Sage's Sanctum

Items and Inventory

Inventory Slots

Characters have inventory slots equal to their Brawn score. Most items take up 1 slot.

If an item is Bulky, it is heavy or unwieldy, requiring two hands to carry. Most characters can only carry 2 Bulky items, but characters with at least 15 Brawn can carry 3 Bulky items.

If a character is carrying more items than they have inventory slots, and/or too many Bulky items, they lose one point of Brawn per hour for each item they are carrying beyond their means.

Currency

Different areas use local currencies tied to the major companies in those areas, but almost all accept the Gold, Silver, and Copper Buckaroo coins recognized by Angels and their Deputies.

1 Gold Buckaroo (g) = 100 Silver Buckaroos (s)
1 Silver Buckaroo (s) = 100 Copper Buckaroos ©

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Armor

All armor has a defense value. All damage dealt to a character is reduced by their defense value, to a minimum of 1. Defense from different sources is additive, but a character's defense cannot increase beyond 3.

Armor Description Cost Defense Notes
Crude Armor Mix of padded cloth, leather scraps and chunks of metal 25s 1 Bulky
Fine Armor Fine thick leather with well crafted studs 50s 1
Shield Thick wood or sturdy metal 10s 1 Bulky

Weapons

Dual-wielding: You can hold a one-handed weapon in each hand. When attacking while dual-wielding, roll the damage die for each weapon and take the highest result.

Range: Different weapons are effective at different Ranges. Melee weapons are effective in Close Range and can be thrown up to nearby range.

Pistols and Shotguns are effective in Nearby Range. Rifles are effective at Far Range. Ranged weapons can make Impaired attacks at ranges 1 closer than their effective range.

Weapon Example Cost Damage Notes
Unarmed Punches, Kicks, and Headbutts - 1d4
Crude Weapon Pitchfork, Shovel, Broken bottle 1s 1d6 Bulky
Hand Weapon Switchblade, Sword, Revolver, Brass knuckles 2s 1d6
Field Weapon Musket, Shotgun, Hand Cannon, Halberd 10s 1d8 Bulky, 2 handed
Fine Hand Weapon Dueling pistol, Well-made saber 30s 1d8
Fine Field Weapon Repeating rifle, kwan dao, Greataxe 50s 1d10 2 handed
Ammo bullets, arrows, etc. 1d6 usage die. 1s - 10 ammo takes 1 inventory slot

Weapon Upgrades

The longer you use a weapon, the more familiar you become with it and the better you fight with it. Keep track of each time you kill an enemy with a certain weapon. When you reach the thresholds in the table below, you attain an upgrade for that weapon.

Kills Upgrade
10 Your weapon deals +1 damage.
25 When you roll max damage, roll your damage die again and add the two rolls together. You must give your weapon a cool name to get this upgrade.
50 Your weapon is the stuff of legends. Opposing creatures take a +1 penalty to Morale rolls when you wield it. (This does not stack with other legendary weapons). However, notoriety may also attract thieves…

Goods and Equipment

Item Cost
Flashbang Momentarily blinds anyone nearby that fails a Mind check 10s
Fire bottle Sets a 30ft radius area on fire, all inside take 1d6 damage at the start of their turn 10s
Dynamite 1d10 Blast 20s
Smoke bomb Fills a room with smoke when lit. Attacks through the smoke are impaired 10s
Poison Lose 1d20 Brawn if consumed 20s
Acid 1d6 damage, burns through most materials 10s
Antitoxin Neutralizes most Poisons 10s
Lantern Oil 1 hour of lantern oil. 4 hours takes 1 inventory slot 1s
Tools Common tools. E.g. Crowbar, saw, glue, magnifying glass, Manacles, lock picks, etc. 1s
Luxury items Elaborate items, or items that require fine craftsmanship. E.g. formal clothes, jewelry, clocks 1g

Blast: Items with Blast damage cause Damage to all targets in a nearby area.

Food and Drink

Food/Drink Cost
Rations 30c 1d6 usage die
Simple meal 10c
A nights worth of drinks 50c
Fine wine/meal 1s

Food and Drink

Board Cost(per week)
Room in an inn 1s
Room in a home 10s

Animals

Animals need to be fed once a day. They can eat rations. If an animal is mistreated or left alone, they may run away.

Untrained: Untrained animals need to be led and guided. They will not obey commands during combat. There is a 3 in 6 chance they will run if they are in danger. Some animals can be trained by animal tamers found in most towns. Training an animal takes one month and costs 1g.

Animal Cost Stats
Mule 5s 5 Grit, 14 Brawn, 10 Agility, 4 Mind. 1d6 damage bite. Untrained
Horse 1g 10 Grit, 17 Brawn, 14 Agility, 4 Mind. 1d8 damage bite
Mutt 5s 3 Grit, 11 Brawn, 14 Agility, 3 Mind. 1d6 damage bite. Untrained
Hound 50s 5 Grit, 14 Brawn, 14 Agility, 5 Mind. 1d6 damage bite