Chapter III · Equipment
Gear and Services
Rope, rations and a bedroll will get an adventurer through the wild. Getting through Eldriloch's cities, sky lanes and smoke takes more: goggles against the glare, a mask against the fumes, a grapple gun for the rooftops, and enough coin for a rail ticket, an airship berth or a Peacekeeper who'd rather not see you.
All the gear, tools, clothing, food, mounts and services in the 3.5 Player's Handbook are available in Eldriloch. The items below are new. Anything that runs on fibrolite says what it needs, and Fibrolite Shards lists their prices.
Adventuring Gear
| Item | Cost | Weight | Item | Cost | Weight |
|---|---|---|---|---|---|
| Ammunition bandolier | 2 gl | 1 lb | Holster, concealed | 10 gl | ½ lb |
| Climbing harness | 15 gl | 3 lb | Lock, aetheric | 150 gl | 1 lb |
| Drop sail | 150 gl | 10 lb | Pocket watch | 40 gl | — |
| Fibrolite lamp | 40 gl | 2 lb | Rebreather mask | 50 gl | 3 lb |
| Fibrolite striker | 1 gl | — | Rebreather filter | 5 gl | ½ lb |
| Goggles | 10 gl | ½ lb | Safety line | 10 gl | 5 lb |
| Goggles, spotter's | 150 gl | ½ lb | Signal flare | 5 gl | ½ lb |
| Grapple gun | 300 gl | 6 lb | Telescopic sight | 400 gl | 1 lb |
Ammunition Bandolier: Holds 30 rounds or 20 rounds and four explosives ready to hand. Drawing a round or explosive from it is a free action once per round.
Climbing Harness: Straps, buckles and clips. +2 bonus on Climb checks. If the wearer is clipped to a fixed line, a fall stops at the end of the line.
Drop Sail: A packed canvas canopy that airship crews wear in case they go over the rail. Opening it is a free action while falling (DC 10 Reflex save if the wearer is unconscious or grappled, which fails automatically). The wearer then falls 60 feet per round and lands without taking damage. Repacking it takes 10 minutes.
Fibrolite Lamp: A sealed glass lamp with no flame. It gives bright light in a 30-ft. radius and shadowy light to 60 ft. It works in wind and rain and under water. A 1st-level chip (2 gl) lights it for 24 hours.
Fibrolite Striker: A brass lighter with a chip of spent fibrolite that sparks when it's struck. It lights a fire as a move action (like a tindertwig) and lasts for 100 uses.
Goggles: Leather and brass, with smoked lenses. They give a +4 bonus on saves against blinding and dazzling light, including flash charges, and they keep wind, sand, sparks and smoke out of the eyes. Almost everyone who works around machines wears a pair.
Goggles, Spotter's: Goggles with a set of flip-down magnifying lenses. +2 bonus on Spot checks against anything more than 30 feet away.
Grapple Gun: A wide-barreled pistol that fires a grapnel trailing 60 feet of thin steel cable. Hitting a target point is a ranged touch attack against AC 10 (AC 15 for a small or awkward point). A winch in the grip can then reel in up to 300 pounds at 20 feet per round, enough to haul the wielder up a wall. A 1st-level chip (2 gl) powers five shots and winches.
Holster, Concealed: A thin holster worn under the arm, at the small of the back or strapped to the shin. +4 bonus on Sleight of Hand checks to hide a pocket pistol or revolver on the body.
Lock, Aetheric: A lock whose tumblers are held by a stored pattern rather than springs. Open Lock DC 35. It can't be opened by knock unless the caster beats DC 20 on a caster level check. A 1st-level chip keeps it sealed for a month, after which it fails open.
Pocket Watch: A wound brass watch. Sovereigni wear gold ones as a sign of status, and Sullied wear brass ones because the shift whistle doesn't wait.
Rebreather Mask: A leather mask with a filter canister over the mouth. +4 bonus on Fortitude saves against inhaled poisons, smoke and gases, including sulfur fumes. Each filter lasts 1 hour of use. Foundry workers, Ashborne miners and anyone who has stood near the Mourning's fog wear them.
Safety Line: 50 feet of rope with a harness hook at each end. Airship crews clip it to the rail in a storm.
Signal Flare: A paper tube that burns bright red for 1 minute. It can be seen for miles at night, and from airships by day.
Telescopic Sight: A brass scope that clamps to a rifle or repeating rifle. If the wielder spends a move action aiming, their next shot that round takes only a –1 penalty per range increment beyond the first, instead of –2.
Tools and Kits
| Item | Cost | Weight | Effect |
|---|---|---|---|
| Engineer's tool kit | 5 gl | 5 lb | Artisan's tools for Craft (engineering). Without them, Craft (engineering) checks take a –2 penalty. |
| Engineer's tool kit, masterwork | 55 gl | 5 lb | +2 circumstance bonus on Craft (engineering) checks. |
| Gunsmith's kit | 50 gl | 3 lb | Clearing a jam with it is a move action without a check. +2 on Craft (engineering) checks to build or repair firearms. |
| Aether cutter | 250 gl | 8 lb | A cutting torch. As a full-round action, deals 2d6 fire damage to an object it touches, ignoring hardness up to 10. A 1st-level chip (2 gl) powers it for 1 minute. As a weapon, it's improvised (–4, 1d6 fire). |
| Graft kit | 200 gl | 10 lb | Surgical tools, clamps and sockets for grafting. A fleshgrafter needs one to install an implant. Owning one is evidence of heresy in Covenant lands. |
Renderers
Renderers are smooth stones made in linked pairs. The holder of one can speak with the holder of the other across any distance. Using one is a standard action, and the conversation can last up to 10 minutes. The recipient feels a strong pull to answer. When the call ends, each user must make a DC 12 Fortitude save or be sickened for 1 minute by the nausea of returning to their body.
A renderer pair costs 3,000 gl. Setting one into a circlet, so it can be used without holding it, costs 500 gl more. Renderer houses in most large cities rent time on their stones for 5 gl a minute, to anyone whose recipient also has one. Couriers carry renderers, not letters, these days. The Elastiquery can listen in on renderer conversations, though almost nobody knows that.
Mechanoids
Mechanoids have no soul. They do one job, the way they were built to do it, and nothing else. Each is a Medium construct with hardness 5 and 20 hit points. It obeys only its keyed owner and runs on a 2nd-level chip (8 gl) per week. Mechanoids are frowned on in Usmon and can't be sold there.
| Mechanoid | Cost | Does |
|---|---|---|
| Sweeper | 400 gl | One simple chore, such as sweeping, scrubbing or carrying dishes, as an unseen mechanism that can be seen. |
| Porter | 800 gl | Carries up to 200 pounds and follows its owner at speed 20 ft. It can't climb, swim or fight. |
| Sentry | 2,000 gl | Watches one room or door. It has Spot and Listen +6, never sleeps, and rings an alarm at any creature not keyed to it. For one that shoots, see the sentry turret under Artillery. |
Transport
| Transport | Cost | Notes |
|---|---|---|
| Passage | ||
| Rail, Sullied car | 2 sv per 50 miles | Standing room, soot and company. The runekar built the rail to be free. It hasn't been for generations. The rail runs in two halves: Usmon and Adryae in the west, Ethon and Staerhiel in the east and south. |
| Rail, Sovereigni car | 3 gl per 50 miles | Upholstered seats, a steward and a locked door between you and the Sullied cars. |
| Draisine, rented | 5 gl per day | A two-seat platform that rides the rail rod at 6 miles per hour, wherever the rail still runs. |
| Airship, steerage | 1 gl per 100 miles | A hammock in the cargo hold. The only way across the gulf for most people. |
| Airship, cabin | 5 gl per 100 miles | A private cabin and meals at the captain's table. |
| Airship, chartered | 150 gl per day | A small private ship and crew, going where you say. |
| Smuggled passage | 50 gl | A Veil crew carries one person across the gulf or a border, no papers and no questions. |
| Vehicles | ||
| Motor carriage | 2,000 gl | A four-seat carriage with a fibrolite engine. Speed 60 ft., 8 miles per hour on a road. A 2nd-level chip (8 gl) runs it for a day. |
| Iron steed | 1,200 gl | A two-wheeled motor frame for one rider. Speed 80 ft., 10 miles per hour on a road. Ride checks to control it. A 1st-level chip (2 gl) runs it for a day. |
| Airship, small | 25,000 gl | A private craft like the Cloudcutter: four passengers, crew of two, 20 miles per hour. A 4th-level shard (32 gl) per day of flight. |
| Airship, cargo | 120,000 gl | A trading hull the size of a small town. Crew of 20, holds 200 tons. Rarely sold to anyone but a guild or a Regnant Sovereigni. |
Services
| Service | Cost | Notes |
|---|---|---|
| Firearm permit (Adryae) | 10 gl | Lets the holder carry a firearm in Adryae's cities for a year. |
| Peacekeeper writ (Staerhiel) | 25 gl | Lets a Sullied carry a firearm in Staerhiel. Easier to get with a bribe than without one. |
| Bribe | 5–50 gl | 5 gl buys a Peacekeeper who looks the other way. 50 gl buys one who loses the paperwork. A DC 15 Diplomacy check keeps it from becoming an arrest. |
| Repairs | 10% of item cost | A guild engineer repairs a damaged firearm, device or mechanoid in a day. |
| Renderer house | 5 gl per minute | See Renderers, above. |
| Temple healing | As spellcasting services | Covenant temples cast flux spells at the core rules' prices, for Covenant faithful only. Heretics need not apply. |
| Grafting | 1½ × implant cost | Only on the under-market, and heresy in Covenant eyes. See the fleshgrafter. |