Arms and Equipment

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.

Maximum Loads

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 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 Class Points Cost
Nightsuit Light 20 50 gp
Magecloak Light 20 50 gp
Robes Light 20 25 gp
Leather Medium 30 35 gp
Chainmail Medium 30 50 gp
Full Plate Heavy 50 100 gp



Weapon Damage Size Cost
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
Boomerang 1 Small 5 gp
Sacrificial Dagger 1 Small 1 gp
Throwing Dagger 1 Small 1 sp
Flail 2 Medium 10 gp
Horseman’s Flail 5 Large 20 gp
Lance 5 Large 25 gp
Polearm 5 Large 20 gp
Morningstar 2 Medium 10 gp
Quarterstaff 2 Medium 2 gp
Skavosta 5 Large 50 gp
War Scythe 5 Large 20 gp
Blowgun 1 Small 1 sp
Pixie Blade 2 Small 1 sp
Gladius 2 Medium 2 gp
Long Sword 2 Medium 5 gp
Katana 3 Medium 50 gp
Claymore 5 Large 25 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
Crossbow 5 Large 70 gp
Hand Crossbow 2 Small 50 gp
Spear 2 Medium 10 gp
Warhammer 2 Medium 20 gp


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