The Source Equipment

Unit of Account

Each realm maintains its own unit of account. Among the Dead Men, money has no meaning or purpose except for value in the rare and chance occasions to trade with those in the First Life while they travel abroad.

For the sake of ease, all prices are quoted in silver pennies. A silver penny is one pennyweight (1/20th of a troy oz. or 1/240 of a pound), pure silver.

This unit of account can be changed, as needed, for any currency in The Source setting.

Adventuring Gear

Item Value
Blanket, woolen 5sp
Bucket, wooden ½sp
Candles (one dozen) 1½sp
Chalk (one dozen pieces) ¼sp
Chain, steel (ten feet) 25sp
Artisan’s tools 3,200sp
Crowbar 11sp
Fishhooks (one dozen) 1sp
Fishing net 7¼sp
Flask, steel 2sp
Grappling hook 14sp
Hammer 8sp
Ink (per vial) 24sp
Jar, glass ½sp
Ladder, wooden (six-foot) 1¾sp
Lantern, hooded 23sp
Lock, common 10sp
Lock, quality 14sp
Magnifying glass 650sp
Nails (one pound) 192sp
Needle, steel ¼sp
Oil (per flask) 1sp
Paper (one sheet) 2sp
Pickax 8sp
Pot, iron 12sp
Quill, writing ½sp
Quiver (holds two dozen arrows) 9½sp
Rations, one day ½sp
Rope, hempen (fifty feet) 9¼sp
Shovel 3sp
Tent, canvas with wooden poles, two-man 20sp
Tent, canvas with wooden poles, four-man 34sp
Thief’s tools 210sp
Thread, sewing (fifty yards) 1¼sp
Timber ax 5sp
Timber saw, two-hand 8sp
Torch ¼sp
Trap, small animal 12sp
Trap, large animal 17sp
Twine (fifty feet) ½sp
Vial, glass ¼sp
Waterskin 2sp
Wax, sealing (one pound) 6½sp
Whetstone ¼sp
Whistle ¾sp

Trade Goods

Item Value
Apples (one pound) 2sp
Beer, common (one quart) ½sp
Beer, fine (one gallon) ¾sp
Barley (one pound) ½sp
Canvas (square yard) 1¾sp
Cheese (one pound) 1¼sp
Copper (one pound) 48sp
Firewood (one cord) 9½sp
Gold (one pound) 2,880sp
Iron (one pound) 2sp
Leather skin, common (small) 3 to 4sp
Leather skin, (large) 10-20sp
Linen (square yard) 2sp
Oats (one bushel) 24sp
Oil (one flask) 1sp
Olives (one pound) 2¼sp
Rye (one bushel) 32sp
Salted fish (one pound) 3½sp
Silk (square yard) 125sp
Silver (one pound) 240p
Soap (one pound) ½sp
Steel (one pound) 15sp
Wheat (one bushel) 30sp
Wine, common (one gallon) 3½sp
Wine, fine (one gallon) 8sp
Wool (square yard) 3sp

Clothing

Item Value
Boots, common 24sp
Boots, fine 120sp
Cloak, common 120sp
Cloak, fine 240sp
Fur, common 50-100sp
Fur, fine 150-300sp
Gown, ladies, common 550sp
Gown, ladies, fine 2400sp
Necklace, bronze, solid 8sp
Necklace, silver, solid 96sp
Necklace, gold, solid 1,152sp
Necklace, bronze, w/ pendant 12sp
Necklace, silver, w/ pendant 144sp
Necklace, gold, w/ pendant 1,728sp
Ring, bronze, solid 6sp
Ring, silver, solid 108sp
Ring, gold, solid 864sp
Ring, bronze, signet 9sp
Ring, silver, signet 162sp
Ring, gold, signet 1,296sp
Ring, silver, w/ gemstone 189sp
Ring, gold, w/ gemstone 1,512sp
Robe, linen, common 40sp
Robe, linen, fine 60sp
Robe, silk, common 140sp
Robe, silk, fine 210sp
Robe, wool, common 50sp
Robe, wool, fine 75sp
Trousers, linen, common 20sp
Trousers, linen, fine 30sp
Trousers, leather, common 56sp
Trousers, leather, fine 84sp
Trousers, wool, common 25sp
Trousers, wool, fine 37sp
Tunic, linen, simple 8sp
Tunic, linen, fine 24sp
Tunic, wool, simple 12sp
Tunic, wool, fine 36sp
Shoes, common 6sp
Shoes, fine 24sp

Animal Husbandry

Animals are a part of everyday life.

Raising and caring for animals is expensive. For common people off the farm, animals are out of reach.

Animal Costs

The costs shown below are for the money value of buying an animal of the listed type at a town market.

Note that mastiffs and warhorses are the only animals listed that are trained and capable of combat: all other animals will flee or fight wildly (cannot be controlled by people) if threatened.

Animal Value
Chicken 1sp
Cow ½sp per pound
Donkey 80sp
Horse, draft 500sp
Horse, riding 750sp
Horse, war 3,000sp
Mastiff 200sp
Mule 190sp
Pony 300sp
Ox ¾sp per pound
Pig ¼sp per pound

Animal Upkeep

The costs shown below are for the money costs of feed, stabling, and other expenses related to the upkeep and maintenance of animals for 1 week.

Animal Value
Chicken 1sp per 10 chickens
Cow 1sp per 3 cows
Donkey 1sp per 8 donkeys
Horse, draft ½sp per horse
Horse, riding ½sp per horse
Horse, war ½sp per horse
Mastiff ¼sp per mastiff
Mule 1sp per 6 mules
Pony ¼sp per pony
Ox 1sp per 2 oxen
Pig ½sp per pig

Equipment

Below are shown costs for various riding and teaming equipment.

Item Value
Barding 5,100sp
Bit and bridle 20sp
Carriage 1,000sp
Cart 150sp
Chariot 2,500sp
Saddle, pack 50sp
Saddle, war 200sp
Saddlebags (pair) 40sp
Sled 200sp
Wagon 350sp

Melee Weapons

Melee weapons use the Melee Skill to make attacks against enemies in close combat.

These weapons are classed into three categories: light, medium, and heavy.

Light Melee Weapons

Light melee weapons are easily obtainable by common people.

Many of these double as tools used by peasants.

Light melee weapons add 0D Weapon Dice.

Weapon Value
Club or quarterstaff 2sp
Dagger or knife 9¾sp
Hand ax 16sp
Short sword 66sp
Sickle 12sp

Club: Clubs are fashioned from smoothly shaved pieces of wood and measure between 18” and 24.”

Clubs deal Fatigue instead of Wound damage.

Dagger: These weapons are fashioned as triangular wedges of iron or steel with a finished grip and pommel.

These weapons measure between 10” and 12” overall.

Daggers don’t have cutting edges and are designed to puncture armor and flesh. In many places, possession of daggers is illegal.

Daggers may be thrown with the Ranged Skill.

Hand ax: These axes are used to cut firewood, ropes, and other common farm and household tasks. Hand axes have shafts that measure 12” to 18” and ax heads that weigh 1lb. to 2lb.

Hand axes can be thrown with the Ranged Skill.

Knife: Knives are common tools used for all sorts of work. Because of this, knives are rarely a problem for common people to own.

Knives may be thrown with the Ranged Skill.

Quarterstaff: These shaved wooden poles measure between 48” and 72”. They are used as walking sticks, canes, and simple defensive weapons.

Quarterstaffs deals Fatigue instead of Wound damage.

Short sword: These one-handed blades are used by common militia. The use of these weapons is tightly regulated among peasants, if not outright forbidden.

Sickle: These tools are used to harvest grain and make for a convenient form of self-defense for the peasantry.

Medium Melee Weapons

Medium melee weapons are reserved for the martial classes of society.

These weapons are restricted by law or tradition to soldiers, nobleman, and knights. Peasants or other people found in possession of these weapons are often imprisoned.

Medium melee weapons add 1D Weapon Dice.

Weapon Value
Arming Sword 120sp
Lance 80sp
Spear 12sp
War hammer 72sp

Arming Sword: These swords are knightly weapons, and their possession and use is perhaps the most tightly controlled of any other hand weapon. Longswords measure from 3 to 4 feet in overall length and weigh between 2.5 and 4 pounds. These weapons are double-bladed and provide for excellent balance and cutting power. Longswords mark the bearer as a nobleman. The mere sight of one commands respect, among others.

Lance: These long poles (7 to 9 feet in overall length) are made for use on horseback. Lances are used as part of charges: the rider bears the lance under the arm and braces for impact while the horse’s speed helps drive the pointed tip into the enemy.

When used on a mount while part of a Charge Maneuver, this weapon adds 3D Weapon Dice (instead of 1D Weapon Dice for medium melee weapons).

If used unmounted, lances require two hands, a Full Action to attack, and add 0D Weapon Dice (instead of 1D Weapon Dice for Medium Melee Weapons).

Spear: These are perhaps the most common weapon encountered on the battlefield. Spears are highly versatile weapons and are equally suited for use on both foot and horseback and against both opponents on foot and horseback. Spears have long (5 to 7-foot) hafts capped by sharp iron or steel spearheads designed to pierce flesh.

Spears must be used in two hands.

War hammer: Very distantly resembling hammers used by common people, war hammers are hafted weapons designed to pierce armor. One side of the hammer head bears a flat end for bashing while the other side bears a sharp point for piercing plate or mail.

Warhammers ignore up to 1 Armor (to a minimum of 0).

Heavy Melee Weapons

Heavy melee weapons are rarely seen outside of the battlefield.

These weapons are restricted to only members of martial classes and their possession by others is punishable by imprisonment or death.

Heavy melee weapons add 2D Weapon Dice.

Weapon Value
Long sword 288sp
Pike 24sp

Long sword: These two-handed swords are found in the hands of some knights that use them while dismounted. Great swords are much longer (5 to 6 feet in overall length) and heavier (6 to 8 pounds) than longswords. Their size and expense makes them less favorable than longswords, though great swords are more powerful and, as importantly, more intimidating.

Great swords require two hands to attack and if the Melee Skill roll for an attack with this weapon scores two or more results of 6, this weapon deals +1 Wound damage.

Pike: Pikes are extremely long spears (between 10 and 20 feet in overall length) used en masse to drive into enemy formations. A single pike on its own is too unwieldy to be effective, but hundreds or thousands of pikes together make for a devastating attack.

Pikes require two hands and a Full Action to attack.

Ranged Weapons

Ranged weapons are used to make attacks against distant (non-adjacent) enemies.

These weapons are classed into three categories: light, medium, and heavy.

Light Ranged Weapons

Light ranged weapons are easily attainable by common people. These weapons are simple enough to be made at home and their possession isn’t restricted.

Light ranged weapons add 0D Weapon Dice.

Weapon Effective Range Value
Dart 5yd 1¼sp
Sling 10yd 1sp

Dart: These are simple ranged weapons made much like short arrows designed to be thrown with the hand. Darts are simple enough to be made by common people, often for games and entertainment.

Sling: These weapons are made from rope or leather cord with a fabric or leather pouch in the center. The user places a river stone or lead sling bullet in the open pouch, holds the cords in the hand, whirls the sling overhead, and releases one of the cords to send the projectile flying to its target. Slings are amusements for common people but also defensive tools for herdsman and travelers.

Medium Ranged Weapons

Medium ranged weapons are reserved for members of the martial class and their possession by others is punishable by imprisonment.

Medium ranged weapons add 1D Weapon Dice.

Weapon Effective Range Value
Spike carbine 45yd 250sp
Spike pistol 30yd 150sp
Spike pistol, double 30yd/15yd 220sp

Spike carbine: These ranged weapons are made in the form of heavy metal tubes about the length of a man’s forearm, fitted with a pistol grip and trigger. The user inserts a “spike” projectile into the barrel and cocks the firing mechanism. The projectile can deliver a deadly blow to even armored opponents.

Spike carbines require a Full Action to load a projectile. If the user has the Ranged Skill at Level 3 or higher, he or she may load and fire a projectile together, in the same Full Action, but otherwise, the weapon still requires a Full Action to load. These weapons require both hands to load, aim, and fire.

This weapon ignores 1 Armor (to a minimum of 0 Armor).

Spike pistol: These pistols are smaller and lighter versions of carbines, consisting of a shorter metal tube and using shorter projectiles. Spike pistols are more commonly found among officers, as they have a much shorter range and are intended for personal defense.

Spike pistols require a Partial Action to load a projectile. These weapons require both hands to load, but may be aimed and fired with one hand.

This weapon ignores 1 Armor (to a minimum of 0 Armor).

Spike pistol, double: These spike pistols, similar in design and function to their single-shot counterparts, are fitted with two barrels and two triggers. Each barrel can be loaded and fired independently or together.

Loading each barrel requires a Partial Action. When firing, the shooter may fire each barrel independently (as a Partial Action) or fire both barrels simultaneously (as a Partial Action). These weapons require both hands to load, but may be aimed and fired with one hand.

Firing both barrels simultaneously halves the range of the attack, but treats up to one result of 2 on the dice rolled for the Ranged Skill attack as a success. A simultaneous shot must be fired at a single target.

This weapon ignores 1 Armor (to a minimum of 0 Armor).

Heavy Ranged Weapons

These weapons are rarely seen outside of the battlefield and their possession by common people is punishable by death.

Heavy ranged weapons add 2D Weapon Dice.

Weapon Effective Range Value
Spike rifle 60yd 300sp
Spike rifle, double 60/30yd 450sp

Spike rifle: These gruesome weapons form the backbone of any modern military’s offensive capabilities. The barrels of these rifles are as long as man’s arm, from shoulder to wrist, and their projectiles are nearly the same length. Spike rifles can weigh between 12 and 15 pounds, and when not in use, are carried on slings to be worn over the back or shoulder.

Spike rifles require a Full Action to load and require both hands to load, aim, and fire.

These weapons ignore up to 2 Armor (to a minimum of 0).

Spike rifle, double: These spike pistols, similar in design and function to their single-shot counterparts, are fitted with two barrels and two triggers. Each barrel can be loaded and fired independently or together.

Loading each barrel requires a Full Action. When firing, the shooter may fire each barrel independently (as a Partial Action) or fire both barrels simultaneously (as a Partial Action). These weapons require both hands to load, but may be aimed and fired with one hand.

Firing both barrels simultaneously halves the range of the attack, but treats up to one result of 2 on the dice rolled for the Ranged Skill attack as a success. A simultaneous shot must be fired at a single target.

This weapon ignores 2 Armor (to a minimum of 0 Armor).

Ammunition

Spike guns require spikes, specially made projectiles, to operate. No other form of ammunition can serve them.

Spikes for spike guns are carried in pouches, called “cases”, similar to those used to carry crossbow quarrels. Pistol cases hold 20 pistol spikes, carbine cases hold 20 carbine spikes, and rifle cases hold 15 rifle spikes.

Ammunition Value
Spikes, pistol (10) 8sp
Spikes, carbine (10) 12sp
Spikes, rifle (8) 9sp
Spike case, pistol 6sp
Spikes case, carbine 8sp
Spikes case, rifle 9sp
Armored soldier. Image generated with DeepAI.org.

Armor

Since the advent of spike guns, which can easily pierce armor, suits of armor have become less and less common.

Armor is worn for ceremonial purposes and by the elite to show off their status. The average foot solider, however, will not wear armor of any kind.

It is illegal and punishable by imprisonment or death for common people to possess or wear armor. The costs for armor are so prohibitive so as not to make this a common penalty.

Armor is classed into three categories: light, medium, and heavy.

Light Armor

These suits of armor are made from non-metallic substances and are worn by warriors of low rank and standing.

Armor Value
Leather 180sp
Quilted 110sp

Leather: These suits of armor are made from pieces of boiled leather fashioned into hardened, overlapping plates to cover the body. A suit of leather armor typically provides a helmet, cuirass (plate covering the torso), and gauntlets.

Leather armor provides 1 Armor and reduces the wearer’s Movement by 1.

Quilted: These suits of armor are made from thick layers of quilted fabric. A suit of quilted armor typically comes in the form of a “gambeson” or heavy coat that covers the arms and torso and reaches down to the knees. A leather or steel helmet also accompanies such armor.

Quilted armor provides 1 Armor and reduces the wearer’s Movement by 2.

Medium Armor

Medium Armor is worn by both mercenaries and professional soldiers. It is too expensive (and often legally prohibited) for commonfolk.

Armor Value
Mail 600sp

Mail: This armor consists of iron or steel rings interwoven to form a tight but flexible pattern. Mail is usually worn in the form of a “hauberk” or mail coat that covers the arms down to the elbow, the torso, and reaches down halfway between the belt and the knee. A mail hauberk will be accompanied by a steel helmet.

Mail provides 2 Armor and reduces the wearer’s Movement by 3.

Heavy Armor

These suits of armor are prohibitively expensive and thus are worn only by elite warriors and the nobility.

This class of armor once offered superior protection, before the advent of spike guns.

Armor Value
Plate 1,950sp

Plate: These suits of armor are the pinnacle of protective equipment during the pre-spike gun age. Plate mail consists of steel plates that cover the entire wearer’s body.

Plate armor provides 3 Armor and reduces the wearer’s Movement by 4.

Additionally, this armor gives the wearer a -1D penalty to all Physique Group Skill rolls.