Items
Equipment forms the backbone of any adventurer’s toolkit, providing the specialized tools needed to overcome challenges that raw ability alone cannot handle. From simple rope and torches that have served explorers for millennia to exotic multiversal artifacts that bend the laws of reality, the right equipment can mean the difference between triumph and disaster. This section presents a collection of gear organized by purpose and technology level, providing samples of equipment that may exist in your setting. An exhaustive list is truly impossible. Additionally, we often suggest adding a “Basic Explorers Kit” for new characters. There are a number of different versions of the Basic Explorers kit listed below.
Item Table
| Name | Typical Skill Check | Technology Level | Description |
|---|---|---|---|
| Rope (50 ft) | Athleticism | Universal | Hemp or synthetic cord for climbing and securing objects. |
| Torch | N/A | Ancient/Medieval | Wooden stick with cloth wrapping, burns for 1 hour. |
| Lantern | N/A | Medieval | Oil-burning light source, burns for 6 hours per pint of oil. |
| Lockpicks | Agility | Medieval | Set of metal picks and tension wrenches for mechanical locks. |
| Crowbar | Athleticism | Medieval/Modern | Metal pry bar for forcing doors and containers open. |
| Grappling Hook | Athleticism | Medieval/Modern | Metal hook attached to rope for climbing assistance. |
| Magnifying Glass | N/A | Renaissance | Lens for examining small details and starting fires. |
| Spyglass/Telescope | N/A | Renaissance | Collapsible lens for viewing distant objects. |
| Compass | Brains | Renaissance/Modern | Magnetic navigation device for determining direction. |
| Map Case | N/A | Renaissance/Modern | Waterproof container for protecting documents and maps. |
| First Aid Kit | Brains | Modern | Medical supplies for treating injuries and stabilizing wounds. |
| Binoculars | N/A | Modern | Twin-lens device for magnified distance viewing. |
| Flashlight | N/A | Modern | Battery-powered portable light source. |
| Radio Communicator | N/A | Modern | Short-range communication device for team coordination. |
| Electronic Lockpicks | Brains | Near Future | Digital tools for bypassing electronic security systems. |
| Night Vision Goggles | N/A | Near Future | Amplifies available light for seeing in darkness. |
| Personal Shield Generator | N/A | Near Future | Creates temporary energy barrier providing +1 armor for 1 scene. |
| Gravity Boots | Agility | Far Future | Allows walking on walls and ceilings through magnetic fields. |
| Universal Translator | N/A | Far Future | Real-time translation device for any spoken language. |
| Matter Scanner | Brains | Far Future | Analyzes molecular composition and structural integrity of objects. |
Crafting Kits
These specialized tool sets allow characters to create, repair, and modify equipment. Each kit contains the essential tools and materials needed for practicing a particular craft or trade.
| Name | Typical Skill Check | Technology Level | Description |
|---|---|---|---|
| Blacksmithing Kit | Athleticism | Medieval/Modern | Portable forge, hammer, tongs, and anvil for metalworking. |
| Herbalism Kit | Brains | Ancient/Medieval | Collection tools, drying racks, and containers for plant preparation. |
| Alchemist’s Kit | Brains | Medieval/Renaissance | Vials, burners, and measuring tools for chemical experiments. |
| Leatherworking Kit | Agility | Ancient/Medieval | Needles, awls, dyes, and tools for crafting leather goods. |
| Carpentry Kit | Athleticism | Ancient/Modern | Saws, chisels, planes, and measuring tools for woodworking. |
| Cartography Kit | Brains | Renaissance/Modern | Compass, measuring tools, and materials for creating accurate maps. |
| Cooking Kit | Brains | Universal | Pots, pans, utensils, and spices for meal preparation. |
Basic Explorers Kit (BEK)
Choose one kit that best matches your character’s expected role and the campaign’s setting. Each kit contains essential tools for different types of adventures.
Explorer/Traveler Kit
For those who journey between worlds and across vast distances
- Sturdy backpack
- Rope (50 ft)
- Compass
- Map case with basic regional maps
- Bedroll and blanket
- Water purification tablets
- Trail rations (1 week)
- Flint and steel
- Small knife
- Coin purse with starting funds
Dungeoneering Kit
For underground exploration and ancient ruins
- Reinforced pack with multiple compartments
- Rope (100 ft)
- Grappling hook
- Lockpicks
- Crowbar
- 6 torches or 2 lanterns with oil
- 10-foot pole
- Small hammer and iron spikes
- Chalk for marking passages
- Emergency rations (3 days)
Devotee Kit
For those serving religious or spiritual purposes
- Ceremonial pack or satchel
- Holy symbol or religious focus
- Prayer book or sacred texts
- Blessed water (3 vials)
- Incense and censer
- Healing herbs and bandages
- Simple wooden staff
- Alms purse for charity
- Travel shrine or altar cloth
- Ritual candles
Scholar Kit
For researchers, academics, and knowledge seekers
- Document case (waterproof)
- Writing materials (paper, ink, quills/pens)
- Magnifying glass
- Several reference books
- Sample containers and preservation materials
- Measuring tools (ruler, calipers)
- Sketching materials
- Lantern with extra oil
- Personal journal
- Library access tokens or letters of introduction
Alchemical Creations & Specialty Ammunition
These items represent the products of skilled alchemists, poisoners, and craftsmen who create specialized tools for adventurers. Each item includes the difficulty check required to create it using appropriate crafting kits.
| Name | Creation DC | Effect | Duration/Use | Technology Level | Description |
|---|---|---|---|---|---|
| Healing Potion | 10 | Heals 1d4 Resilience | Instant | Medieval | Red liquid that accelerates natural healing when consumed. |
| Antidote | Poison DC | Neutralizes poison | Instant | Ancient/Medieval | Clear fluid that counteracts most toxins and venoms. |
| Alchemist’s Fire | 11 | +1 damage, Wounding property | 3 rounds | Medieval | Sticky substance that ignites on impact and burns persistently. |
| Smoke Bomb | 8 | Creates 20 ft smoke cloud | 5 minutes | Medieval | Clay sphere that releases thick, concealing smoke when broken. |
| Sleep Powder | 13 | Target must make Spirit check or fall unconscious | 1 hour | Medieval | Fine dust that induces magical slumber when inhaled. |
| Acid Vial | 12 | +1 damage, double against objects | Instant | Renaissance | Corrosive liquid that eats through metal and stone. |
| Flash Powder | 9 | Blinds targets in 10 ft radius | 1 round | Renaissance | Bright explosion that temporarily overwhelms vision. |
| Poison Vial | 15 | Apply to weapon: target loses 1 Resilience per turn | 3 turns | Ancient/Medieval | Deadly toxin that causes gradual system failure. |
| Strength Elixir | 14 | +3 to Athleticism checks | 1 scene | Medieval | Golden brew that enhances physical prowess temporarily. |
| Night Eye Drops | 10 | See in darkness as if dim light | 4 hours | Medieval | Silver liquid that enhances vision in low-light conditions. |
| Silver Arrows | 8 | +1 damage vs supernatural creatures | Single use | Medieval | Arrows tipped with blessed silver for fighting monsters. |
| Explosive Arrows | 13 | +2 damage in 5 ft radius | Single use | Renaissance | Arrows with small explosive charges in the arrowheads. |
| Armor-Piercing Bullets | 11 | Armor Piercing 1 property | Single use | Modern | Hardened bullets designed to penetrate protective gear. |
| Incendiary Rounds | 12 | Wounding property | Single use | Modern | Ammunition that causes burning damage over time. |
| Tranquilizer Darts | 14 | Target makes Spirit check or falls unconscious | 2 hours | Modern | Specialized ammunition delivering knockout drugs. |
| Energy Cells | 15 | Powers energy weapons for 10 shots | Until depleted | Near Future | Compact power sources for advanced energy weapons. |
| Neural Disruptor | 16 | Target loses next action | Instant | Far Future | Exotic compound that temporarily scrambles nervous systems. |
Poisons
These dangerous substances can be applied to weapons, slipped into food and drink, or delivered through other means. Each poison has a specific DC that targets must overcome with a Spirit check to resist its effects.
| Name | Onset | Effect | Resistance | Technology Level | Description |
|---|---|---|---|---|---|
| Spider Venom | Immediate | DC 10: 1 damage per turn for 3 turns | Natural/Antidote | Ancient | Extracted from venomous arachnids, causes weakness and pain. |
| Snake Bite | Immediate | DC 12: 2 damage, paralysis for 1 turn | Natural/Antidote | Ancient | Potent neurotoxin that attacks the nervous system. |
| Nightshade Extract | 10 minutes | DC 13: Unconsciousness for 2 hours | Antidote only | Ancient/Medieval | Deadly plant extract that induces deep, deathlike sleep. |
| Wyvern Poison | Immediate | DC 15: 3 damage, -3 to all rolls for 1 scene | Antidote only | Medieval | Rare toxin from wyvern stingers, extremely potent and painful. |
| Sleeping Draught | 5 minutes | DC 11: Drowsiness, then sleep for 4 hours | Natural | Medieval | Mild sedative that gradually induces natural sleep. |
| Bloodroot | 1 turn | DC 12: 1 damage per turn until healed | Natural/Antidote | Ancient/Medieval | Plant toxin that causes internal bleeding and organ damage. |
| Mind Fog | Immediate | DC 14: -5 to Brains checks for 1 hour | Natural | Renaissance | Alchemical compound that clouds thinking and memory. |
| Paralytic Serum | 1 turn | DC 16: Complete paralysis for 10 minutes | Antidote only | Modern | Medical compound that temporarily shuts down motor functions. |
| Truth Serum | 5 minutes | DC 13: Cannot lie for 30 minutes | Natural | Modern | Chemical that suppresses the ability to deceive consciously. |
| Neural Toxin | Immediate | DC 18: 4 damage, lose 2 actions next turn | Antidote only | Near Future | Synthetic poison targeting neural pathways directly. |
| Nano-Virus | 1 hour | DC 15: 1 damage per hour for 24 hours | Antidote only | Far Future | Microscopic machines that systematically damage cellular structure. |
Travelers Items
These unique items are designed specifically for those who journey between worlds and realities, providing essential tools for multiversal exploration.
| Name | Activation | Description |
|---|---|---|
| Fae Coins | N/A | Magical currency that automatically transforms to match the local denomination and appearance of whatever world the bearer currently inhabits. Always maintains equivalent value regardless of form. |
| Planar Chalk | Brains, 10+ | Enchanted chalk that can sketch temporary openings between worlds when the user knows the exact location and dimensional coordinates. Portals last for 10 minutes and require precise knowledge of the destination. DC 10 for easily accessible worlds, DC increases for more complex worlds and locations. |
| Planar Dice | N/A | Set of crystalline dice that randomly transport the user and nearby companions (within 10 feet) to another world when rolled. Completely unpredictable - could lead to paradise or peril with equal likelihood. |
| World Cards | Spirit, 5 | Deck of cards, each inscribed with mystical symbols representing different worlds. When activated by concentrating on a specific card, opens a portal to that world for 10 minutes. Each card can only be used once per week. |
| Reality Anchor | N/A | Small crystalline device that prevents unwanted dimensional shifts or teleportation. Creates a 20-foot radius zone where planar travel abilities cannot function, providing safety from dimensional hazards. |
| Veil Lens | Brains, 10 or contested | Monocle or glasses that allow the wearer to see through dimensional barriers and illusions, revealing the true nature of people, places, and objects regardless of magical or technological disguises. DC 10 if attempting to look through the natural Veil, or contested if trying to break through intentional illusions. |
| Echo Stone | Charm, 5 | Smooth stone that records and plays back messages across dimensional boundaries. Paired stones can communicate regardless of what world each stone’s holder currently inhabits. |
| Phase Cloak | Spirit, 10 | Shimmering cloak that allows the wearer to briefly step between dimensions, becoming intangible for a few seconds to avoid attacks or pass through obstacles. Requires Spirit checks to maintain each round, increasing DC by 1. |
As a reminder, when selecting starting equipment – start with the minimum you need. Most characters will not start off with complex poisons or alchemical creations. Instead they will start with a BEK and some other items that better fit their role. Have the GM approve your starting items, and work with them on what is appropriate.
Equipment serves as the bridge between character capability and world challenges, transforming clever ideas into practical solutions. Whether you’re rappelling down castle walls with trusty rope, brewing antidotes to counter deadly poisons, or stepping through dimensional portals with exotic traveler’s artifacts, the right tools expand your options and reward careful preparation. Remember that the most powerful equipment isn’t necessarily the most expensive or technologically advanced - sometimes a simple smoke bomb or well-timed healing potion proves more valuable than any legendary weapon, and the gear that grows alongside your character often becomes the most treasured of all.