|Block & Tackle||1||15 SP|
|Bottle, glass||—||2 SP|
|Candle, 1 hour||—||1 CP|
|Chain, 2 metres||2||40 SP|
|Climbing kit||1||25 SP|
|Craft Tools||2||75 SP|
|Healers Kit||—||25 SP|
|Fish Hook||—||2 LB|
|Fishing Kit||1||15 SP|
|Flint & Tinder||—||5 CP|
|Grappling Hook||—||5 SP|
|Healer’s Kit||1||150 SP|
|Ladder, 3m||4||2 SP|
|Lock Picks||—||75 SP|
|Mining Pick||1||35 SP|
|Musical Instrument||2||70 SP|
|Oil, Flask||1||1 SP|
|Papyrus, Sheet||—||5 CP|
|Pole, 3m||1||1 SP|
|Rope, 10m||2||10 SP|
|Sack, Large||1||5 CP|
|Sack, Small||—||2 CP|
|Torch / Flaming Brand||—||4 CP|
|Writing kit||1||45 SP|
Backpack: It can hold 20 ENC of equipment.
Block & Tackle: Adds +20% to Mechanisms tests to make or disarm large traps and makes Engineering tests possible in some circumstances. It requires at least 10m of rope to function.
Candle, 1 Hour: A candle illuminates a one-metre radius. Any wind stronger than a slight breeze will extinguish a candle.
Climbing Kit: A climbing kit provides a bonus of +20% to any Athletics skill tests made to climb.
Crowbar: Adds +20% to brute force Athletics tests. If used as a weapon, it is considered a club (wielded with a –20% penalty).
Fish Hook: This item allows a character to use their Lore (Natural World) skill to catch a fish without suffering a penalty on the test.
Fishing Kit: The fishing kit grants a character a +20% bonus to their Lore (Natural World) test to catch fish.
Flint & Tinder: A character with flint and tinder can build a fire in one minute under normal conditions without having to roll his Lore (Natural World) skill.
Grappling Hook: It will support the weight of 50 ENC or 50 SIZ, or any combination thereof.
Hammer: If used as a weapon, it is treated as a club (wielded with a –20% penalty). Hammers may be used on inanimate objects without being destroyed.
Healer’s Kit: A first aid kit is good for five uses (whether the skill test succeeds or fails).
Lantern: A lantern provides bright illumination out to a three-metre radius. It will burn for two hours on a flask of oil.
Mining Pick: If used as a weapon, it is considered a club (wielded with a –20% penalty). Mining picks may be used on inanimate objects without being destroyed.
Oil, Flask: A flask of oil is enough to fuel a lantern for two hours or, if broken on the ground and ignited, enough to sustain a small fire for one minute.
Quiver: Quivers can hold up to 30 arrows or crossbow bolts.
Rope, 10 Metres: A standard rope can support the weight of 50 ENC or 50 SIZ, or any combination thereof.
Sack, Large: Able to hold 10 ENC of equipment.
Sack, Small: A small sack can hold 5 ENC of equipment.
Scythe: If used as a weapon, it is considered a bill (wielded with a –20% penalty).
Slingbag: It can carry 15 ENC of equipment.
Spade: If used as a weapon, it is considered a club (wielded with a –20% penalty).
Torch, 1 Hour: It will burn for one hour. A torch illuminates within a three metre radius. If used as a weapon, it is considered a club (wielded with a –20% penalty), except that it does not inflict normal damage – instead, it inflicts 1D4 fire damage and a fumble, or critical hit will also extinguish the brand.
Waterskin: A waterskin can hold enough water to sustain an adventurer for two days.
|Dog, Domestic||2 SP|
|Dog, Hunting||25 SP|
|Horse, Draft||400 SP|
|Horse, Riding||350 SP|
|Horse, Combat Trained||500 SP|
|Saddle & Bridle||75 SP|
|Travel (by Coach)||1 SP per kilometre|
|Travel (by Post-Horse)||2 SP per kilometre|
|Travel (by Ship)||1 SP per kilometre|
|Travel (by Wagon)||5 SP per kilometre|
Food and Lodging
|Lodging, Poor||2 CP|
|Lodging, Average||1 SP|
|Lodging, Superior||5 SP|
|Food & Drink, Poor, 1 Day||1 CP|
|Food & Drink, Average, 1 Day||5 CP|
|Food & Drink, Superior, 1 day||2 SP|
|Trail Rations, 1 Day||5 CP|