You use kits and tools to make items and perform specialized activities.
Kits & Tools
| Name | Rarity | Price |
|---|---|---|
| Block and Tackle | Common | 5 cp |
| Dice set | Common | 1 cp |
| Garrote | Common | 5 cp |
| Healer's Kit | Common | 2 sp |
| Heavy Tool Kit | Common | 2 gp |
| Ladder | Common | 2 cp |
| Tool Kit | Common | 1 gp |
| Book | Uncommon | }1+ gp |
| Book, blank | Uncommon | 1 sp |
| Cards, deck | Uncommon | 1 sp |
| Crystal ball | Uncommon | 1 gp |
| Disguise kit | Uncommon | 1 sp |
| Holy water | Uncommon | 5 sp |
| Lock picks | Uncommon | 1 sp |
| Musical instrument | Uncommon | 1+ sp |
| Spare parts | Uncommon | 1 sp |
| Writing kit | Uncommon | 1 sp |
| Alchemist's kit | Rare | 2 gp |
| Clock | Rare | 1 gp |
| Flame-maker | Rare | 5 sp |
| Forger's kit | Rare | 1 gp |
| Magnifying glass | Rare | 5 sp |
| Navigator's instruments | Rare | 1 gp |
| Occultist's kit | Rare | 5 sp |
| Pocket watch | Rare | 2 gp |
| Spyglass | Rare | 1 gp |
| Gas mask | Exotic | 5 sp |
Alchemist's Kit A leather case containing a burner, alembics, flasks, and a manual, plus an assortment of magical substances. It counts as 3 items for the purpose of carrying limits.
Block and Tackle When used with a rope or chain, a block and tackle can help lift extremely heavy objects. A block and tackle counts as 3 items.
Book A book contains writing on a subject. The listed price is for a book containing common knowledge. Uncommon books sell for 1 gp or more, rare books for 5 gp or more, and exotic books for 25 gp. The degree of rarity might grant you 1 or more boons on rolls to learn information about a related topic, or the book might contain the answer you seek.
Book, Blank A heavy book with 100 blank pages.
Cards A typical deck of cards has seventy-eight cards, with twenty-two major arcana and fifty-six minor arcana cards divided into four suits. The suits are usually cups, pentacles, wands, and swords. The cards of the minor arcana include those numbered from 1 to 10, along with a page, knight, queen, and king to complete a set of fourteen. The major arcana cards typically correspond to those found in a typical tarot deck. Games of chance are played using the minor arcana only.
Clock An ornate mechanical device used for keeping time. When fully wound, the clock operates for 1 week but loses 1d6 minutes every 24 hours.
Crystal Ball A sphere, about 6 inches in diameter, made from crystal, glass, or some other material.
Dice Set A typical set of dice includes three to five six-sided dice carved from ivory, bone, or some other material. Each die side features a different number of pips, numbered 1 to 6. Other shapes of dice might exist with uncommon availability.
Disguise Kit This kit contains greases, waxes, and other cosmetics to make someone appear other than who they are. A disguise kit has enough material to create five disguises.
You can create a disguise for yourself or for someone within your reach by expending a use from the kit. It takes 10 minutes of work to create the disguise. To disguise yourself, you must also have a reflective surface. When you finish, you or the creature becomes disguised until the disguise is removed, ruined, or thwarted.
A disguised creature appears to be someone else. The disguise can replace a person’s coloration, apparent gender, blemishes, and so on with different ones. A disguise can increase apparent height by up to 6 inches or apparent weight by 20 percent. The disguise holds up to casual visual inspection, but any kind of scrutiny enables a creature to make an Intellect roll and recognize the disguise on a success.
A creature wearing a disguise can use an action to remove it. Damage from fire, being submerged in water, or brisk activity such as combat ruins the disguise unless the wearer succeeds on a luck roll.
Flame-Maker A small metal cube that can fit in the palm of your hand, the flame-maker has a hinged lid that opens to reveal a wick, wheel, and bit of flint. You can spin the wheel and cause a tongue of flame to appear that sheds faint light. The flame-maker has enough fuel to burn for 4 hours total, with each use counting as 1 minute of time. You can refill the flame-maker with a quarter-pint of oil.
Forger's Kit A forger’s kit contains everything one needs to make a copy of a simple document, invitation, and similar items. It includes enough material to make one forgery.
You can make a forgery of a document or similar object you can see. The time it takes to produce the copy varies from just a few minutes to several days, depending on the nature of the original item. Usually, creating the forgery requires a successful Intellect roll, with 3 or more banes depending on the original’s complexity. Some forgeries might not be possible without a profession or materials, at the Sage’s discretion. A forger’s kit counts as 2 items.
Garrote You can use this length of wire with wooden handles to choke the life out of your foe. If you are wielding a garrote when you attempt to grab a creature, on a success, the target loses Health equal to your Strength modifier (minimum 1), plus loses extra Health equal to your Strength modifier each time you maintain the grab. The target is affected by suffocation in addition to the grab’s other effects.
Gas Mask This heavy mask, made from rubber with two round filters near the mouth, helps clean the air you breathe. You can equip the mask as an action. The mask’s filters work for a total of 4 hours, and you can replace a pair of filters for 1 sp. The filters make you immune to the effects of breathing in smoke, gas, and inhaled toxins.
Healer's Kit A set of bandages, ointments, herbs, thread, and needles all carried in a leather satchel. You can use the kit to treat injuries. The healer’s kit has 5 uses.
You can spend 1 minute treating a willing or unconscious creature. When you finish, expend a use from the kit and make an Intellect roll. On a success, the target heals 2d6 damage.
Heavy Tool Kit A heavy tool kit includes a shovel, pick, and sledge for breaking up and clearing away dirt and rock. It counts as 6 items.
Holy Water Sold in glass bottles etched with the symbol of the religion responsible for its blessing, each bottle contains one dose. Any demon, faerie, fiend, spirit, or undead splashed with holy water loses 2d6 Health. Any other kind of creature that drinks the liquid heals 2d6 damage.
Ladder A standard ladder measures 18 feet long and has twelve rungs. When carried, a ladder counts as 6 items.
Lock Picks A set of implements for opening locks, this kit includes files, bent wires, needles, screwdrivers, and other small tools.
It takes 1d6 minutes to pick an inferior lock, 2d6 minutes for a typical lock, and 4d6 minutes or longer for a superior lock. At the end of this time, make an Agility roll with 1 or more banes depending on the lock’s complexity. On a success, you open the lock and can freely unlock and lock it. On a failure, it remains locked and attempts to try again result in automatic failures until after you rest.
Magnifying Glass This glass lens in a metal frame with handle provides 10 times magnification of any object you examine through it.
Musical Instrument A musical instrument includes any easily carried device for making music, such as a lute, hand drum, fiddle, or pan pipes.
Navigator's Instruments You can use this set of maps, sextants, and astrolabes to chart courses and avoid becoming lost. When traveling with these instruments, you can reroll one result of 1 on a die rolled to determine progress, but you must use the second result, even if it’s another 1. Navigator’s instruments count as 2 items.
Occultist's Kit An occultist’s kit contains a pair of knives, a chalice, a pentacle, chalks for inscribing mystic diagrams and circles, and a set of ten black candles. An occultist’s kit counts as 2 items.
Pocket Watch A compact version of a clock, it is small enough to fit in your pocket. The item includes a thin chain.
Spare Parts You can use spare parts to build and repair mechanical objects. Some talents enable you to expend spare parts to build objects. You can use a tool kit and a set of spare parts to repair one ordinary object within reach. It takes 1 minute to complete the repairs. When you finish, expend the set of spare parts and the target regains 2d6 Health.
Spyglass A collapsible tube of brass and wood fitted with a set of lenses, the spyglass lets you see at a distance with 10 times magnification.
Tool Kit A tool kit includes a hammer, wrench, pliers, screwdrivers, an awl, and other tools used by crafters. It counts as 2 items.
Writing Kit A writing kit includes bottles of ink, pens, a knife, and a bag of fine sand.