird bone. Used to mimic bird calls, send prayers, or invoke spirits. |
| Grease | Common | Standard | 1 | A tin of animal fat. Can be used to start fires, make surfaces slick, or waterproof. |
| Mirror | Rare | Petty | 20 | A small, polished glass or steel mirror. |
| Perfume | Uncommon | Petty | 25 | Water or oil laced with the scents of flowers and herbs. Prized for masking the stink of animals. |
| Pry-bar | Common | Standard | 20 | A heavy bar used for breaking open locked crates, clearing boulders, or forcing doors. |
| Chocolate Blocks | Uncommon | Petty | 12 | Rich chocolate blocks for brewing into a spicy drink. Drinking a cup during a rest grants advantage on your next exertion. |
| Tobacco | Common | Petty | 10 | A pouch of dried leaf for smoking or chewing. A common trade-good. Smoking a pipe or cigar staves off the effects of exhaustion for an hour. |
| Saddlebags | Common | Standard | 30 | Heavy leather pouches that drape over a mount's saddle. Increases the mount's load by 5. |
| Shovel or Digging-Stick | Common | Standard | 10 | Essential for digging trenches, uncovering caches, or finding roots and tubers. |
| Hand-Drum | Uncommon | Standard | 20 | Provides the percussive backbone to ceremonies, dances, and marches. |
| Turtle-Shell Rattle | Uncommon | Standard | 50 | A ceremonial instrument filled with dried seeds. |
| Paintbrush and Paints | Uncommon | Petty | 20 | Mineral pigments and brushes for mapping, recording stories, or marking territory. |
| Guitar | Uncommon | Bulky | 50 | Often found on the wall of communal spaces, great respect is given to those who can wield it with skill. |
| Alchemical Reagents | Rare | Standard | 35 | Purified sulfur, saltpeter, and insect extracts used by alchemists to create concoctions. |
| Glue | Common | Petty | 10 | A jar of sticky, boiled hoof-glue used for woodcraft and repairing broken gear. |
| Acid Vial | Rare | Petty | 60 | Can eat through wood or iron. If thrown with a successful Quick test, causes UD8 damage. |
| Magnifying Glass | Rare | Petty | 80 | For inspecting strange tracks, arcane details, or lighting fires with the sun. |
| Cookware | Common | Bulky | 50 | A full set of heavy iron pots and pans or sturdy woven cooking-baskets. |
| Spyglass | Rare | Standard | 400 | From a clear vantage point, can spot banners moving at 30km. |
| Splendid Outfit | Rare | Standard | 150 | Bear-skins and fine beadwork or ruffled doublets and gold-thread embroidery. |
| Bear Trap | Common | Bulky | 100 | Takes a Crafting test to set. When triggered, deals 2D8 damage and stops the creature from moving. Can be dodged. |
| Astrolabe | Rare | Standard | 500 | A complex brass astronomical instrument used to calculate location. Grants advantage on Astrology tests to navigate. |
| Violin | Rare | Standard | 400 | Rare and precious. Produces haunting melodies and foot-stomping breakdowns. |
| Flask of Flamepowder | Uncommon | Standard | 20 | Used for packing cartridges, or making one explosion powerful enough to knock down a door. 2D10 damage to anyone unlucky enough to get caught in the blast. |
| Arrows (3) | Common | Standard | 2 | A bundle of arrows. Remove one whenever you roll a 1 on the damage die. |
| Shot and Powder (3) | Uncommon | Standard | 5 | A pouch of pre-packed cartridges. Remove one whenever you roll a 1 on the damage die. |
Weapons
- Grit: The minimum Grit needed to effectively wield the weapon. If you do not have sufficient Grit, your tests with the weapon are at disadvantage.
- Damage: On a successful test to attack with the weapon, roll this damage.
- Type: Some enemies are resistant or vulnerable to certain types of damage.
- Range: The effective range of the weapon. Test with disadvantage if attacking outside the weapon's range. It is not possible to attack targets further than twice your weapon's range. A range of melee is typically 2 meters, and reach is typically 3 meters.
- Skill: The skill to test to use the weapon.
- Tags: Any tags the weapon has. These allow exertion on certain Gambits to be done with advantage.
Weapon Modifiers
- Clumsy: attacking with this weapon takes 2 AP instead of 1.
- Reach: you can attack from 3 meters away.
- Loud: alerts everyone in a 100 meter radius.
- Any gambit: Grants advantage on the exert to use that gambit.
| Item | Rarity | Size | Grit | Cost | Damage | Type | Range | Skill | Tags |
|---|---|---|---|---|---|---|---|---|---|
| Fists | — | — | — | — | D6 | Crush | Melee | Brawling | Entangle |
| Knife | Common | Petty | — | 4 | D8 | Pierce | 5m | Knives and Swords | Vicious |
| Studded Cudgel | Common | Standard | 6 | 2 | D12 | Crush | Melee | Axes and Clubs | Smash |
| Skull-Cracker | Rare | Bulky | 10 | 25 | 2D12 | Crush | Melee | Axes and Clubs | Clumsy, Smash, Sweep |
| Axe | Common | Standard | 8 | 20 | 2D8 | Slash | Melee | Axes and Clubs | Smash |
| Sword | Uncommon | Standard | 5 | 50 | 2D6 | Slash | Melee | Knives and Swords | Disarm |
| Spear | Common | Bulky | 6 | 30 | 2D6 | Pierce | Reach / 10m | Spears and Staves | Reach, Topple |
| Lance | Uncommon | Bulky | 9 | 30 | 2D10 | Pierce | Reach | Spears and Staves | Reach, Pinpoint |
| Harpoon | Uncommon | Standard | 6 | 30 | D10 | Pierce | 15m | Spears and Staves | Vicious |
| Throwing Spear | Common | Standard | 5 | 10 | D8 | Pierce | 20m | Spears and Staves | Pinpoint |
| Bow | Common | Bulky | 5 | 40 | D10 | Pierce | 20m | Guns and Bows | Pinpoint |
| Pistol | Rare | Standard | — | 200 | 2D6 | Pierce | 10m | Guns and Bows | Brutal, Loud |
| Musket or Rifle | Rare | Bulky | — | 400 | 2D10 | Pierce | 20m | Guns and Bows | Brutal, Loud |
Armor
- Armor: Reduce incoming damage by this amount, to a maximum of +4.
- Grit: If you do not have the listed Grit, you are exhausted while wearing this armor.
| Item | Rarity | Armor | Grit | Size | Cost | Description |
|---|---|---|---|---|---|---|
| Light Armor | Common | +1 | 6 | Standard | 20 | Thick buckskin jackets or light quilted cotton layers. |
| Medium Armor | Uncommon | +2 | 8 | Standard | 50 | Cuera (multi-layered leather armor), light chainmail shirts, wood-slat armor |
| Heavy Armor | Rare | +3 | 10 | Bulky | 150 | A partial steel or ironwood breastplate and pauldrons. |
| Helmet | Uncommon | +1 | — | Standard | 25 | A heavy leather cap, bear's skull or iron skullcap. |
| Shield | Common | +1 | 6 | Standard | 15 | A round wooden or leather shield. |
Transportation
Load: How much the transport can carry, in slots.
Speed: Average distance covered in a day, given normal conditions.
| Item | Rarity | Load | Speed | Cost | Description |
|---|---|---|---|---|---|
| Mule | Common | 20 | 25km | 40 | Hardy, sure-footed, and critical for carrying large quantities of gear across rough terrain. |
| Mustang | Uncommon | 8 | 60km | 350 | A wild horse, fast and free. Requires a skilled rider. |
| Workhorse | Common | 15 | 50km | 100 | Plodding, but reliable. The most common transport in Kuyama. |
| Shovel-cart | Common | 50 | 15km | 200 | A heavy wooden cart pulled by a flat-headed shovelhorn. |
| Reed Boat | Common | 10 | 35km | 30 | A light boat made from bound tule reeds. Fast and quiet, but not too sturdy. |
| Tomol Canoe | Rare | 50 | 40km | 3,000 | These massive sea-canoes require at least 3 skilled paddlers to navigate. |
| Windskiff | Uncommon | 20 | 80km | 2,000 | A small sailing boat. The nimblest way around the coast, but also the deadliest. |
| Tradeboat | Rare | 200 | 150km | 5,000 | A coastal sloop or small schooner. Requires a crew of 10 and a clear port to make land. |
Herbs and Poisons
| Item | Rarity | Size | Cost | Description |
|---|---|---|---|---|
| Soaproot | Common | Petty | 6 | A bulbous root used to create soap. Several roots, crushed and thrown into water, will stun nearby fish. |
| Healing Herbs | Common | Petty | 15 | A bundle of herbs used to treat most maladies. Used to make Medicine tests. |
| Willow Bark | Common | Petty | 10 | Earthy, bitter. Chewed to relieve pain and break fevers. Chew for 10 minutes to relieve Grit impairment for 6 hours. |
| Yarrow | Common | Petty | 8 | Sweet-smelling flowers used for their clotting and disinfectant properties. Grants advantage on attempts to revive a Dying companion. |
| Yerba Santa | Common | Petty | 10 | Brewed into a bitter tea to cure respiratory ailments. Grants advantage on tests to treat common diseases. |
| Stinging Nettle | Common | Petty | 3 | A vicious plant brewed into a mild tea. Drinking the tea renders one resistant to acids and poisons for 6 hours. |
| Snakeweed | Uncommon | Petty | 18 | A poultice of chewed leaves causes dramatic swelling and then a release of toxins. Grants advantage on tests to treat common poisons. |
| Datura | Uncommon | Petty | 30 | A highly dangerous hallucinogenic root. Handled with care it can thin the veil between the Upper and Lower Worlds. Lethally poisonous otherwise. |
| Laudanum | Uncommon | Petty | 40 | An imported tincture of opium. Highly addictive. You have an additional 1 Armor for 6 hours after taking a dose, but your Wits are impaired. |
| Mercury | Rare | Petty | 50 | Liquid quicksilver. Used in various alchemical preparations, or as a deadly contact poison. If mercury is ingested or enters the bloodstream, reduce Grit by D4. |
| Rattlesnake Venom | Rare | Petty | 300 | Blades or arrows tipped in this noxious venom cause UD6 poison damage per minute. |
| Death Camas | Rare | Petty | 400 | A deceptively lethal bulb that looks like edible wild onion. If a root is ingested, causes UD10 poison damage per hour. |
Services
| Service | Availability | Cost | Description |
|---|---|---|---|
| Canoe Ferry | Common | 5 | Per person, per day. |
| Blacksmith Repairs | Common | 4 | Per item. Repairing an item can take from a few hours to a few days, depending on size and damage. |
| Confessor | Common | 2 | Unburdening yourself to a confessor can help keep the demons at bay. It removes the drained condition. |
| Guide (per week) | Uncommon | 40 | A veteran scout or hunter who knows the hidden paths and how to avoid the dangers of the wild. Reduce Gloom accumulation by 1 per day while being guided. |
| Translator (per day) | Uncommon | 20 | Dozens of different languages are spoken throughout Kuyama. Having someone to bridge the gaps is critical for trade and diplomacy. |
| Mystic Healing (per malady) | Rare | 50 | An elder doctor capable of purging magical diseases, deadly venoms, and breaking curses. |
Animals
| Animal | Rarity | Cost | Description |
|---|---|---|---|
| Hunting Dog | Common | 30 | A fierce, loyal hound trained to track game. Barks at signs of creatures from the Lower World. |
| Shovelhorn | Common | 200 | Incredibly strong, patient draft animals used for plowing and hauling heavy loads. |
| Tule-Elk | Uncommon | 300 | A shaggy, wide-antlered, wide-hooved elk, large enough to be ridden. Crafty, can communicate over large distances. |
| Hawk | Rare | 400 | A trained bird of prey used for scouting high ridges or bringing in small game. |
| Pygmy Fox | Rare | 500 | A cat-sized fox, cunning and quiet. Used as scouts, thieves, or messengers. |
