Before characters are ready to enter the world they should purchase some adventuring equipment to aid them in their journey. The skills and abilities of characters are useless without the proper tools to support them. This section deals with purchasing and carrying equipment in order to be properly prepared for adventure.
The Monetary System
There are two types of coins used in Exterminis: Reign of Destruction. These are gold and silver. Two silver coins are equal to one gold coin. For extremely expensive goods and services, precious gemstones or pieces of jewelry may be used instead of exchanging several thousand gold coins. Additionally, the barter system is used as an alternative to cash transactions.
Starting characters receive 200 gold to purchase their initial equipment. One of the first tricks young spellcasters learn is how to conjure a magical coin purse that stores coins and small gems in an extradimensional space. All adventurers start with such a coin purse to carry their money. Therefore, money doesn’t affect a character’s carrying capacity in any way. Nothing except money and precious gems can be stored in these small pouches.
Maximum Loads
Exterminis: Reign of Destruction uses an abstract method of keeping track of how many items characters can carry. Rather than listing individual weights for each piece of equipment, and assigning values to how much loot a character can carry, characters are given ten “slots” to carry their equipment, modified by the Strength score. A character with a Strength of 100 has 4 extra slots, for a total of 14. Once these slots are filled, the character cannot carry anything else until they drop something from their inventory.
However, not all things are created equal. Some things require 0 spaces, some can be piled 10 to a space, other things require 1 space each, and bigger, heavier items require two spaces. Below is a chart listing how much space common items require.
- 0 slots: Coin purse, coins, normal clothing, light armor.
- 10/slot: arrows, potions, rations, trinkets, tools, darts.
- 1 slot each: one-handed weapons, waterskin, round shields, a coil of rope, bedroll, medium armor.
- 2 slots each: Heavy armor, two-handed weapons, tower shields, ladder, tent.
Common Adventuring Equipment

Adventuring Equipment | Cost | |
Backpack | 5 gp | |
Beltpouch | 1 gp | |
Bedroll | 5 gp | |
Chain, 20′ | 10 gp | |
Rope, 50′ | 10 gp | |
Grappling Hook | 10 gp | |
Lantern | 10 gp | |
Small, handheld mirror | 5 gp | |
Flask of Oil | 2 gp | |
Thieve’s Tools | 20 gp | |
Torch | 1 sp | |
Glass Cutter | 75 gp | |
Bandolier | 2 gp | |
Spyglass 1 25 Gold | 25 gp | |
Tent, One Person | 50 gp | |
Jeweler’s Eye | 75 gp | |
Iron Spikes | 1 gp | |
Iron Flask | 25 gp | |
Climber’s Harness | 50 gp | |
Waterskin | 6 gp | |
Hooded Cloak | 10 gp | |
Adventurer’s Clothing | 10 gp | |
Sturdy Boots | 15 gp | |
Fine, Silken Clothing | 100 gp |
Armor Types
Armor makes characters more durable by giving them extra health points known as armor points. Whenever a character wearing armor takes damage, they can deduct the damage from their health points or armor points. The armor can take all of the damage, some of the damage, or none of the damage as the player chooses. When the armor reaches zero armor points, it is broken, and must be repaired before being used again.
Armor | Weight | Armor Points | Cost |
Nightsuit | Light | 20 | 50 gp |
MageCloak | Light | 20 | 50 gp |
Leather | Light | 20 | 50 gp |
Chain Mail | Medium | 50 | 100 gp |
Plate | Heavy | 75 | 500 gp |

Weapons
There are four classes of weapons in Exterminis: Reign of Destruction. These are small, medium, large, and ranged. Small weapons do 1d4 + (agility modifier) damage, medium weapons do 1d8 + (strength modifier), large weapons do 1d12 + (strength modifier), and ranged weapons do 1d6 + (agility modifier) damage on successful physical attack rolls.
Characters can attack with a small weapon one time each round, modified by their speed score. Characters can attack with a medium or ranged weapon one time per round, modified by their speed score, but with a maximum of three attacks per round. Most characters can attack with large weapons only once per round.
Weapon | Size | Cost |
Arm Blades | Medium | 30 gp |
Battle Axe | Medium | 5 gp |
Throwing Axe | Medium | 10 gp |
Great Axe | Large | 20 gp |
Battle Claws | Medium | 10 gp |
Boomerang | Small | 5 gp |
Sacrificial Dagger | Small | 1 gp |
Throwing Dagger | Small | 1 sp |
Flail | Medium | 10 gp |
Horseman’s Flail | Large | 20 gp |
Lance | Large | 25 gp |
Polearm | Large | 20 gp |
Morningstar | Medium | 10 gp |
Quarterstaff | Medium | 2 gp |
Skavosta | Large | 50 gp |
War Scythe | Large | 20 gp |
Blowgun | Small | 1 sp |
Pixie Blade | Small | 1 sp |
Gladius | Medium | 2 gp |
Long Sword | Medium | 5 gp |
Katana | Medium | 50 gp |
Claymore | Large | 25 gp |
Feral Terror Blade | Large | 25 gp |
Short Bow | Medium | 30 gp |
Long Bow | Medium | 40 gp |
Great Bow | Large | 50 gp |
Crossbow | Large | 70 gp |
Hand Crossbow | Small | 50 gp |
Spear | Medium | 10 gp |
Warhammer | Medium | 20 gp |