Equipment

An adventurer just isn’t an adventurer without the right selection of gear and equipment. From weapons and armor to the mundane and arcane, this chapter catalogs some of the stuff your character might need.

Currency

The currency of the West and the Frontier is the Western Dollar ($). Bartering is very common in the Frontier, but cash is preferred everywhere. The dollar is a paper currency that comes in various denominations ($1, $2, $5, $10, $20, $50, $100). Dollars can broke down into smaller amounts in the form of coins (the penny, nickel, quarter, fifty-center).

While rare, there are also small gold bars known as decades. These are worth $10 each and are used for exchanges where paper money wouldn’t work.

Carrying Things

Once you’ve purchased something, you’ve got to either store it or haul it around with you. For equipment that you want to take with you, you’ve got options. A character has two hands, which means he can hold two items that take one hand each, or a single item that takes two hands. If it’s a weapon in your hands, you’re normally considered to be wielding it. Wielding means you’re ready to use it.

When it comes to armor, you can only wear a single set. With shields, you could carry two, but you only get the defensive benefits of one of them. Clothing doesn’t count as armor. Some clothing can be worn over armor, but most of it can’t. The GM can decide what does and doesn’t make sense.

Selling Things

Things can be sold for partial value.

Weapons, Armor, and Other Equipment

Undamaged but used equipment can be sold for half price, generally, but only if the merchant could realistically refurbish and re-sell. They won’t want weapons or armor taken from non-humanoid monsters.

Magic Items

Usually sold for half price, but sometimes it’s harder to find a buyer.

Trade Goods

Can be sold or bartered for full value. These would be things like gemstones, bars of iron, food, etc.

Starter Gear

Can’t be sold. No one wants your newbie crap.

Proficiencies

To best utilize weapons and armor, you must be trained in their usage. To represent that, there are proficiency categories, which split equipment into different generalized types. A person trained in using a longblade, for example, should be able to pick up a similar sword-style weapon and be effective.

There are three armor proficiencies and the shield proficiency:

  • Light Armor
  • Medium Armor
  • Heavy Armor (Heavy and Riding)
  • Shields

If you are not proficient in the type of armor or a shield that you are wearing/using, you will not gain any bonus to Physical Defense <PD> that would normally be provided. You suffer a -1 penalty to your Speed <SPD>, in addition to any penalty the armor or shield would normally cause. Putting on armor you are not proficient in takes five times as long.

There are multiple weapon proficiencies:

  • Unarmed
  • Heavy Melee
  • Martial Melee
  • Simple Melee
  • Polearms
  • Bows
  • Pistols
  • Rifles
  • Shotguns

If you are not proficient with a weapon and try to use it, you will not gain any benefit to Physical Attack <PA> that the weapon might grant you. You will instead suffer a -1 to your Physical Attack <PA>. The weapon’s Damage <X> will be reduced by 1.

Armor

With the introduction of firearms, heavy armor was becoming less and less common in the armies of the East. However, it was quickly determined that variations of chain, scale, and even plate mail were effective against the denizens of the Shadow. The design of the armor varies greatly, and few people attempt to wear the older style suits of heavy plate armor. These days, the designs are a mix of leather, wood, and metal in composite layers designed to deflect damage rather than absorb it.

Armor usually has two benefits: increased Physical Defense <PD> (making them more difficult to hit) and increased External Resilience <ER> (making them less susceptible to damage). Costs and weights listed are the minimums. For example, a suit of full plate could cost over $1000 and weigh over 50 pounds.

Type <PD> Bonus <ER> Bonus <SPD> Penalty Cost Weight
Light Armor +1 0 0 $15 5 lbs.
Medium Armor +1 +1 0 $30 15 lbs.
Heavy Armor +1 +2 -1 $100 40 lbs.
Riding Armor +1 +1 -1 $100 25 lbs.

Light Armor

Much less expensive to produce than other types of armor, most light armor varieties consist of cured leather with laminated wood or thin metal plates that protect the torso, arms, and legs. Other materials used to make light armor include hide, or thick, padded cloth. Scouts and infiltrators prefer this style of armor because of the greater mobility.

Light armor takes a minute to put on or remove.

Some sample types of light armor:

  • Padded Clothing
  • Leathers
  • Compound Leathers
  • Armored Duster

Medium Armor

Medium armor is very similar to light armor, but often incorporates additional metal plates and chain mesh, especially around the chest and shoulders.

Medium armor takes 5 minutes to wear and 1 minute to remove.

Some sample types of medium armor:

  • Heavy Leathers
  • Plated Leathers
  • Reinforced Greatcoat

Special Rules: In medium armor, the wearer suffers a (flip-1) penalty on Acrobatics and Stealth skill checks.

Heavy Armor

While not as heavy as the plate mail previously worn by the knightly orders, heavy armor is still significantly more restrictive than light or medium armor when it comes to mobility. However, it protects the entire body and often includes a full helmet as well.

Heavy armor takes 20 minutes to put on and 10 minutes to remove.

Some sample types of heavy armor:

  • Heavy Reinforced Greatcoat
  • Full Chain
  • Light Plate
  • Full Plate

Special Rules: In heavy armor, the wearer suffers a (flip-1) penalty to all skill checks that use Soft Strength [SS].

Riding Armor

Intended as a compromise between medium and heavy armor, riding armor is designed to be used by soldiers on horseback.
Riding armor takes 10 minutes to put on and 5 minutes to remove.

Some sample types of riding armor:

  • Rider’s Greatcoat
  • Partial Chain
  • Rider’s Plate

Special Rules: In riding armor, the wearer suffers a (flip-1) penalty to Athletics and all skill flips that use Soft Strength unless he is on horseback. The External Resilience bonus of the armor increases to +2 while on horseback.

Shields

Shields, like heavy armor, were becoming a rare sight on the field of battle. They are becoming more relevant again as old fighting techniques are being updated to make them effective even against magic and firearms.

Shields require one hand to use.

Type <PD> Bonus <ER> Bonus <SPD> Penalty Cost Weight
Shield +1 0 0 $10 5 lbs.
Tower Shield +1 +1 -1 $50 15 lbs.

Shield

Shields come in many shapes and sizes, but all provide the same basic protective benefits.

Special Rules: Any ranged weapons you are using gain the Slow Reload 3 keyword.

Tower Shield

The tower shield is a massive slab of wood reinforced with metal. Heavy and difficult to use, it nonetheless offers a level of protection little else can match.

  • Keywords: Barrier

Special Rules: You may not take the Reload a Weapon action while using a Tower Shield.

Weapons

Weapons are in many ways the defining element of a warrior. Many who came from Areast to fight the Shadow bring with them weapons that have been passed from generation to generation, representing hundreds of years of history. In Areast, professional soldiers traditionally carried a matching longblade and shortblade. Some fought with both weapons, while others carried the shortblade but rarely used it in combat.

Weapons can provide a bonus or penalty to a character’s Physical Attack <PA> Combat Value. Each weapon entry in this section includes a Physical Damage <PX> rating. For melee weapons, this can include the character’s Physical Damage <PX> Combat Value, showing how the weapon increases the user’s raw strength.

Example: A longblade has the following profile:

Weapon Attack <PA> Damage <PX> Range Increment Cost Weight Keywords
Longblade 1+PA 4+PX $25 3 lbs. Knight, Blade

When used to attack, the character flips a number of cards equal to his <PA> plus one from the weapon. When he does damage, he does his character’s Physical Damage plus four from the weapon.

Most ranged weapons do not add in the Physical Damage <PX> of the bearer. The exceptions to this rule are bows, which do allow a character to add his Physical Damage <PX> to the weapon Damage <X> (up to a specified limit). Ranged weapons will have a Range Increment value. Penalties for long-range are discussed in the Combat section.

Example: A holdout pistol has the following profile:

Weapon Attack <PA> Damage <PX> Range Increment Shots Cost Weight Keywords
Holdout Pistol 1+PA 6 6 2 $10 2 lbs. Small

When used to attack, the character flips a number of cards equal to his <PA> plus one from the weapon . When he does damage, he does 6 from the weapon and adds nothing from his own <PX>.

Pistols, rifles, and shotguns will also have a number of shots. This is the number of attacks that can be made before a character has to take the Reload a Weapon action. To simplify things, 99 Towers does not specifically track how much extra ammunition a character carries with him. He is assumed to have enough to last, as long as he’s putting some effort to resupply when he goes back to town, etc.

99 Towers also simplifies things by avoiding discussions about various sizes/calibers of ammo. Pistol ammo is pistol ammo. Rifle ammo is rifle ammo. Even though the descriptions of the weapons may mention specific ammunition types, that is for fluff only. We don’t drag things down into the details of “cap and ball” versus “metallic cartridge”, or .36 versus .44 versus .50 caliber.

When purchasing a weapon, it is assumed that you are also receiving the appropriate basic holster, sheath, scabbard, and so on, which is included in the weight of the weapon.

Weapon Attack <PA> Damage <PX> Range Increment Cost Weight Keywords
Unarmed            
Unarmed PA PX Non-Lethal
Bows            
Longbow PA 4+PX* 10 $20 3 lbs. Two-Handed, Large, Special
Shortbow PA 4+PX* 8 $15 2 lbs. Two-Handed, Special
Heavy Melee            
Maul 1+PA 6+PX $10 10 lbs. Bulky 3, Two-Handed, Large, Slow 2
Great Axe PA 6+PX $25 7 lbs. Bulky 2, Two-Handed, Large, Slow 1
Greatblade 1+PA 5+PX $50 6 lbs. Bulky 3, Two-Handed, Large, Slow 1
Greatmace PA 5+PX $20 10 lbs. Bulky 2, Two-Handed, Large
Simple Melee            
Club PA 3+PX $0 2 lbs.
Dagger/Knife PA 2+PX HS $2 1 lb. Special
Hammer PA 4+PX $4 2 lbs.
Walking Stick 1+PA 2+PX $1 2 lbs.
Quarterstaff PA 3+PX $1 3 lbs.
Martial Melee            
Flail PA 4+PX $10 4 lbs.
Longblade 1+PA 4+PX $25 3 lbs. Knight, Blade
Rapier 2+PA 3+PX $35 2 lbs. Unwieldy 3
Shortblade 2+PA 3+PX $15 2 lbs. Knight, Blade
Shortspear 1+PA 3+PX HS $8 3 lbs. Special
Warhammer 1+PA 4+PX $15 5 lbs.
Polearms            
Glaive/Halberd PA 5+PX $20 8 lbs. Two-Handed, Large, Reach, Slow 2
Lance PA 4+PX $10 6 lbs. Two-Handed, Large, Reach, Slow 2, Special
Longspear PA 4+PX $10 2 lbs. Two-Handed, Large, Reach

Unarmed (Fists and Kicks)

“Unarmed” is a special kind of weapon that most people have access to. Punching can only be done when your hand is empty, but you can kick instead if you need to. Unarmed strikes will use your base Physical Damage <PX> with no modifiers. Even though everyone knows how to punch and kick, you will still take penalties if you don’t have the Unarmed proficiency.

Bows

The bow has been around for thousands of years and was once a staple in Areastern armies, but in recent years the bow has mostly been supplanted by the firearm. Some still prefer the bow for hunting, and they do have the advantage of being much quieter than the gun.

Bows do not need to be reloaded. As long as the user has a quiver or other similar device to carry arrows, the Attack action also includes the ability to retrieve an arrow and nock it.

Longbow

Anywhere from 4 to 6 feet in height, the longbow is usually made from a single piece of wood. The size of the longbow makes it very difficult to use while mounted.

Special Rules: A user of a longbow may add his PX (up to a maximum of 3) to the base damage of the longbow.

Shortbow

Smaller than the longbow, the shortbow is closer to 3 feet in height. It’s lighter, easier to carry, and can be used while mounted.

Special Rules: A user of a shortbow may add his PX (up to a maximum of 2) to the base damage of the shortbow.

Heavy Melee

The term heavy weapon applies to several different weapons that can be grouped primarily because of their size and their increased damage potential. Heavy weapons require two hands to use effectively.

Maul

A massive two-handed warhammer, the maul was rarely seen on the battlefields of Areast. However, some have found an oversized bludgeon to be an effective tool against the creatures of the Shadow.

Great Axe

A large two-handed axe that uses a combination of momentum and a sharp blade to slice through the thickest of armor.

Greatblade

The greatblade is a sword so heavy it mandates two hands to use effectively. Some of these weapons measure between five to seven feet in length.

Greatmace

A metal studded club, the great mace is a simple weapon designed for smashing armor and breaking bones.

Simple Melee

With just the most basic of training, anyone should be able to pick up one of these and use it.

Club

Sometimes a good stick is all you need.

Dagger/Knife

A small, bladed weapon used for stabbing or slashing.

Special Rules: Can be thrown with a range increment equal to the user’s Hard Strength [HS]

Hammer

Nails aren’t the only thing you can hit with this.

Walking Stick

Walking Sticks (or canes) are very popular and common amongst magic users. In Areast, graduates of prestigious arcane colleges are usually presented with an expensive walking stick of rare wood, topped with a handle of metal or gemstone forged in the likeness of the school emblem or other relevant motif. Basic versions of walking sticks are quite cheap, but some custom-made canes can cost extraordinary amounts due to the materials used in their construction.

Quarterstaff

Out of fashion for years, occasionally you will still see a member of the holy clergy or an arcane order using a quarterstaff. The cost listed below is for a well-made quarterstaff. You can certainly find a nice long stick to use as a substitute for cheaper if you look hard enough.

Martial Melee

Martial weapons are the most commonly used melee weapons seen on the battlefield. Most professional soldiers receive training with a wide variety of these.

Flail

The flail is little more than a spiked ball or cylinder connected by chain to a wooden shaft. Damage is done via the momentum of the heavy spiked object, enhanced by the flexibility of the chain.

Longblade

The standard weapon of the Knights of the Areast, longblades are swords usually between three and five feet in length. Lighter by far than great blades, they can be used in one hand, freeing the other hand for a shield or another weapon.

Rapier

The weapon of courtiers and non-military officials, the rapier is often looked down upon by professional soldiers, despite its effectiveness in combat.

Shortblade

The secondary weapon Areastern Knight, shortblades are often carried but not used. They are still dangerous weapons in their own right but are mostly kept indicating rank or station. Some fighters do, however, try to master the art of wielding both the longblade and shortblade simultaneously.

Shortspear

A shortspear is just a smooth wooden or metal shaft topped with a pointed metal spike. Unlike other melee weapons, the shortspear can also be effectively thrown a short distance, as indicated by its range increment.

Special Rules: Can be thrown with a range increment equal to the user’s Hard Strength [HS]

Warhammer

A large metal bludgeon connected to a stout wooden shaft, the warhammer is simple but effective.

Polearms

Polearms are long-hafted weapons designed to keep a foe at bay. When using a polearm, you may attack a foe at a range of 1-2 spaces, unlike other melee weapons which are limited to 1 space.

Glaive/Halberd

A glaive is a 7- to 8-foot-long pole with a long, single-edged blade at the end. Unlike spears, which are used for thrusting and piercing, the glaive is used for slicing and slashing. Similar to a glaive, a halberd usually has a somewhat shorter shaft (closer to 5-6 feet) and ends with a spiked axe blade.

Lance

The lance is a heavy spear-like weapon used by cavalry soldiers on the charge to inflict massive piercing damage.

Special Rules: When used to attack part of a Charge action while mounted on horseback, the Physical Damage <PX> changes to 6+PX.

Longspear

One of the earliest weapons invented by man, a spear is just a pointy stick. The longspear is just a very long, pointy stick, with the point usually being provided by a metal spike.

Weapon Attack <PA> Damage <PX> Range Increment Shots Cost Weight Keywords
Pistols              
Holdout Pistol 1+PA 6 6 2 $10 2 lbs. Small
Dueling Pistol 2+PA 7 10 1 $15 3 lbs. Slow Reload 2
Heavy Dueling Pistol 2+PA 8 10 1 $20 4 lbs. Slow Reload 3
Light Pistol 1+PA 6 8 6 $20 2 lbs.
Pistol 1+PA 7 8 6 $25 3 lbs.
Heavy Pistol 1+PA 8 8 6 $40 4 lbs.
Rifles              
Carbine Rifle PA 6 12 15 $30 8 lbs. Two-Handed, Large
Varmint Rifle PA 5 10 8 $20 7 lbs. Two-Handed, Large
Heavy Rifle PA 7 12 10 $40 10 lbs. Two-Handed, Large
Hunting Rifle 1+PA 9 12 1 $50 10 lbs. Slow Reload 3, Two-Handed, Large
Sniper Rifle PA 8 15 6 $60 10 lbs. Two-Handed, Large
Shotguns              
Revolving Shotgun 2+PA 10 4 5 $80 12 lbs. Dissipation 1, Two-Handed, Large, Slow Reload 3, Weak Penetration
Single Barrel 2+PA 10 4 1 $50 10 lbs. Dissipation 1, Two-Handed, Large, Weak Penetration
Double Barrel 2+PA 10 4 2 $60 12 lbs. Dissipation 1, Two-Handed, Large, Weak Penetration, Special
Lever-Action 2+PA 8 4 4 $75 14 lbs. Dissipation 1, Two-Handed, Large, Slow Reload 3, Weak Penetration

Pistols

Pistols and rifles have revolutionized warfare. The advent of gunpowder changed the course of history. Never had mankind had so much ranged killing power in such a portable form. The bow and arrow became obsolete, and for a time, so did personal armor.

Holdout Pistol

Designed as a weapon of last resort, the holdout pistol can usually be easily hidden and brought out only in emergencies.

Example models: Brass Arms Derringer, Carson Pocket Gun, Montrose Quad Pepperbox

Dueling Pistol

A single-shot pistol mostly used in formal dueling. Professional duelists usually spend extravagant amounts of money hand-crafting and customizing their weapons. Dueling pistols are rare and thus there are fewer mainstream manufacturers for them.

Example models: Smythe Sons Dueling Pistol

Heavy Dueling Pistol

A heavier version of the dueling pistol.

Example models: Smythe Sons Heavy Duelist

Light Pistol

Earlier versions of pistol firearms were smaller caliber and had less range and stopping power. These have mostly been replaced by slightly larger weapons.

Example models: Valkyr Repeating Arms Volcanic 31, Carson Model 1, Calico Light Revolver

Pistol

The most common firearm in the West.

Example models: Valkyr Repeating Arms Volcanic 38, Carson Model 3, Brass Arms Army 60, Brass Arms Navy 51, Smythe Sons Gunnison, Smythe Sons Johnnie

Heavy Pistol

Bulkier and usually firing larger caliber ammunition compared to the normal pistols.

Example models: Carson Peacekeeper, Carson Dragon, Calico Heavy Revolver

Rifles

Carbine Rifle

A lightweight rifle with a shorter barrel.

Example models: Valkyr Repeating Arms 44 Rifle, Carson Repeating Rifle, Dubois Rifles 63 Carbine, Weatherby Light Action

Hunting Rifle

A heavy, single-shot rifle used almost exclusively by hunters.

Example models: Carson Shootist, Smythe Sons “Heavy 50” Carbine, Junction Big Iron

Heavy Rifle

Example models: Henry Montrose 44 Rifle, Brass Arms Lever Action, Kingston Arms Repeater, Weatherby Heavy Action

Sniper Rifle

A rifle designed to be used at extreme ranges.

Example models: Smythe Sons Long Range, Kingston Arms No. 1, Sharpton “Mouser”

Shotguns

Shotguns are kin to rifles but operate on a different principle. Instead of putting one bullet in a location, shotguns are designed to blast out solid pellets per shell.

Shotguns are designed to have higher initial accuracy and incredible damage, but they generally have short range increments and the Dissipation keyword. The smaller pellets have less armor-piercing ability and bonuses to External Resilience from armor are increased in effectiveness.

Revolving Shotgun

The revolving shotgun has a five-round internal rotating cylinder.

Example models: Weatherby Revolving Shotgun, Calico Revolving Shotgun

Single Barrel

Example models: Carson Single Barrel, Junction Scattergun, McDaniels Single

Double Barrel

Example models: Carson Double Barrel, Junction Double Scattergun, McDaniels Twin

Special Rules: A double-barrel shotgun can fire both barrels at once. The gun must be fully loaded to fire both barrels (obviously), and the weapon gains the Rapid Fire 2 keyword.

Lever-Action Shotgun

Example models: Dubois Lever-Action Shotgun, McDaniels Coach Gun

Weapon Modifications

Custom Grip

Cost: $5

This weapon has been tailored to perfectly fit in its owner’s hand. When you use it, you may ignore the first (flip-1) or (shift-1) penalty you take from any source, such as range or cover. You can choose (flip-1) or (shift-1) if you are taking both types of penalties.

Long-Range Scope

Cost: $10

May only be attached to Rifles. When using the Aim action, you gain one additional (flip+1) (regardless of how many Aim actions you take consecutively). However, if you do not take the Aim action before you fire this weapon, you take a (flip-1) penalty.

Quick Draw Holster, Sheath, or Scabbard

Cost: $5

A quick draw holster, sheath, scabbard, or similar weapon holder reduces the amount of time the Draw a Weapon action takes by one phase.

Keywords

Some keywords specify they work on a hit while others work if the attack damages the target. Combat is discussed in a later chapter, however, there are a few things to note here:

Damage, for purposes of item keywords, can be either LETHAL or STUN damage. Attack damage is reduced by Resilience. There is a “Minimum Damage” rule that says if Resilience or other penalties reduce the amount of STUN damage taken to less than 1, a hit will still do a minimum of 1 STUN. This “Minimum Damage” is NOT enough to trigger a keyword that needs to damage a target.

Accurate X

This weapon is unusually easy to use. Attacks made with this weapon gain (flip+X).

Note: Normally, accuracy is built into the weapon’s profile already, but the Accurate and Inaccurate keywords are listed here because they can be given to a weapon via modifications or talents.

Armor Piercing

Armor Piercing weapons ignore both the bonus to Physical Defense and External Resilience granted by armor.

Barrier

If this model would provide Soft Cover against a ranged attack due to partially blocking line of sight, it becomes Hard Cover instead.

Blade

While many weapons are bladed, only specific weapon types have the keyword Blade. This allows them to be used with the Deflect Shot advantage.

Bulky X

A bulky weapon is oversized, heavy, or just a pain to wield. A character must have a Hard Strength equal to or higher than X to efficiently use this weapon. For each point of Hard Strength a character is deficient, they take a (flip-1) penalty to all attacks they make with it.

Cheap

Cheap gear was poorly made and is on the verge of breaking. Cheap weapons have a (shift-1) penalty to all attacks made with them. Most vendors will not purchase cheap gear except for scrap (at 1/10th of the regular price).

Crit: <Condition>

On a critical hit, the target gains the condition listed.

Dissipation X

When attacking a target, the damage of this weapon is reduced by X for each range increment past the first.

Hit: <Condition>

On a hit, the target gains the condition listed.

Inaccurate X

This weapon is unusually difficult to use. Attacks made with this weapon suffer (flip-X).

Invasive

STUN Damage that this weapon does is doubled.

Knight

Weapons with the Knight keyword have historical relevance to the knightly orders of Areast. This keyword is used with certain class talents.

Large

This item is almost impossible to conceal on one’s person. Opponents gain both a (flip+1) and a (shift+1) bonus to Notice [SP] to find this item on your person.

Lingering X / AP Lingering X

Weapons with the lingering keyword do continual damage. The victim will continue to take the Damage [X] of the weapon in the zero phases X times.
If the weapon has the AP Lingering keyword, this continual damage bypasses armor as if it had the Armor Piercing keyword.

Mastercrafted

Mastercrafted weapons are +1 to <PA> and +1 to <PX>.

Mastercraft armor is +1 to <PD> and <PR>.

Non-Lethal

This weapon never does LETHAL damage.

Rapid-Fire X

Rapid-Fire weapons can hit more than once per attack. The attacker makes his combat flip as normal, as does the Defender. However, rather than only comparing the highest card to determine if an attack hits, you compare the attacker’s top X cards to the defender’s highest card. For each of the attacker’s cards that exceeds the defender’s flip, the attack hits and does damage. The damage is treated as coming from different sources, which means <ER> or <IR> is applied to each successful hit. Critical hits and LETHAL damage is based on the attacker’s flip like normal.

Example: A bandit captain fires his double barrel shotgun at the witch hunter Alabaster Du Croix. It has Rapid Fire 2. The captain has a <PA> of 4 and flips a King of Hearts, Queen of Spades, Eight of Hearts and Two of Diamonds. Alabaster has a <PD> of 3 and flips a Jack of Clubs, Nine of Clubs, and Three of Hearts. Because both the King and Queen beat Alabaster’s high card Jack, the attack hits twice. The double barrel does 10 Physical STUN Damage, plus 2 for the Hearts, TWICE. Du Croix only has an <ER> of 2, which means he takes 10 STUN twice (for a total of 20) and 2 LETHAL twice (for a total of 4).

Slow X

The amount of time any attack-related action takes when using this weapon is increased by X.

Slow Reload X

The amount of time the Reload a Weapon action takes for this weapon is increased by X. If you have a Slow Reload X penalty from multiple sources (i.e. A slow reload weapon and carrying a shield), the penalties stack.

Small

Small and easy to conceal, you gain a (flip+1) and a (shift+1) bonus to your Thievery skill when trying to hide this item from someone’s notice.

Two-Handed

This weapon is large enough it cannot be wielded in just one hand. It can usually be carried one-handed, but not used for fighting.

Unwieldy X

To use an unwieldy weapon, one must have enough dexterity to handle it. A character must have a Soft Strength <SS> equal to or higher than X to efficiently use this weapon. For each point of Soft Strength <SS> a character is deficient, they suffer a (flip-1) penalty to all attacks they make with it.

Vicious

For each Heart in a combat flip that hits, the Attacker does one additional point of LETHAL damage.

Weak Penetration

If a target gains a bonus to External Resilience <ER> from armor, that bonus is increased by one.

Common Gear

This is just a sample of all the possible goods and services that might be available to players in the Far West. Unless specified, common gear is considered to have zero weight for game purposes. This doesn’t mean you can run around carrying fifteen banjos or a wagon in your backpack. It’s done to reduce complexity and not to give players a way to cheat the system.

Apparel

Belt, fine cloth – 20 cents
Belt, leather – 10 cents
Blouse – $2.00
Boots, fine – $20.00
Boots, leather – $15.00
Cap, hunting – 50 cents
Chaps, leather – $5.00
Chaps, wool – $6.00
Chrono, plain pocket – $2.00
Chrono, fancy pocket – $20.00
Coat, wool – $4.00
Corset – $1.00
Duster, leather – $10.00
Dress, fancy – $8.00
Dress, plain – $2.00
Gloves, ladies – $1.50
Gloves, leather – $1.50
Handkerchief, fine – 50 cents
Handkerchief, plain – 10 cents
Hat, plain – $1.00
Hat, cowboy – $3.00
Hat, derby – $2.50
Hat, fancy – $5.00
Overalls – $1.00
Pants – $1.00
Purse or handbag – $1.00
Shirt, fancy – $2.00
Shirt, plain – 50 cents
Shoes, fancy – $4.00
Shoes, plain – $1.00
Shoes, work – $2.00
Socks – 10 cents
Suit, nice – $10.00
Suit, fancy – $12.00
Suit, plain – $5.00
Tie – 10 cents
Underwear – 30 cents
Vest, plain – $1.00
Vest, fancy – $5.00
Wallet, leather – $1.00

Field Gear

Ammunition, pistol, 50 rounds – $1.00
Ammunition, rifle, 100 rounds – $2.00
Ammunition, shotgun, 24 shells – $2.00
Backpack – $5.00
Bag, sturdy – $3.00
Bandages, pack – 10 cents
Bedroll – $12.00
Buckboard – $30.00
Canteen – $1.00
Compass – $1.00
Cookpot – $1.00
Crowbar – $1.00
Cup, Tin – 10 cents
Dynamite – $5.00
Fishing Pole – $2.00
Flint and Steel – $1.00
Fuse – 10 cents
Hammer – 50 cents
Hammock – $1.00
Lantern – $2.50
Lantern Oil, gallon – 50 cents
Lockpicks, Set – $5.00
Map, local area – 25 cents
Matches – 5 cents
Mess Kit – $1.50
Nails, 100 – 10 cents
Notebook – 25 cents
Pickaxe – $2.00
Plate, Tin – 10 cents
Rope, 25 feet – $3.00
Saddle – $30.00
Saddle Bags – $3.00
Sextant – $15.00
Shovel – $1.00
Spoon, Fork and Knife Set – 15 cents
Spyglass – $10.00
Suture Kit – $2.00
Torch – 5 cents
Wagon, covered – $40.00
Wagon, freight – $50.00
Waterskin – 50 cents
Whistle – 25 cents

Other Items

Accordion – $4.00
Banjo – $4.00
Book, popular – 50 cents
Book, pulp – 10 cents
Book, uncommon – $4.00
Candles, pack of 10 – 25 cents
Cards, playing – 20 cents
Dice – 25 cents
Fiddle – $4.00
Harmonica – 75 cents
Ink and Quill – 20 cents
Mirror, small – 50 cents
Notebook with Pencils – 30 cents
Piano – $150
Postage, per letter – 5 cents
Sealing Wax – 5 cents
Spectacles – $5.00
String, 10 feet – 25 cents

Livestock and Other Animals

Bull – $90.00
Chick – 20 cents
Cow – $26.00
Dog – $3.00
Hen – $1.00
Horse, saddle – $200
Horse, work – $150
Mule – $20.00
Pig – $4.00
Oxen – $75
Rooster – $2.00
Sheep – $4.00

Food, Drink, and Lodging

Ale, Gallon – 20 cents
Ale, Mug, 4 cents
Apples, 1 pound bag – 25 cents
Bacon, 1 pound – 10 cents
Banquet, per person – $2.00
Beans, 1 pound bag – 10 cents
Beef, 1 pound – 10 cents
Beef jerky, 1 pound – 25 cents
Beer, cheap – 7 cents
Beer, average – 25 cents
Beer, good – 50 cents
Bread, loaf – 2 cents
Cheese, 1 pound – 25 cents
Hard tack , pound – 50 cents
Hotel room, cheap – 10 cents per day
Hotel room, modest – 50 cents per day
Hotel room, comfortable – $1.00 per day
Hotel room, wealthy – $4.00 per day
Meal, cheap – 25 cents
Meal, fancy – $2.00
Meal, average – 75 cents
Rations – 50 cents per day
Tobacco, chewing, bag – 10 cents
Tobacco, smoking – 15 cents
Land and Farming Costs
Land, per acre – $5
Homestead Filing Fee – $14
House, 4 rooms – $700
House, 2 rooms – $300
Plows and other field equipment – $300
Shanty – $25
Stable and Well – $150
Tarp, 10’x10′ – $2.00
Tent, 2-person – $5.00
Tent, 4-person – $10.00

Transportation

Buggy – $75
Wagon – $65

Equipment Packs

Most classes start with a pre-set “pack” of gear and clothing suitable for that profession. The GM and player can work to modify these packages by switching out gear if it makes sense.

Burglar’s Pack ($23.80)

Backpack, bedroll, string, canteen, matches, 5 days trail rations, 25 feet of rope

Gentleman’s Outfit ($26.60)

Suit (fancy), hat (fancy), handkerchief (fancy), vest (fancy), socks, shoes (fancy)

Traveling Pack ($26.05)

Backpack, bedroll, canteen, matches, 10 days trail rations, 25 feet of rope

Sturdy Clothing ($4.80)

Belt (leather), shoes (plain), shirt (plain), pants, wallet (leather), underwear, socks, hat (Plain)