Items and Equipment

Camping and Survival Gear

  • Backpack, Frame (TL1). Holds 100 lbs. of gear. $100, 10 lbs.
  • Backpack, Small (TL1). Holds 40 lbs. of gear. $60, 3 lbs.
  • Blanket (TL1). A warm sleeping blanket. $20, 4 lbs.
  • Bottle, Ceramic (TL1). Holds 1 quart of liquid (2 lbs. if water). $3, 1 lb.
  • Cable, Steel, 1.5” (TL5). Supports 3,700 lbs. Per 10 yards: $100, 17 lbs.
  • Camp Stove, Small (TL6). Uses 0.25 gallons kerosene per 4 hrs. $50, 2 lbs.
  • Candle, Tallow (TL1). Smoky! Lasts 12 hrs. $5, 1 lb.
  • Canteen (TL5). Holds 1 quart of liquid (2 lbs. if water). $10, 1 lb.
  • Cigarette Lighter (TL6). Lights fire. $10.
  • Climbing Gear (TL2). Hammer, spikes, carabiners. $20, 4 lbs.
  • Compass (TL6). +1 to Navigation skill. $50.
  • Cord, 3/16” (TL0). Supports 90 lbs. Per 10 yards: $1, 0.5 lb.
  • Fishhooks and Line (TL0). Basic gear for Fishing skill; needs a pole.$50.
  • Gasoline (TL6). Per gallon: $1.50, 6 lbs.
  • Grapnel (TL5). Throw to STx2 yards. Supports 300 lbs. $20, 2 lbs.
  • Group Basics (TL0). Basic equipment for Cooking and Survival skill for a group. Cook pot, rope, hatchet, etc., for 3-8 campers. $50, 20 lbs.
  • Iron Spike (Piton)(TL2). For climbing, spiking doors, etc. $1, 0.5 lb.
  • Kerosene (TL6). Per gallon: $1.50, 6 lbs.
  • Lantern (TL2). Burns for 24 hours on 1 pint of oil. $20, 2 lbs.
  • Life Jacket (TL6). Floats up to 350lbs. $100, 6 lbs.
  • Matches (TL6). Start fires. Box of 50, waterproof. $1.50.
  • Oil (TL2). For lantern. Per pint: $2, 1 lb.
  • Parachute (TL6). Use with Parachuting skill. The wearer will fall at least 80 yards before it opens, and then descend at 5 yards/second. $1,000, 30 lbs.
  • Personal Basics (TL0). Minimum gear for camping: -2 to any Survival roll without it. Includes utensils, tinderbox or flint and steel, towel, etc., as TL permits. $5; 1 lb.
  • Pole, 6’ (TL0). For pitching tents, fishing, or prodding items. $5, 3 lbs.
  • Pole, 10’ (TL0). For things you wouldn’t touch with a 6’ pole. $8, 5 lbs.
  • Pouch or Purse, Small (TL1). Holds 3 lbs. $10.
  • Rope, 3/8” (TL0). Supports 300 lbs. Per 10 yards: $5, 1.5 lbs.
  • Rope, 3/4” (TL1). Supports 1,100 lbs. Per 10 yards: $25, 5 lbs.
  • Sleeping Bag (TL6). For normal conditions. $25, 7 lbs.
  • Sleeping Fur (TL0). Warm unless wet. $50, 8 lbs.
  • Suitcase, Hard (TL5). Holds 100 lbs. DR 4, with key lock. $250, 8 lbs.
  • Tent, 1-Man (TL0). Includes ropes; no poles needed. $50, 5 lbs.
  • Tent, 2-Man (TL0). Includes ropes; requires one 6-foot pole. $80, 12 lbs.
  • Tent, 4-Man (TL0). Includes ropes; requires 2 poles. $150, 30 lbs.
  • Tent, 20-Man(TL1). Includes ropes; requires 16 poles. $300, 100 lbs.
  • Thermos Bottle (TL5). Keeps 1 pint hot (24 hrs.) or cold (72 hrs.). $10, 2 lbs.
  • Torch(TL0). Burns for 1 hr. $3, 1 lb.
  • Traveler’s Rations (TL0). One meal of dried meat, cheese, etc. $2, 0.5 lb.
  • Wineskin (TL0). Holds 1 gallon of liquid (8 lbs. if water). $10, 0.25 lb.
  • Wristwatch (TL6). $20.

Communications and Information Gear

  • Drum (TL0). Audible for several miles. $40, 2 lbs.
  • Scribe’s Kit (TL3). Quills, inkbottles, penknife, paper. $50, 2 lbs.
  • Typewriter, Manual (TL6). $200, 10 lbs.
  • Wax Tablet (TL1). For writing; erasable. $10, 2 lbs.

Equestrian Gear

Bonuses to control a mount only offset penalties to Riding skill; they never give a net bonus.

  • Bit and Bridle (TL1). +2 to control horse, or +3 if using both hands. $35, 3 lbs.
  • Horseshoes (TL3). Shod horses get +2 HT on any rolls for stamina on long rides. Per set: $50, 4 lbs.
  • Saddle and Tack (TL2). Basic equipment for Riding skill. $150, 15 lbs.
  • Saddlebags (TL1). Hold 40 lbs. $100, 3 lbs.
  • Spurs (TL2). +1 to control a mount. $25.
  • Stirrups (TL3). Make it easy to mount a horse and give +1 to control mount. Required to use Lance skill. With ordinary saddle: $125, 20 lbs.
  • War Saddle (TL3). +1 to Riding skill to stay seated, 50% chance user will stay seated even if unconscious. With stirrups: $250, 35 lbs.

Law-Enforcement, Thief, and Spy Gear

  • Disguise Kit (TL5). +1 to Disguise skill. $200, 10 lbs.
  • Handcuffs (TL5). Give -5 to Escape. $40, 0.5 lb.
  • Lockpicks (TL3). Basic equipment for Lockpicking skill. $50.
  • Shotgun Mike (TL6). Gives (TL-5) levels of Parabolic Hearing. $250, 2 lbs.

Medical Gear

  • Bandages (var.). Bandages for a half-dozen wounds. Might be clean cloth, adhesive dressings, or spray-on “plastiskin,” depending on TL. Basic equipment for First Aid skill. $10, 2 lbs.
  • First Aid Kit (var.). A complete kit for treating wounds, with bandages, ointments, etc. +1 to * First Aid skill. $50, 2 lbs.
  • Surgical Instruments (var.). Includes scalpels, forceps, etc. Basic equipment for Surgery skill. $300, 15 lbs.

Optics and Sensors

  • Binoculars(TL6). Gives (TL -4) levels of Telescopic Vision. $400, 2 lbs.
  • Telescope (TL4). Gives (TL-3) levels of Telescopic Vision. $500, 6 lbs.

Tools

  • Balance and Weights (TL1). For weighing goods. $35, 3 lbs.
  • Crowbar, 3’ (TL2). Treat as a smallmace in combat, but at -1 to skill. $20, 3 lbs.
  • Knitting Needles (TL3). Per pair. $5.
  • Pickaxe (TL2). Improves digging speed. $15, 8 lbs.
  • Plow, Iron (TL2). Works rough soils. $220, 120 lbs.
  • Plow, Wooden (TL1). Pulled by oxen. $55, 60 lbs.
  • Saw (TL0). A lumberjack’s tool, not a carpentry saw. $150, 3 lbs.
  • Shovel (TL1). Speeds up digging. $12, 6 lbs.
  • Spinning Wheel (TL3). Produces yarn six times as fast. $100, 40 lbs.
  • Suitcase Lab (var.). Basic equipment for a specific scientific skill (e.g., Chemistry or Forensics). $3,000, 10 lbs.
  • Wheelbarrow (TL2). Holds 350 lbs. Divide effective weight of load by 5. $60, 18 lbs.
  • Whetstone (TL1). For sharpening tools and weapons. $5, 1 lb.

Weapon and Combat Accessories

  • Ear Muffs (TL6). Block loud noises (e.g., gunshots). Give Protected Hearing. $200, 1 lb.
  • Hip Quiver (TL0). Holds 20 arrows or bolts. $15, 1 lb.
  • Holster, Belt (TL5). Fits most pistols. $25, 0.5 lb.
  • Holster, Shoulder (TL5). Allows use of Holdout, but gives -1 to Fast-Draw. $50, 1 lb.
  • Lanyard, Leather (TL0). Lets you retrieve a dropped weapon on a DX roll. Each attempt requires a Ready maneuver. Can be cut: -6 to hit, DR 2, HP 2. $1.
  • Lanyard, Woven Steel (TL6). As leather lanyard, but DR 6, HP 4. $15.
  • Scope, 4x (TL6). +2 to Acc for aimed shots only. $150, 1.5 lbs.
  • Shoulder Quiver (TL0). Holds 12 arrows or bolts. $10, 0.5 lb.

Items and Equipment

A Path to Steam jkendall