Ruleset: Gear

 

Weapons


Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

 

Simple Melee Weapons

Name Cost Damage Weight Properties
Club 10 J 1d4 bludgeoning 2 lb. Light
Dagger 200 J 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 20 J 1d8 bludgeoning 10 lb. Two-handed
Handaxe 500 J 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 100 J 1d6 piercing 2 lb. Thrown (range 30/120)
Light Hammer 200 J 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 500 J 1d6 bludgeoning 4 lb.
Quarterstaff 200 J 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle 100 J 1d4 slashing 2 lb. Light
Spear 100 J 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)

 

Simple Ranged Weapons

Name Cost Damage Weight Properties
Crossbow, light 2,500 J 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 50 J 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow 2,000 J 1d6 piercing 2 lb. Ammunition (range 80/320),two-handed

 

Martial Melee Weapons

Name Cost Damage Weight Properties
Battleaxe 1,000 J 1d8 slashing 4 lb. Versatile (1d10)
Flail 1,000 J 1d8 bludgeoning 2 lb.
Glaive 2,000 J 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe 3,000 J 1d12 slashing 7 lb. Heavy, two-handed
Greatsword 5,000 J 2d6 slashing 6 lb. Heavy, two-handed
Halberd 2,000 J 1d10 slashing 6 lb. Heavy, reach, two-handed
Lance4 1,000 J 1d12 piercing 6 lb. Reach,00 Jecial
Longsword 1,500 J 1d8 slashing 3 lb. Versatile (1d10)
Maul 1,000 J 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 1,500 J 1d8 piercing 4 lb.
Pike 500 J 1d6 piercing 18 lb. Heavy, reach, two-handed
Rapier 2,500 J 1d6 piercing 2 lb. Finesse
Scimitar 2,500 J 1d6 slashing 3 lb. Finesse, light
Shortsword 500 J 1d4 piercing 2 lb. Finesse, light
Trident 500 J 1d8 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War pick 500 J 1d8 piercing 2 lb.
Warhammer 1,500 J 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 500 J 1d4 slashing 3 lb. Finesse, reach

 

Martial Ranged Weapons

Name Cost Damage Weight Properties
Blowgun 100 J 1 piercing 1 lb. Ammunition (range 25/100), loading
Longbow 2,000 J 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 100 J 3 lb. Special, thrown (range 5/15)
Revolver 11,000 J 1d10 Ballistics 3 lbs. Ammunition (range 30/90), reload (6 shots), Firearm
Magnum 20,000 J 2d6 Ballistics 3 lbs. Ammunition (range 30/90), reload (2 shots), Firearm
Rifle 15,000 J 1d12 Ballistics 10 lbs. Ammunition (range 40/120), two-handed, reload (2 shots), Firearm

 

Special Properties

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.

Ballistics. Ballistics is a new type of damage type that is a sub type of piercing. Not all piercing damage is ballistic but all ballistic damage is piercing.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Firearm: Firearms do not allow the user to gain any proficiency bonus on their attack rolls. Instead, creatures who are proficient with firearms can use their bonus action to aim, gaining their proficiency bonus to their attack roll.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action.

Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed. This weapon requires two hands when you attack with it.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

 

Armor


Armour in the world is not so often warn anymore, or really ever. They're useful for those in combat but even then many rely on their own barriers for protection. But alas there are those that prefer to have additional protection beyond what their barrier can protect against.

 

Light Armor

Name Cost Armor Class Stealth Branch Casting Time Properties Weight
Heavy Coat 500 J 11 + Dex Disadvantage - -   6 lbs.
Leather Jacket 1000 J 11 + Dex - - -   4 lbs.
Wooden Plates 800 J 12 + Dex - Wood Bonus Action   6 lbs.
Steel Plates  4500 J 12 + Dex - Forge Bonus Action DR/2 Ballistics 8 lbs.
Chain Shirt 5200 J 13 + Dex Disadvantage Forge 10 minutes DR/2 Ballistics 8 lbs.

 

Medium Armor

Name Cost Armor Class Stealth Branch Casting Time Properties Weight
Steel-Laden Vest 2200 J 13 + Dex (max 2) - -   DR/2 Ballistics 8 lbs.
Rosewood Armor 1800 J 12 + Dex (max 2) - Wood Action   12 lbs.
Porcelain Armor 2600 J 11 + Dex (max 2) Disadvantage Clay Action   8 lbs.
Stone Padding 1800 J 13 + Dex (max 2) Disadvantage Rock Action DR/3 Ballistics 18 lbs.
Breastplate 40,000 J 14 + Dex (max 2) - Metal Action DR/3 Ballistics 20 lbs.
Half Plate 75,000 J 15 + Dex (max 2) Disadvantage Metal 10 minutes DR/3 Ballistics 40 lbs.
Frozen Armor 2500 J 14 + Dex (max 2) - Ice Action DR/3 Ballistics 16 lbs.

 

Heavy Armor

Name Cost Armor Class Stealth Branch Casting Time Properties Weight
Saurus Mail 9000 J 15 - - - DR/3 Ballistics  25 lbs.
Granite Mail 6000 J 16 Disadvantage Rock 10 minutes DR/3 Ballistics  30 lbs.
Chain Mail 7500 J 16 Disadvantage Forge 10 minutes Resistance: Ballistic 55 lbs.
Splint Mail 20,000 J 17 Disadvantage Forge 1 hour Resistance: Ballistic 60 lbs.
Full Plate 150,000 J 18 Disadvantage Forge 1 day Resistance: Ballistic 65 lbs.
Glacial Armor 7500 J 17 Disadvantage Ice 10 minutes Resistance: Ballistic 60 lbs.

 

Equipment


Money comes in two forms in this world, the paper-like note called the Jin, and the old coins used in the towns and villages outside of the cities divided into gold, silver, and bronze pieces. Gold pieces are worth 100 Jin, Silver 10 Jin, and Bronze 1 Jin.

 

Adventuring Gear

Item Cost Weight
Backpack 200 J 5 lb.
Ball Bearings (bag) 100 J 2 lb.
Barrel 200 J 70 lb.
Basket 40 J 2 lb.
Bedroll 100 J 7 lb.
Bell 10 J
Blanket 50 J 3 lb.
Book 250 J 5 lb.
Bottle, glass 20 J 2 lb.
Bucket 5 J 2 lb.
Caltrops (bag of 20) 100 J 2 lb.
Candle 1 J
Case, map or scroll 100 J 1 lb.
Chain (10 feet) 500 J 10 lb.
Chalk (1 piece) 1 J
Chest 500 J 25 lb.
Climber's kit 2500 J 12 lb.
Crowbar 200 J 5 lb.
Fishing tackle 100 J 4 lb.
Flask or tankard 20 J 1 lb.
Grappling hook 200 J 4 lb.
Hammer 100 J 3 lb.
Hammer, sledge 200 J 10 lb.
Healer's kit 500 J 3 lb.
Hunting trap 500 J 25 lb.
Ink pen 2 J
Jug or pitcher 2 J 25 lb.
Lantern 1000 J 2 lb.
Lock 1000 J 1 lb.
Magnifying glass 100 J
Manacles 200 J 6 lb.
Mess kit 20 J 1 lb.
Mirror, steel 500 J 1/2 lb.
Oil (flask) 10 J 1 lb.
Perfume (vial) 500 J
Pick, miner's 200 J 10 lb.
Piton 5 J 1/4 lb.
Pole (10-foot) 5 J 7 lb.
Pot, iron 200 J 10 lb.
Pouch 50 J 1 lb.
Quiver 100 J 1 lb.
Ram, portable 400 J 35 lb.
Rations (1/day) 50 J 2 lb.
Robes 100 J 4 lb.
Rope, hempen (50 ft) 100 J 10 lb.
Rope, silken (50 ft) 1000 J 5 lb.
Sack 1 J 1/2 lb.
Shovel 20 J 5 lb.
Signal whistle 5 J
Soap 2 J
Spikes, iron (10) 100 J 5 lb.
Tent, two-person 200 J 20 lb.
Tinderbox 50 J 1 lb.
Vial 100 J
Watch 2500 J 1 lb.
Waterskin 20 J 5 lb.
Whetstone 1 J 1 lb.

Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.

Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

Book. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).

Caltrops. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.

Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

Chain. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

Climber’s Kit. A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.

Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.

Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Hunting Trap. When you use your action to set it, this trap forms a saw-­‐‑toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Lantern. A bullseye lantern casts bright light in a 60-­‐‑foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.


 

Tools

Goods Cost Weight
Artisan's tools
  Alchemist's supplies 5000 J 8 lb.
  Brewer's supplies 2000 J 9 lb.
  Calligrapher's supplies 1000 J 5 lb.
  Carpenter's tools 800 J 6 lb.
  Cartographer's tools 1500 J 6 lb.
  Cobbler's tools 500 J 5 lb.
  Cook's utensils 100 J 8 lb.
  Glassblower's tools 3000 J 5 lb.
  Jeweler's tools 2500 J 2 lb.
  Leatherworker's tools 500 J 5 lb.
  Mason's tools 1000 J 8 lb.
  Painter's supplies 1000 J 5 lb.
  Potter's tools 1000 J 3 lb.
  Smith's tools 2000 J 8 lb.
  Tinker's tools 5000 J 10 lb.
  Weaver's tools 100 J 5 lb.
  Woodcarver's tools 100 J 5 lb.
  Disguise kit 2500 J 3 lb.
  Forgery kit 1500 J 5 lb.
Navigator's tools 2500 J 2 lb.
Poisoner's kit 5000 J 2 lb.
Thieves' tools 2500 J 1 lb.
Gaming set
  Dice set 10 J
  Playing card set 50 J
Herbalism kit 50 J 3 lb.
Musical instrument
  Bagpipes 3000 J 6 lb.
  Drum 600 J 3 lb.
  Dulcimer 2500 J 10 lb.
  Flute 200 J 1 lb.
  Lute 3500 J 2 lb.
  Lyre 3000 J 2 lb.
  Horn 300 J 2 lb.
  Pan flute 1200 J 2 lb.
  Shawm 200 J 1 lb.
  Viol 3000 J 1 lb.

Artisan’s Tools. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

Disguise Kit. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Forgery Kit. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

Gaming Set. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

Musical Instrument. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

Navigator’s Tools. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

Poisoner’s Kit. A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

Thieves’ Tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.


 

Consumables

Name Cost Weight Special Qualities
Vitality One J 1,000 0 lb -
Vitality One 10 pack J 9,000 0 lb -
Vitality One: Extra Strength J 3,000 0 lb -
Vitality One: Emergency Exit J 8,000 0 lb -
Sterosis J 2,000 0.5 lb -
Sterosis: Max J 5,000 0.5 lb -
Herowadren J 20,000 0 lb -
Watt-R J 1,200 0.5 lb -
N-R-G J 800 0.5 lb -
Jazz J 900 0 lb Addiction 4, Overdose 6
Gypsy Jazz J 1200 0 lb Addiction 2, Overdose 6
Swing J 600 0 lb -
Gypsy Swing J 800 0 lb Addiction 3, Overdose 4
Blues J 1,200 0 lb Addiction 5, Overdose 5
Rhythm J 1,800 0 lb Addiction 3, Overdose 4
Dixie J 2,400 0 lb Overdose 2
Bebop J 1,400 0 lb Addiction 4, Overdose 5

Vitality One. This tiny pill fills you with vitality when you swallow it causing you to immediately regain 2d4 + 2 health points.

Vitality One: Extra Strength. This tiny pill fills you with vitality when you swallow it causing you to immediately regain 4d4 + 4 health points.

Vitality One: Emergency Exit. This tiny pill fills you with vitality when you swallow it causing you to immediately regain 8d4 + 8 health points.

Sterosis. This drink gives you a spike of power, changing your Strength score to 21 for 1 hour.

Sterosis: Max. This drink gives you a spike of power, changing your Strength score to 23 for 1 hour.

Herowadren. This patch when applied directly to the skin grants the user resistance to all damage types when their barrier is down for 1 minute.

Watt-R. This specialized sports drink increases your speed by 15 ft. for 1 minute after consumption.

N-R-G. An expensive but revolutionary drink gives you a burst of energy when consumed, forcing your exhaustion level to be reduced one stage for one day. Additional uses of N-R-G do not stack.

Jazz. A white powdery illegal stimulant taken recreationally to stimulate excitement. Usually taken through inhalation, after 1 minute the user's focus is increased as are their reactions. For 1 hour the user receives the following effects: Dexterity Scores +2, Wisdom Scores -2, AC +2. When the effects end the user goes into a crash state and gains one level of exhaustion for the rest of the day.

Gypsy Jazz. A more potent and far more addictive variant of Jazz. Usually taken through inhalation, after 1 minute the user's focus is increased as are their reactions. For 1 hour the user receives the following effects: Dexterity Scores +4, Wisdom Scores -4, AC +2, and Dexterity saving throws +2. When the effects end the user goes into a crash state and gains one level of exhaustion for the rest of the day.

Swing. A psychoactive that is usually seen in a form of condensed plant fibre placed into a a tiny capsule to be consumed. It is well known as a substance that calms nerves and causes brief euphoria. After 1 minute of use the user's senses are dulled. For 1 hour the user's barrier maximum increases by 10, concentration checks gain a +2 bonus, and they gain a sense of euphoria. The user has disadvantage on dexterity saving throws and has a -2 penalty on AC.

Gypsy Swing. A more powerful and illegal variant of Swing that is completely indistinguishable from regular Swing – until consumed. Has all the benefits of swing while reducing the drawbacks but is incredibly addictive. After 1 minute of use and for 1 hour there after, the user's barrier maximum increases by 10, concentration checks gain a +2 bonus, and they gain a sense of euphoria.

Blues. An illegal depressant in the form of a syrup to be consumed in small doses. Immediately upon consumption this drug decreases anxiety and heightens concentration. For 10 minutes the user gains a +1 bonus on all weapon and spell attack rolls and a +2 to Initiative. Once the effect ends the user goes into a state of mild panic for 1 hour, gaining advantage on Dexterity saving throws but all other saving throws are at disadvantage.

Rhythm. An illegal psychoactive taken in pill form. Immediately upon consumption the drug's psychoactive effects begin to take hold causing erratic behaviour in the subject. For 1 minute, Weapon and Spell attack rolls against the subject are done at disadvantage and the user immediately restores all their barrier. While the effect is active, all weapon and spell attack rolls made by the user are done at disadvantage and a DC 20 concentration check must be passed to cast a spell.

Dixie. An illegal depressant taken in pill form, usually as a means to decrease the negative effects of other drugs. Immediately upon consumption and for the next 10 minutes, the user no longer needs to make concentration checks to cast or maintain spells and any effects that temporarily cause disadvantage to attack, saving throw, and skill rolls no longer do so.

Bebop. A psychotic that causes the user to see hallucinations. Usually appears as a blue powder, the drug is consumed to gain the effects. In small doses, this drug causes the user to shrug off pain, gaining DR2 vs everything for an 8 hour period. However during this time the user also has disadvantage on all attack and skill rolls.

Special Properties

Addiction. Addiction determines how many doses can be taken in a week before addiction may occur. After consuming a substance with addiction and you have consumed the listed number within the week, make a DC 10 Constitution Saving Throw. This DC increases by 5 with each additional consumption made over the addiction value within the week.

On a failure, the user becomes addicted to the substance. When addicted, the addict must consume a dose of the substance they are addicted to at least once daily. Failure to do so grants the user one exhaustion level.

Overdose. Overdose determines how many doses can be taken in a day before an overdose may happen. After consuming a substance with overdose and you have consumed the listed number on the same day, make a DC 20 Constitution Saving Throw. On failure, the character immediately falls unconscious and must immediately start making death saving throws. Unlike normal death saving throws, any failed death saving throws while unconscious due to an overdose remain on the character until a week has passed.


Ruleset: Gear

Tan Suo Gelatos