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 and Shields
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.
There are two types of shields: round and tower. Round shields add 1d4 to Physical Defense Rolls, and tower shields add 1d6 to Physical Defense rolls. Shields cannot be used with large weapons. Round shields require a Strength score above 40 to use properly, while tower shields require a strength score of 80 or above to use properly.
|Full Plate||Heavy||20||100 gp|
There are three categories of weapons: small, medium, and large. Characters who use unarmed strikes, small weapons, or ranged weapons use their agility die code for weapon attacks; characters who use medium or large weapons use strength for weapon attacks.
Weapon damage is based on the size of the weapon, and the corresponding rank of the character’s weapon skill. It is modified by either strength or agility.
Small weapons do 1d4 points of damage per rank, modified by agility. Ranged weapons do 1d6 points of damage per rank, modified by agility. Unarmed strikes do 1d6 points of damage per rank, modified by strength. Medium weapons do 1d6 points of damage per rank, modified by strength, Large weapons do 1d10 points of damage per rank, modified by strength.
|Arm Blades||1d6 + Strength modifier||M||30 gp|
|Battle Axe||1d6 + Strength modifier||M||5 gp|
|Throwing Axe||1d6 + Strength modifier||M||10 gp|
|Great Axe||1d10 + Strength modifier||L||20 gp|
|Battle Claws||1d6 + Strength modifier||M||10 gp|
|Boomerang||1d4 + Agility modifier||S||5 gp|
|Sacrificial Dagger||1d4 + Agility modifier||S||1 gp|
|Throwing Dagger||1d4 + Agility modifier||S||1 sp|
|Flail||1d6 + Strength modifier||M||10 gp|
|Horseman’s Flail||1d10 + Strength modifier||L||20 gp|
|Lance||1d10 + Strength modifier||L||25 gp|
|Polearm||1d10 + Strength modifier||L||20 gp|
|Morningstar||1d6 + Strength modifier||M||10 gp|
|Quarterstaff||1d6 + Strength modifier||M||2 gp|
|Skavosta||1d10 + Strength modifier||L||50 gp|
|War Scythe||1d10 + Strength modifier||L||20 gp|
|Blowgun||1d4 + Agility modifier||S||1 sp|
|Pixie Blade||1d4 + Agility modifier||S||1 sp|
|Gladius||1d6 + Strength modifier||M||2 gp|
|Long Sword||1d6 + Strength modifier||M||5 gp|
|Katana||1d6 + Strength modifier||M||50 gp|
|Claymore||1d10 + Strength modifier||L||25 gp|
|Terror Blade||1d10 + Strength modifier||L||25 gp|
|Short Bow||1d6 + Agility modifier||M||30 gp|
|Long Bow||1d6 + Agility modifier||M||40 gp|
|Great Bow||1d10 + Agility modifier||L||50 gp|
|Crossbow||1d10 + Agility modifier||L||70 gp|
|Hand Crossbow||1d4 + Agility modifier||S||50 gp|
|Spear||1d6 + Strength modifier||M||10 gp|
|Warhammer||1d6 + Strength modifier||M||20 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|