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.
E:RoD 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 a certain number of “slots” to carry their equipment. This is a base 10 slots, modified by strength. Once these slots are filled, the character cannot carry anything else until he drops something from his 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.
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.
|Full Plate||Heavy||50||100 gp|
|Arm Blades||2||Medium||30 gp|
|Battle Axe||2||Medium||5 gp|
|Throwing Axe||2||Medium||10 gp|
|Great Axe||5||Large||20 gp|
|Battle Claws||2||Medium||10 gp|
|Sacrificial Dagger||1||Small||1 gp|
|Throwing Dagger||1||Small||1 sp|
|Horseman’s Flail||5||Large||20 gp|
|War Scythe||5||Large||20 gp|
|Pixie Blade||2||Small||1 sp|
|Long Sword||2||Medium||5 gp|
|Feral Terror Blade||5||Large||25 gp|
|Short Bow||2||Medium||30 gp|
|Long Bow||2||Medium||40 gp|
|Great Bow||5||Large||50 gp|
|Hand Crossbow||2||Small||50 gp|
Common Adventuring Equipment
|Chain, 20′||10 gp|
|Rope, 50′||10 gp|
|Grappling Hook||10 gp|
|Small, handheld mirror||5 gp|
|Flask of Oil||2 gp|
|Thieve’s Tools||20 gp|
|Glass Cutter||75 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|
|Hooded Cloak||10 gp|
|Adventurer’s Clothing||10 gp|
|Sturdy Boots||15 gp|
|Fine, Silken Clothing||100 gp|