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CHAPTER 8: EQUIPMENT

A character without equipment is a collection of ability scores. Equipment is what makes those scores useful — the armor between a character and a sword, the rope between a character and the pit, the coin between a character and the next day's food.

This chapter covers what things cost, how much they weigh, and what they do. The prices are guidelines. They reflect the average value under normal supply conditions. The GM should adjust freely for scarcity, politics, and the particular economics of any specific settlement. Haggling down or being gouged up are both possible, especially for unusual items.


Currency

Five coins circulate in the Known World. The gold piece is the standard unit for adventurers, and most prices in this chapter are given in gold. The names used here are generic — the GM may rename currencies to fit specific nations or regions.

All coins weigh 0.5 kg per 50 units regardless of metal.

Table 8.1: Exchange Rates

CPSPEPGPPP
Copper Piece (CP)11/101/501/1001/500
Silver Piece (SP)1011/51/101/50
Electrum Piece (EP)50511/51/10
Gold Piece (GP)10010211/5
Platinum Piece (PP)500501051

The copper and silver pieces are common currency — the coins that change hands in markets, taverns, and daily trade. The gold piece circulates among merchants, banks, and adventurers. Electrum and platinum are no longer minted; they survive only in old treasure hoards and private collections. Most merchants will accept them, but not without calculating the exchange rate and probably applying a discount for inconvenience.

Metal bars also function as portable wealth. A 500-gram gold bar is worth 50 gp. Objects, land deeds, livestock, and rare goods serve as currency in many transactions where large coin transfers would be impractical.


Starting Money

Starting funds represent accumulated savings, gifts, windfalls, or anything else that fits the character's background. These funds are personal — they cannot be shared or pooled during character creation, even if the characters know each other. Multiclass characters use the most favorable row.

Table 8.2: Starting Money by Class

Class GroupStarting FundsAverage
Warrior5d4 × 10 gp100 gp
Wizard(1d4 + 1) × 10 gp30 gp
Rogue2d6 × 10 gp60 gp
Priest3d6 × 10 gp90 gp

Priests retain only 1d3 gp after purchasing equipment. The rest is donated to their religious institution or church — either before play begins or immediately upon completion of character creation.


Standard Equipment Lists

Prices reflect average availability. Unusual items are annotated with descriptions below their tables.

Table 8.3: Containers and Carrying Capacity

ItemCapacityVolume
Backpack25 kg3
Basket, large10 kg2
Basket, small5 kg1
Belt pouch, large4 kg6
Belt pouch, small2.5 kg4
Chest, large50 kg3
Chest, small20 kg2
Sack, extra-large40 kg4
Sack, large15 kg2
Sack, small7.5 kg1
Sack, tiny2 kg6
Saddle bags, large15 kg18
Saddle bags, small10 kg1

Table 8.4: Clothing

ItemCost
Belt3 sp
Boots, riding3 gp
Boots, soft1 gp
Breeches2 gp
Cap or hat1 sp
Cloak, good cloth8 sp
Cloak, common fur50 gp
Girdle3 gp
Gloves1 gp
Gown, common12 sp
Hose2 gp
Mittens3 sp
Robe, common9 sp
Robe, embroidered20 gp
Sandals5 cp
Shoes1 gp
Silk jacket80 gp
Surcoat6 sp
Sword scabbard, hanger, baldric4 gp
Tunic8 sp
Vest6 sp

Table 8.5: Miscellaneous Equipment

ItemCostWeight
Backpack2 gp1 kg
Barrel, small2 gp15 kg
Bell1 gp
Belt pouch, large1 gp0.5 kg
Belt pouch, small7 sp250 g
Block and tackle5 gp2.5 kg
Bolt case1 gp0.5 kg
Bucket5 sp1.5 kg
Chain, heavy (per 30 cm)4 gp1.5 kg
Chain, light (per 30 cm)3 gp0.5 kg
Chest, large2 gp12.5 kg
Chest, small1 gp5 kg
Candle, tallow1 cp50 g
Candle, wax1 sp50 g
Chalk1 cp50 g
Crampons4 gp1 kg
Component pouch15 gp1 kg
Fishhook1 sp
Fishing net, 3 m square4 gp2.5 kg
Flint and steel5 sp50 g
Glass bottle10 gp50 g
Grappling hook8 sp2 kg
Holy item25 gp50 g
Hourglass25 gp0.5 kg
Iron pot5 sp1 kg
Ladder, 3 m5 cp10 kg
Lantern, beacon150 gp25 kg
Lantern, bull's-eye12 gp1.5 kg
Lantern, hooded7 gp1 kg
Lock, good100 gp0.5 kg
Lock, poor20 gp0.5 kg
Magnifying glass100 gp50 g
Map or scroll case8 sp250 g
Merchant's scale2 gp0.5 kg
Mirror, small metal10 gp50 g
Musical instrument5–100 gp250 g
Oil, Greek fire (per flask)10 gp1 kg
Oil, lamp (per flask)6 cp0.5 kg
Paper (per sheet)2 gp
Parchment (per sheet)1 gp
Perfume (per vial)5 gp50 g
Piton3 cp250 g
Quiver8 sp0.5 kg
Rope, hemp (per 15 m)1 gp10 kg
Rope, silk (per 15 m)10 gp4 kg
Sealing wax (per 500 g)1 gp0.5 kg
Sewing needle5 sp
Signal whistle8 sp50 g
Signet ring or personal seal5 gp50 g
Soap (per 500 g)5 sp0.5 kg
Spyglass1,000 gp0.5 kg
Tent, large25 gp10 kg
Tent, pavilion100 gp25 kg
Tent, small5 gp5 kg
Thieves' picks30 gp0.5 kg
Torch1 cp0.5 kg
Whetstone2 cp0.5 kg
Wineskin8 sp0.5 kg
Winter blanket5 sp1.5 kg
Writing ink (per vial)8 gp50 g

Holy Items. Religious symbols, blessed water, sacred scripture, and other items sanctified by a faith. Holy items are powerless without priestly blessing through a formal ceremony. Most cannot be purchased outright — they must be requisitioned through the appropriate religious institution. Non-faithful may obtain them only when need is pressing, and the institution reserves the right to decline.

Lanterns. Hooded lanterns project light in a 9-metre radius and include a shutter to dim the light. Bull's-eye lanterns project a 20-metre cone 6 metres wide from a single shutter. Beacon lanterns project a 70-metre cone 30 metres wide and are mounted to buildings, ships, or wagons rather than carried. Hooded and bull's-eye lanterns burn one flask of oil every 6 hours. Beacon lanterns burn a flask every 2 hours.

Locks. Quality determines the difficulty for a Thief attempting to open them.

Table 8.6: Lock Quality

QualityModification to Open Locks
Wretched+30%
Poor+15%
Good0%
Excellent−15%
Superior−30%
Masterful−45%

Thieves' Picks. A professional collection of metal rods, picks, a clamp, wedge, hammer, and a small saw. Required to pick locks and remove traps without penalty.


Table 8.7: Provisions

ItemCost
Ale (per gallon)2 sp
Banquet (per person)10 gp
Bread5 cp
Cheese4 sp
Common wine (pitcher)2 sp
Dry rations (per week)10 gp
Eggs or fresh vegetables1 cp
Honey5 sp
Inn lodging, common (per day/week)5 sp / 3 gp
Inn lodging, poor (per day/week)5 cp / 2 sp
Meals, good (per day)5 sp
Meals, common (per day)3 sp
Meals, poor (per day)1 sp
Meat, one meal1 sp
Small beer (per gallon)5 cp
Soup5 cp

Table 8.8: Living Conditions

LifestyleCost per Month
Squalid3 gp
Poor5 gp
Middle-class50 gp per level
Wealthy200 gp per level

Table 8.9: Services

ServiceCost
Bath3 cp
Clerk (per letter)2 sp
Doctor, leech, or bleeding3 gp
Guide, city (per day)2 sp
Lantern or torchbearer (per night)1 sp
Laundry (per load)1 cp
Messenger, city (per message)1 sp
Minstrel (per performance)3 gp
Mourner (per funeral)2 sp
Teamster with wagon1 sp per 1.5 km

Animals and Mounts

Animals listed here are domestic and trained — livestock, mounts, and working animals. Dangerous animals that the GM may pit against a party (wolves, bears, hunting cats, warhounds turned hostile) have full entries in Book III.

Table 8.10: Animals

AnimalCost
Boar10 gp
Bull20 gp
Camel50 gp
Cow10 gp
Dog, guard25 gp
Dog, hunting17 gp
Dog, war20 gp
Donkey, mule, or ass8 gp
Elephant, labor200 gp
Elephant, war500 gp
Falcon, trained1,000 gp
Goat1 gp
Horse, draft200 gp
Horse, heavy war400 gp
Horse, light war150 gp
Horse, medium war225 gp
Horse, riding75 gp
Hunting cat (jaguar, panther)5,000 gp
Messenger pigeon100 gp
Ox15 gp
Pig3 gp
Pony30 gp
Ram4 gp
Sheep2 gp

Table 8.11: Horse Quality Modifiers

QualityMovementCarrying CapacityCost
Nag×0.50×0.75−50%
Broken-down×0.75×0.50−25%
Average
High-spirited×1.33×1.25+33%
Charger×1.50×1.33+50%

Horses require adequate forage or quality grain daily, plus water. Heavy warhorses cannot survive on grazing alone. Saddles and packs must be removed at night, and horses must be tethered to prevent wandering.

Ponies, donkeys, and mules are hardier. They survive on grass and forage, don't need tethering, and can travel through rugged terrain at one less their normal movement rate. They gain +2 on Fortitude saves when double-moving.

Camels come in two varieties: Dromedary (sandy desert) and Bactrian (rocky desert). Each reduces movement penalties in their respective terrain by 1. Camels require water every four days and must be tethered.

Elephants require dense vegetation for adequate feeding. In sparse terrain they spend most of the day eating and can only move at one-quarter normal rate. They cannot navigate steep declines without a Fortitude save against falling.

Table 8.12: Tack and Harness

ItemCostWeight
Barding, chain500 gp35 kg
Barding, full plate2,000 gp42.5 kg
Barding, full scale1,000 gp37.5 kg
Barding, half brigandine500 gp22.5 kg
Barding, half padded100 gp12.5 kg
Barding, leather or padded150 gp30 kg
Bit and bridle15 sp1.5 kg
Halter5 cp50 g
Horseshoes and shoeing1 gp5 kg
Saddle, pack5 gp7.5 kg
Saddle, riding10 gp17.5 kg
Saddle bags, large4 gp4 kg
Saddle bags, small3 gp2.5 kg
Saddle blanket3 sp2 kg
Stabling (per day)5 sp

Barding provides AC protection for mounts at the cost of movement. Full barding gives the listed AC bonus; half barding provides one less. Barding must be removed for the animal to rest properly. Donning leather barding takes 30 minutes; metal barding takes 60. Removal takes half as long. Flying mounts can wear only leather or lighter. Unusual mounts require custom barding at modified cost and weight.

Table 8.13: Transport

ItemCost
Canoe, small30 gp
Canoe, war50 gp
Carriage, common150 gp
Coach, ornamented7,000 gp
Chariot, riding200 gp
Chariot, war500 gp
Galley, great30,000 gp
Galleon50,000 gp
Longship10,000 gp
Raft or small keelboat100 gp
Wagon or cart10 gp
Wagon wheel5 gp

Carts and wagons. A hitched mount's speed is automatically halved. Each additional mount triples the vehicle's carrying capacity. The vehicle's weight is not counted against the mount's carrying limit.


Weapons

Characters may own as many weapons as they can carry, subject to encumbrance. The GM should apply reasonable judgment about what a character can realistically have accessible in combat.

Type indicates damage kind: Bludgeoning (B), Piercing (P), Slashing (S). Some weapons deal multiple types; a knife deals both P and S. Damage type has no general effect but matters in specific circumstances.

Combat Speed determines priority when initiative results tie. Lower speed strikes first in a tie. A weapon's combat speed is reduced by its enchantment bonus (minimum 0).

Damage (M/L) indicates dice rolled against medium-sized targets and large targets respectively.

Rate of Fire (ROF) for ranged weapons: two numbers separated by a slash. ROF 1/2 means one attack every two rounds; ROF 2/1 means two attacks per round.

Range for ranged weapons: three numbers in metres (short/medium/long). Attacks at medium range suffer −2 to the attack roll; at long range, −5. A weapon cannot be used beyond its maximum range.

Table 8.14: Melee Weapons

WeaponCostWeightSizeTypeSpeedDmg MDmg L
Battle axe5 gp3.5 kgMS71d81d8
Club1.5 kgMB41d61d3
Dagger/dirk2 gp0.5 kgSP21d41d3
Footman's flail15 gp7.5 kgMB71d6+12d4
Footman's mace8 gp5 kgMB71d6+11d6
Footman's pick8 gp3 kgMP71d6+12d4
Hand axe1 gp2.5 kgMS41d61d4
Harpoon20 gp3 kgLP72d42d6
Horseman's flail8 gp2.5 kgMB61d4+11d4+1
Horseman's mace5 gp3 kgMB61d61d4
Horseman's pick7 gp2 kgMP51d4+11d4
Javelin5 sp1 kgMP41d61d6
Knife5 sp250 gSP/S21d31d2
Lance, heavy †15 gp7.5 kgLP81d8+13d6
Lance, light †6 gp2.5 kgLP61d61d8
Lance, jousting20 gp10 kgLP101d3−11d2
Lance, medium †10 gp5 kgLP71d6+12d6
Morning star10 gp6 kgMB72d41d6+1
Quarterstaff2 kgLB41d61d6
Scourge1 gp1 kgS51d41d2
Sickle6 sp1.5 kgSS41d4+11d4
Spear8 sp2.5 kgMP61d61d8
Sword, bastard (one-handed)25 gp5 kgMS61d81d12
Sword, bastard (two-handed)25 gp5 kgMS82d42d8
Sword, broad10 gp2 kgMS52d41d6+1
Sword, cutlass12 gp2 kgMS51d61d8
Sword, khopesh10 gp3.5 kgMS92d41d6
Sword, long15 gp2 kgMS51d81d12
Sword, scimitar15 gp2 kgMS51d81d8
Sword, short10 gp1.5 kgSP31d61d8
Sword, two-handed50 gp7.5 kgLS101d103d6
Trident15 gp2.5 kgLP71d6+13d4
War hammer2 gp3 kgMB41d4+11d4
Whip1 sp1 kgM81d21

Pole Arms are listed separately below due to their variety.

Table 8.15: Pole Arms

WeaponCostWeightTypeSpeedDmg MDmg L
Awl pike5 gp6 kgP131d61d12
Bardiche7 gp6 kgS92d42d6
Bec de corbin8 gp5 kgP/B91d81d6
Bill-guisarme7 gp7.5 kgP/S102d41d10
Fauchard5 gp3.5 kgP/S81d61d8
Fauchard-fork8 gp4.5 kgP/S81d81d10
Glaive ‡6 gp4 kgS81d61d10
Glaive-guisarme ‡10 gp5 kgP/S92d42d6
Guisarme5 gp4 kgS82d41d8
Guisarme-voulge8 gp7.5 kgP/S102d42d4
Halberd10 gp7.5 kgP/S91d102d6
Hook fauchard10 gp4 kgP/S91d41d4
Lucern hammer §7 gp7.5 kgP/B92d41d6
Man-catcher ★30 gp4 kg
Military fork ‡5 gp3.5 kgP71d82d4
Partisan §10 gp4 kgP91d61d6+1
Ranseur §6 gp3.5 kgP82d42d4
Spetum §5 gp3.5 kgP81d6+13d6
Voulge5 gp6 kgS102d42d4

Deals double damage against a large or larger creature that charged during the current round. § Deals double damage when set against a charging opponent.Lance deals double damage when charging on a mount.See Man-catcher description.

Lances. Each lance is designed for a specific mount size. Using a lance larger than the mount can handle unseats the rider on a successful strike. Medium and heavy lances require breaking off after engagement — at least one round to resituate. Light lances allow continued engagement. On a successful hit, the GM rolls an item saving throw for medium and heavy lances; light lances save only when the modified attack roll equals exactly the target's AC.

Man-catcher. A long pole with spring-loaded arms designed to capture rather than harm. The target's AC is treated as 10 (modified by Dexterity) when attacked with a man-catcher. Once trapped, the victim loses their Dexterity and shield AC bonus, can only move when the wielder moves, and takes 1d2 damage automatically each round with a 25% chance of being pulled prone. The jaws can be removed with a Bend Bars roll (1d2 additional damage). The victim can pull the pole free with a Strength check; anyone can pick it up and continue using it the following round.

Spear. Can function as both melee and ranged weapon. If a thrown spear strikes a Huge or larger creature, or one with Strength 18/00+, the creature may attempt to break it. Intelligent creatures are 75% likely to pull the spear out and hurl it back, 25% likely to break it unless the spear saves vs. crushing blow. Unintelligent creatures have a 25% chance to break it.


Table 8.16: Hurled Weapons

WeaponROFRange (metres)
Club19/20/30
Dagger/dirk2/19/20/30
Dart3/19/20/35
Throwing axe19/20/30
Harpoon19/20/30
Javelin120/35/70
Knife2/19/20/30
Spear19/20/30

Cost, weight, size, type, speed, and damage for hurled weapons are identical to their melee counterparts, except the dart: it has combat speed 2, deals 1d3/1d2 damage (M/L), costs 5 sp, weighs 250 g, and is Small and Piercing. The dart is ineffective as a melee weapon.


Table 8.17: Ranged Weapons

WeaponCostWeightSizeROFSpeedRange (metres)
Arquebus500 gp5 kgM1/31545/140/190
Blowgun5 gp1 kgL2/179/20/30
Bow, composite long100 gp1.5 kgL2/1755/110/190 (flight); 35/70/150 (sheaf)
Bow, composite short75 gp1 kgM2/1645/90/160
Bow, long75 gp1.5 kgL2/1865/125/190 (flight); 45/90/150 (sheaf)
Bow, short30 gp1 kgM2/1745/90/150
Crossbow, hand300 gp1.5 kgS1520/35/55
Crossbow, heavy50 gp7 kgM1/21070/145/215
Crossbow, light35 gp3.5 kgM1755/110/160
Sling5 cp50 gS1645/90/180 (bullet); 35/70/145 (stone)
Staff sling2 sp1 kgM11130/110/215 (bullet); 30/90/180 (stone)

Bows. A bow adds the character's Strength and Dexterity modifiers to attack and damage rolls. A standard bow's maximum pull is Strength +1/+2 (equivalent to 18 Strength). Warriors with exceptional Strength can commission custom composite bows built to their specific rating, increasing the maximum pull — and the price — proportionally.

Crossbows. Cannot benefit from Strength modifiers. Dexterity modifiers apply normally.

Arquebus. A matchlock firearm. Loading takes 3 rounds; taking damage adds a cumulative round to the loading time. Firing without bracing against a solid surface doubles range penalties (−4 at medium, −10 at long). A roll of 1 or 2 on the attack roll causes a backfire: 1d6 damage to the wielder and the weapon is jammed until cleaned (30 minutes). If the damage die rolls 10, roll again and add the result — this continues until a result other than 10 appears. Gunpowder and shot are rare outside major military forces; the GM determines availability and price for ammunition and supplies.

Staff sling. Has a minimum range — it cannot hit targets closer than 30 metres (its short range bracket).

Table 8.18: Ammunition

ItemCostWeightTypeDmg MDmg L
Arrow, flight (12)3 sp600 gP1d61d6
Arrow, sheaf (6)3 sp300 gP1d81d8
Blowgun dart, barbed (10)1 gp0.5 kgP1d31d2
Blowgun dart, needle (10)2 sp0.5 kgP11
Quarrel, hand (10)10 gp0.5 kgP1d31d2
Quarrel, heavy (10)2 gp0.5 kgP1d4+11d6+1
Quarrel, light (10)1 gp0.5 kgP1d41d4
Sling bullet (10)1 sp2.5 kgB1d4+11d6+1
Sling stonefree250 gB1d41d4

An arrow that hits is destroyed. An arrow that misses has a 50% chance of being recoverable.


Armor

Wearing armor sets a character's base Armor Class to the listed value. Higher AC is harder to hit. An unarmored character has AC 10.

If a character's AC from other sources exceeds what the armor provides, use the higher value — the armor provides no additional benefit in that case, but all other properties (weight, encumbrance, class restrictions) still apply.

The armor names here are generic. The GM may use specialized historical names where appropriate.

Table 8.19: Armor

ArmorCostWeightAC
Padded4 gp5 kg12
Leather5 gp7.5 kg12
Studded leather20 gp12.5 kg13
Brigandine120 gp17.5 kg14
Scale mail120 gp20 kg14
Chain mail75 gp20 kg15
Banded mail200 gp17.5 kg16
Splint mail80 gp20 kg16
Bronze plate mail400 gp22.5 kg16
Plate mail600 gp25 kg17
Field plate2,000 gp30 kg18
Full plate(3d3+1) × 1,000 gp35 kg19

The full plate must be custom-fitted to the wearer. There is a 20% chance a given suit can be refitted for a different wearer. Each suit costs between 4,000 and 10,000 gp, depending on the maker's quality.

Armor Vulnerability and Resistance

Armor is not equally effective against all damage types. Rigid metal plates deflect or absorb a sword's edge but transmit the force of a hammer blow directly into the wearer. Chain resists slashing but gives way to a precisely placed thrust. These interactions are captured by two tags.

  • Vulnerable: The attacker rolls the weapon's damage dice twice and uses the higher result.
  • Resistant: The attacker rolls the weapon's damage dice twice and uses the lower result.

Tags apply only to the damage type listed. All other types deal damage normally. Full rules for applying these tags appear in Chapter 9: Combat.

Table 8.20: Armor Vulnerability and Resistance

ArmorVulnerableResistant
Padded
LeatherSlashing
Studded leather
Brigandine
Scale mail
Chain mailPiercingSlashing
Banded mail
Splint mail
Bronze plate mailBludgeoningSlashing
Plate mailBludgeoningSlashing
Field plateBludgeoningSlashing
Full plateBludgeoningSlashing

Shields and helmets have no vulnerability or resistance tags. Armor worn without its associated helmet type (see Table 8.22) does not gain the helmet's AC contribution and is not affected by that absence in terms of vulnerability or resistance.

Table 8.21: Shields

ShieldCostWeightAC BonusAttacks Covered
Buckler1 gp1.5 kg+11 frontal attack (wielder's choice)
Small3 gp2.5 kg+12 frontal attacks (wielder's choice)
Medium7 gp5 kg+13 frontal attacks
Body/tower10 gp7.5 kg+1 melee / +2 rangedAll frontal attacks

The AC bonus listed is added to a character's current AC. A buckler is strapped to the forearm and permits both hands to be used freely. A small shield is gripped by the hand but allows holding small items. A medium shield restricts the shield hand entirely. A body shield (also called pavise or tower shield) covers against all frontal missile and melee attacks.

Shields slung across the back provide +1 AC against attacks from behind, except bucklers.

Table 8.22: Helmets

HelmetCostWeightArmor MatchPenalty Without
Cap4 gp1 kgLight (padded through studded)−1 AC
Coif8 gp2.5 kgMedium (chain, scale)−1 AC
Open-face15 gp2.5 kgMedium or heavy−1 AC
Basinet/closed-face20 gp5 kgHeavy (banded or better)−1 AC
Great helm30 gp5 kgHeavy (banded or better)−1 AC

Characters wearing armor without its associated helmet type suffer −1 to their AC. Mismatched helmets with armor are functional but may impose Charisma penalties for appearing unprofessional, at the GM's discretion.

Armor for Non-Standard Sizes

Humanoids significantly larger or smaller than man-sized must have armor custom-fitted. Cost and weight scale by size category.

SizeCostWeight
Small (halfling-sized)×0.75×0.75
Large (ogre-sized)×2×2
Huge (giant-sized)×4×4
Gigantic (titan-sized)×8×8

Badaki and Ûrgon characters require custom armor by this table. Val'arian and Duardeen characters use standard sizing.


Donning and Removing Armor

Armor takes time to put on properly. Donning hastily or removing quickly are both possible with trade-offs.

Armor TypeWith AssistanceWithout Assistance
Brigandine, leather, padded, studded1 round2 rounds
Banded, chain, scale, splint2 rounds4 rounds
Plate variants1d6+4 roundsTriple time

Hasty donning. Non-plate armor donned hastily takes 1 round but reduces the AC bonus by 1 (minimum AC 12 — no worse than leather). Plate armor hastily donned improves AC by 1 per round of effort — each round spent adds 1 AC above base 10 until fully donned.

Removing armor. Non-plate takes 1 round. Plate takes 1d4+1 rounds. Plate can be cut off in half the time (round up) by cutting straps, but the armor is useless until repaired.


Encumbrance

Encumbrance measures the effect of carried weight on movement and combat effectiveness. There are two distinct limits to track: maximum weight and maximum carrying capacity.

Maximum weight is derived from Strength (Table 1.1). Exceeding it imposes movement penalties.

Maximum carrying capacity is determined by the character's size and the physical bulk of their possessions — the number and size of objects, not their weight. A character may hit their weight limit before their capacity limit, or vice versa. Additional attack and AC penalties only apply when both limits are reached simultaneously.

Encumbrance Stages for Man-Sized Bipeds

StageAttack ModifierAC Modifier
Non-encumbered
Lightly encumbered
Moderately encumbered−1 (at max capacity)
Heavily encumbered−2 (at max capacity)−1 (at max capacity)
Severely encumbered−4 (at max capacity)−3 (at max capacity)
Overwhelmingly encumbered−4 (at max capacity)−3 (at max capacity)

At max capacity means both weight and bulk limits are reached. Either limit alone imposes only the movement penalty.

Table 8.23: Encumbrance by Strength (Man-Sized Bipeds)

StrengthNon-EncLightModerateHeavySevereMax
32.557.51012.515
451015202530
57.51522.527.532.537.5
6102027.532.537.545
7102027.532.537.545
817.52938445057.5
917.52938445057.5
10–11203241475465
12–1322.535.5445057.575
14–1527.541.551.55967.585
163551627182.597.5
1742.56174.587.5100120
18557486.5100112.5135
18/01–5067.587.5100112.5127.5150
18/51–7580100112.5125140165
18/76–9092.5112.5125138152.5180
18/91–99117.5135147.5160177.5200
18/00167.5187.5200215232.5255
19242.5262.5274290307.5330
20267.5287.5300317.5335360
21317.5340354374392.5415
22392.5417.5432.5452.5472.5500
23467.5492.5509529549575
24617.5645662.5685710740
25767.5795812.5835860895

All weights in kilograms.

Movement Under Encumbrance

EncumbranceMV 12MV 9MV 6
Non-encumbered1296
Lightly encumbered1185
Moderately encumbered974
Heavily encumbered753
Severely encumbered532
Overwhelmingly encumbered111

Encumbrance for Other Sizes

SizeMultiplier
Small-sized bipeds×0.75
Large-sized bipeds×2
Huge-sized bipeds×4
Gigantic-sized bipeds×8

Encumbrance for Quadrupeds

SizeMultiplier
Small-sized quadrupeds×1
Man-sized quadrupeds×1.5
Large-sized quadrupeds×3
Huge-sized quadrupeds×6
Gigantic-sized quadrupeds×12

Pack animals and mounts use simplified tracking: non-encumbered, lightly encumbered, or heavily encumbered. An animal collapses if loaded beyond its maximum. The full table for domestic animal encumbrance by species appears in Chapter 18: Hirelings & Henchmen alongside mount movement rates.


Spell Components

Arcane spells draw on the world through physical materials that correspond sympathetically to the spell's nature. These materials range from items so common they are assumed to be present to singular objects that require expeditions to acquire.

Component Tiers

TierCostAvailabilityNotes
CommonFree – 1 gpAnywhereAssumed present by default. Bat guano, sand, fleece, chalk, candle wax, common herbs. Do not track.
Uncommon5 – 50 gpAny town with a marketPowdered gemstones, rare herbs, preserved animal parts, and alchemical basics. Track as standard equipment.
Rare100 – 500 gpCities and specialist vendorsQuality gems, refined alchemical compounds, dragon-adjacent materials. Significant acquisition cost.
Exceptional1,000 gp+Quests, specific locationsSingular or irreplaceable materials. Often tied to specific narrative events.

Component Pouch. A small belt pouch or satchel stocked with Common and a selection of Uncommon components appropriate to the owner's school or general practice.

  • Cost: 15 gp
  • Weight: 1 kg
  • A component pouch covers all Common components automatically and up to 10 gp worth of Uncommon components. It must be restocked after each significant adventure or downtime period. Losing a component pouch while stripped of gear means losing all Common availability — the assumption of presence no longer applies until replaced.