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Equipment Rules

Prices, Currency, and Exchange

Various worlds, regions, and nations have different currencies and exchange rates which depend on those places. For the purposes of this game system there are four types of currency: copper coins, silver coins, gold coins, and platinum coins. The exchange rate between them is as follows:

  • 10 coppers = 1 silver
  • 10 silvers = 1 gold
  • 10 gold = 1 platinum

Also written as:

  • 1,000 coppers = 100 silvers = 10 gold = 1 platinum

This system assumes that a silver piece is the base amount.

  • 10 coppers = 1 silver = 0.1 gold = 0.01 platinum

Most items are listed by their price in silvers pieces. More powerful, and often rarer items will sometimes use gold pieces as a base currency.


Bulk and Carrying Capacity

Most items are listed with a Bulk entry. This is how much the item weighs. If there is a dash, this means the item weighs a negligible amount and does not contribute towards how much weight you are carrying. If there is an ‘L’ in the entry, it means this item is of light weight. Note: 10 light items equal 1 bulk. If there is a numeral value, that is how much bulk the item weighs.

A rough rule of thumb is a character can carry an amount of bulk equal to their Strength Score.


Item Rarity

Rarity indicates how easy it is to find an object, both in civilization but also as treasure to be found or looted. Common items can be found just about anywhere in civilization and are so easily found, most do not consider it as loot. Uncommon items are found in large towns and make for good loot in most locations, while rare items are only found in cities and are not easy to plunder. Very rare items are can only be bought, or sold, if you want a decent price, in metropolises and are extremely unlikely to be found in most locations. Those types of items that only have a few in existence are called legendary and have an extremely slim chance of being found in a metropolis, let alone discovered as loot. Finally, one-of-a-kind items are call artifacts and are considered priceless though they can usually be bought and sold if necessary.

RarityAssociated Price Range in Silver
CommonUnder 50
Uncommon50-2,000
Rare2,000-5,000
Very Rare5,000-12,000
LegendaryAbove 12,000
ArtifactsPriceless

Wielding and Item Slots

Certain items take up space on the body while they are active while others do not need to be worn to use but often requires a certain number of free hands to wield.

Wielding. Almost every item has an entry titled Wielding. This indicates how many free hands are needed to use the item. Some, those with a dash, do not need a free hand to use. Some of these might be accounted for as extra materials. Others simply exist without needing a hand, like a Sheath for a bladed weapon. If you do not have at least the number of hands free as the item requires to be used, you cannot operate the item until you have the required number of free hands.

Slots. Slots are areas on the body where items can be worn. You can only have one item for each type of slot. Most mundane, and even some rarer items, do not take up item slots and so can be worn without too much regard to how many items are worn in similar fashion. For example, while a belt pouch is commonly worn around the waist, it does not interfere with other items that take up the Belt slot. Most slots are occupied by rare items that list that slot. The following are the types of slots:

  • Armor. This is occupied by the armor you wear. Unlike any other slot, this is not associated with a particular location on the body.
  • Belt. This is for items worn around the waist.
  • Body. This is for items that take up a substantial portion of the body, such as clothes, yet do not interfere with other item slots.
  • Chest. This is for items worn around the ribcage, such as mantles or vests.
  • Eyes. This is for items worn over the eyes, such as goggles.
  • Feet. This is for items worn on or around the feet, such as shoes.
  • Hands. This is for items worn over the hand, such as gloves. This does not include the wrist or ring areas despite often seeming to take up the same area of the body and this slot, unless otherwise stated, does not interfere with items you are Wielding.
  • Head. This is for items worn over the head, such as helms, hats, and crown.
  • Headband. This is for items worn around or just above the brows, such as phylacteries or headbands.
  • Neck. This is for items worn on the neck or at the base of the neck, such as necklaces or items on necklaces.
  • Ring 1 and 2. This is for items worn on the fingers. Given most mystical items can easily interfere with each other, too many rings on a hand can cause them to stop working. For this reason, only one ring on a hand is generally suggested. For each extra ring on a hand there is an 25% chance when one of them is used, all of them become inert for 24 hours. Trying to use five or more rings on a hand guarantees they all fail and has a 35% chance, applied individually to each ring, that one gains the Broken condition.
  • Shoulders. This is for items worn on or attached to the shoulders, such as cloaks.
  • Wrists. This is for items worn around the lower arms, such as bracelets or bracers.

The following design is provided on the Forge character sheets to record what items are currently taking up an item slot.


Breaking Objects

To break an unattended item, roll damage as if you had hit it. If the damage is greater than the Hardness, the item takes a dent. Once an item takes a number of dents equal to its Toughness score, it gains the Broken condition. If the item takes another hit before being repaired, it is destroyed and is beyond repair. If an item, with the exceptions of armor, weapons, and materials with the Durable tag, ever takes twice its Hardness it is destroyed immediately. Armor and weapons must take triple its Hardness score to be immediately destroyed. If an item is made of a special material, add the material bonus to the Hardness and Toughness scores. Some of the entries are ‘per inch’ this is per inch of thickness.

  • Breakable. Once the number of dents it takes reaches its Toughness score it is destroyed.
  • Durable. Instead of doubling the Hardness score required to instantly break this object, items made of material with the durable tag withstand more. It takes triple the Hardness score to instantly break an item with this material.
  • Flammable. If fire is used in trying to break the object, it is treated as breakable.
Item TypeHardnessToughnessTags
Adamantine, Unworked
Unworked
Worked

20
25

15 per inch
20 per inch

Durable
Durable
Armor
Light
Medium
Heavy

5
10
15

2
4
8



Glass11 per inchBreakable
Ice11 per inchBreakable
Iron or Steel
Unworked
Worked

10
15

6 per inch
8 per inch


Leather or Hide25 per inch
Mithral
Unworked
Worked

12
15

6 per inch
8 per inch


Paper or Cloth12 per inchFlammable
Rope12 per inchFlammable
Shield
Light
Heavy

5
10

5
10


Stone106 per inch
Weapon
Axe
Bow
Brawling
Club
Dart
Flail
Hammer
Knife
Pick
Polearm
Sling
Spear
Sword

10
5
7
7
5
7
10
7
7
7
5
5
10

6
2
3
3
2
4
6
4
4
3
2
4
4













Wood53 per inchFlammable