Skip to main content

Breadcrumb

Villager Cultural Gear

Villager Cultural Gear

Villagers tend to live an isolated existence, but
they have a community to rely upon rather
than just themselves. However, because the
community is small, hard work is an important
facet of daily life, with community members
each having their own critical role to play in the
survival and flourishing of the whole.

 

Table: Villager Cultural Gear

Item

Cost

Weight

Cattle Horn 3 gp 3 lbs.
Food Dehydrator 10 gp 3 lbs.
Protective Apron 8 gp 5 lb.
Seahberries (one dose) 20 gp -

 

Cattle Horn. This sturdy horn is used to call cattle in from the pasture. Its sound is pleasing to domesticated animals and strongly associated with food and comfort for them. Blowing the horn attracts domestic cattle up to a mile away. At the Narrator’s discretion, wild animals may recognize the sound and investigate in search of easy food—either the cattle’s feed or the cattle themselves.

Food Dehydrator. This set of open-weave, stackable trays is designed to turn meat into jerky and to dry fruits and vegetables. Drying food in this way not only preserves it (turning fresh, but perishable food into Supply that can be carried) but also concentrates the flavor, making it into a satisfying and satiating experience. A food dehydrator can be used in concert with a fire to turn fresh meat, fruit, or vegetables into Supply over the course of a long rest .

Protective Apron. These heavy leather aprons are favored by smiths, veterinarians, and others doing word where getting cut, scratched, or burnt is an occupational hazard. While worn, if you would take fire damage or non-magical bludgeoning, piercing, slashing damage from a single source, that damage is reduced by 1d6 (minimum 0). Once an apron has reduced 12 points of damage, it is considered broken. The apron is heavy and cumbersome, imposing disadvantage on Acrobatics checks and Dexterity saving throws while worn.

Seahberries. These small, bitter red berries taste awful but help the body flush out toxins. Eating a handful of them as an action gives the you an immediate saving throw against the effects of any ongoing poison , which is made with an expertise die .

Settler Cultural Gear

Settler Cultural Gear

Tasked (perhaps by themselves) with taming a frontier of some kind, settlers are gritty, pragmatic…and often a bit paranoid. These folk must rely upon themselves and perhaps their neighbors even in dire circumstances, and the frontiers where they make their homes have a variety of dangers—potentially including other settlers. They are therefore often concerned with security and emergency measures..

 

Table: Settler Cultural Gear

Item

Cost

Weight

Barbed Wire (spool) 75 gp 110 lbs.
Settler's Glass 200 gp 3 lb.
Trip Lantern 22 gp 4 lb.
 Wide-Eye (1 use) 25 gp -

 

Barbed Wire. The quintessential frontier fortification, barbed wire is thick metal wire with sharp metal barbs along its length. A square with a barbed wire fence or coil across it is difficult terrain, and requires a DC 13 Dexterity check to avoid being grappled as the barbs snag on clothing and flesh alike, dealing 1d4 points of piercing damage and requiring DC 12 maneuver check to escape. Each attempt (successful or not) inflicts a further 1d4 points of piercing damage on the trapped creature, as does any physical movement beyond speaking (or, more likely, shouting or screaming). Settlers will often hang bells on the wire, giving them an audible alert if a creature becomes stuck. The wire can be cut; it has an AC of 11 and 5 hit points per 5-foot section. It comes in spools, each one suitable for building a coiled fortification of up to 50’ in length, which takes an hour. If used to make fencing, it stretches 5 times as far, but requires a full day of work.

Settler’s Glass. The settler’s glass is an extremely durable (and heavy) spyglass. Designed to stand up to the worst punishment that the frontier can dish out, a settler’s glass can be used as a normal spyglass, but is ruggedized to the point it can be used as an improvised weapon that deals 1d4 bludgeoning damage. However, inflicting a critical hit with it destroys the settler’s glass.

Trip Lantern. Another security device, a trip lantern is a heavy, hooded, bulls-eye lantern that can be rigged to a tripwire and is typically mounted atop a fencepost. Triggering the tripwire aims the lantern toward the tripwire, ignites and uncovers the light source, and shines dazzlingly-bright light through a focusing lens at the triggering creature, which must make a DC 12 Constitution save or be blinded until the beginning of its next turn.

Wide-Eye. A powerful stimulant brewed as a bitter tea, wide-eye can allow a person to stay awake for 36 hours (starting when it is imbibed) with no penalties for missing sleep (though spells and similar resources recovered on a long rest are not restored), but the crash afterward is awful. Immediately after the 36 hours ends, the user suffers 2 levels of fatigue , which must be removed normally, and is rattled until they finish a long rest . Still, it’s a rare settler that doesn’t have some on hand in case a disaster or attack requires an all-nighter.

Imperial Cultural Gear

Imperial Cultural Gear

The great advantage of an Imperial society is the ability to do things like infrastructure at scale, freeing up citizens of the empire to specialize. But that scale also typically comes with bureaucratic hierarchy, need for communication, and the drafting of residents to help during times of trouble.

Table: Imperial Cultural Gear

Item

Cost

Weight

Boon Coin Vries --
Fire Suppressant Bomb 5 cp 1 lb.
Manual of Imperial Protocol 8 gp 2 lbs.
Signal Flags (set of 4) 10 gp 15 lbs.

 

Boon Coin. The very definition of a status symbol, a boon coin has no monetary value. Rather,they are minted and issued by a powerful individual or organization as a way of indicating a level of favor or association with the holder. They typically incorporate symbolism or phrases relevant to the issuer as part of their design. These coins are sometimes bought and sold, but doing so often carries social consequences, if not legal ones. They also typically do not convey any formal authority or privileges, but holding the right boon coin can raise the holder’s effective prestige rating by 1 or more points with the right audience, at the Narrator’s discretion.

Fire-Suppressant Bomb. This deliberately fragile clay pot is filled with a dry powder that smothers fires. To use it, you can make a ranged weapon attack with a range of 30 feet. The pot shatters on impact, instantly extinguishing a 5-foot square of non-magical fire. Imperial cities, especially ones relying on flammable building materials like wood, like to keep large stockpiles of these bombs on hand in case of a fire outbreak, allowing citizen volunteers to quickly deal with even large blazes in groups. They are never expensive, but in some cases, they are even provided to building owners and residents for free.

Manual of Imperial Protocol. This “basic” (but still incredibly thick and heavy) guide to imperial etiquette and bureaucracy allows you to spend 1d10 minutes finding and referencing relevant sections to gain an expertise die on Culture checks for the culture it is tied to for the next 10 minutes. At the Narrator’s discretion, this manual may provide its benefits to other skill checks as well. In a pinch it can be used as an improvised weapon, dealing 1d4 points of bludgeoning damage.

Signal Flags. These brightly-colored flags are designed to be seen from a long way off, such as across the water during a naval battle or across the span of a long bridge. They allow the wielders to communicate basic concepts (“danger”, “clear to dock”, “enter battle formation”, and the like) as an action at a range of up to a mile away without the need for hearing or a shared language beyond that of the signals.

The specific signal language being used varies wildly from society to society and may involve different colored flags, angles of presentation and so on. To be effective, the person sending the message with the signal flags must be in bright light and the receiver must be familiar with the specific signal language. If the sender is lightly obscured (such as by bad lighting or battlefield smoke), the receiver must make a Perception check (with the difficulty set by the Narrator) to correctly interpret the message.

Learning a signal flag language requires a week of training and practice. Characters from the Imperial culture with the Sailor or Soldier background know one signal flag language used by their culture. Adventurers of other cultures or backgrounds may also know a signal language at the Narrator’s discretion.

Collegiate Cultural Gear

Collegiate Cultural Gear

Many collegiate societies revolve around a university campus and even the exceptions have developed specialized equipment for speeding the acquisition, distribution and protection of knowledge as well as the comfort of the scholars who produce it.

Table: Collegiate Cultural Gear

Item

Cost

Weight

Book Carrier 4 gp

1 lb.

Campus Umbrellas 6 sp

1 lb.

Tracing Paper (one sheet) 3 sp

-

Writer's Case (filled; 4 sheets paper) 12 gp

1/2 lb.

 

Book Carrier. Typically made of waxed canvas or leather, this sturdy multi-layered case can hold up to 3 books, preventing water damage from anything short of actually being submerged in liquid.

Campus Umbrella. A cousin of the parasol, this is a small, lightweight umbrella with a sturdy waterproof canopy. It is designed to keep the user dry on short jaunts between buildings during rainy weather and is treated with an alchemical compound to aid in shedding water more efficiently, allowing it to be quickly shaken out and closed up without worrying about mildew. When using the umbrella, as long as precipitation is not accompanied by high winds, you can remain dry while traveling. Due to its lightweight construction, high winds negate the effectiveness of the umbrella.

Tracing Paper. This very thin, translucent paper is useful for making copies of diagrams or other images when it is not permissible or practical to bring the original along. They are especially favored by beginning artists who will make tracing of the works of various masters as a training technique.

If you have good light and charcoal, or some other similar means of tracing, you can quickly reproduce a low-detail approximation of a 2D artistic work in 1 minute using tracing paper. If you have 10 minutes, you can produce a more detailed copy. If you have an hour, you can make an extremely detailed reproduction.

In none of these cases can the tracing pass for the original, but the one-minute version will be enough to provide a general idea of the piece across to others, the 10-minute version will be good enough to capture some artistic nuance, and the 1-hour version can be used for detailed study.

Extremely complex or otherwise difficult works (ones rendered entirely in light colors or in watercolor, for example) may require more time, require a skill check, or be impossible to copy at the Narrator’s discretion.

Writer’s Case. A favorite of many different scholars across a wide array of disciplines, this small, but handsome leather case keeps the tools for writing and even a bit of field sketching close at hand in one convenient package. The case includes a compartment for paper, sleeves for two quill pens, a small compartment for extra nibs, a small bottle of ink, a sand shaker, and a pair each of sticks of chalk and charcoal. More well-to-do scholars will often have theirs personalized with monograms, their noble or academic house’s coat of arms or crest, or similar personal or organizational insignia.

Weaken

Weaken

(
)
Duration
Concentration ()

Until the power’s effects end, the target doesn’t benefit from any positive Strength, Constitution, or Dexterity modifiers.


Surge. You can spend +1 psionic point to target 2 additional creatures; +1 psionic point to increase the power’s range to Medium (60 feet) [requires power rating III]; +2 psionic points to also cause the target to make attack rolls and Strength, Dexterity, and Constitution saving throws with disadvantage [requires power rating IV].

Voltaic Conduit

Voltaic Conduit

(
)
Duration

Jagged lightning arcs from your fingertips in a direction you choose in a 60 foot line that is 5 feet wide. Each creature in the area takes 4d6 lightning damage and becomes rattled. If the lightning is blocked by an object at least as large as the line’s width, it ends there unless it deals enough damage to break through. When it does, it continues to the end of its area. On a successful Dexterity saving throw, a creature takes half damage and isn’t rattled.

The damage increases by 1d6 each time your power rating increases beyond III.

Translocate

Translocate

(
)
Duration

You teleport to any unoccupied place you can see within range. As a reaction to any bonus action or free action you take when you arrive, you can teleport again, as long as the combined distance traveled does not exceed 500 feet.

You can bring along objects if their weight doesn’t exceed what you can carry.

Third Eye

Third Eye

(
)
Duration
Concentration ()

You can see a specific place in your mind’s eye as if you were there in person. You can see what is going on but cannot hear sounds. As a bonus action, you can turn around up to 360°. As an action you can move your point of view up to your Speed.

Telepathic Messaging

Telepathic Messaging

(
)
Duration
Concentration ()

You can use a bonus action to send a telepathic message of 25 words or less to a creature you are focused on. It can reply with a bonus action while you are focused on it.


Surge. You can spend +3 psionic points to increase range to Unlimited [requires power rating IV].

Telekine Limbs

Telekine Limbs

(
)
Duration

Psychic energy flows out from your torso to form two psionic limbs that support and enhance your existing arms and legs. You choose what kind of psionic limbs this power grants when you manifest it.

Psionic Arm. You gain a climb speed equal to your Speed. In addition, on each of your turns you gain an expertise die to one of the following options for each psionic arm you possess: melee weapon attack roll, Strength check, Strength saving throw, melee weapon damage roll.

Pagination