LLCF: Equipment & Inventory

Each character has two held slots (main-hand and off-hand), two belt slots, four “wear” slots (head, body, hands, and feet), and six rucksack slots. Each object takes up one slot. Clothing, the rucksack, and the purse take up no slots, and some items may take up two or more inventory slots. Weapons must be in a held slot to be used. Belt items can be held (or be switched with a held item) as a main action. Anything in your rucksack takes at least one full combat round (no move or main action) to retrieve. If your character is carrying more items than available slots, they may only act once per combat round (i.e. they do not get their default move action) and make all rolls involving any level of physical prowess with disadvantage.

Items listed as “Stacking #” may have as many as # counted in a single slot when stowed (i.e., in belt or rucksack), “bulky #” items take up # slots when stowed, “large” items cannot be stored in most containers (including the rucksack), and “cumbersome” items must always be carried in both hands.

Currency

To make the tracking of currency easier, LLCF tracks value through an abstracted statistic known as Wealth, wherein 1 “Wealth” is assumed to be equivalent to a single days’ work by a common laborer. In terms of the default setting and the treasure generation used in this book, this is approximately 1 gold coin, 20 silver coins, or 100 copper coins.

The default purse holds up to 250 coins. Beyond the default purse, up to 250 coins may count as a single object (a coin pouch) within the PC’s rucksack. All treasure items count as a single object, regardless of value.

Durability

Every mundane item has a durability, typically beginning at 3. When an item’s durability is reduced to 0, it is depleted or destroyed. Durability can be restored up to 3 for 10% of the original cost per durability restored. Durability is generally depleted by the following rules:

  • Combat Gear: after combat, roll 1d for each item that was used. On 5-6, reduce durability by 1.
  • Light Sources: roll 1d every 6 dungeon turns; target number depends on item.
  • Rations: reduce durability by 1 after each meal—typically once per day.
  • Other: GM discretion unless otherwise noted.

Weapons

Every weapon has a type to be used with the Weapon Specialization gift. Melee types include blades, cesti, chains, clubs, polearms, shields, and spears; thrown types include batons, discs, and darts; and propelled types include blowguns, bows, guns, and slings. Italicized descriptors on a weapon are only used when the wielder is specialized in the weapon type. Blades have three subtypes used to determine technique advantage: Axes, Daggers, and Swords.

Clubs needn’t be specialized in while Chains take disadvantage without specialization. Cesti are treated as unarmed attacks when rolling checks, are worn in the Hands slot rather than held, and gain their Specialization bonus from the Brawling aptitude (therefore Specialization—Cesti does not exist).

Each weapon also has a weight class, Light (L) weapons may be wielded in either hand, Heavy (H) weapons must be wielded with both hands, and Medium (M) weapons may be wielded in the main hand or both hands, gaining a hit bonus (HB) for the latter. All bows are “heavy”, and all shields, “light.”

Special Terms
  • Range: the weapon may be used effectively up to a number of feet equal to their listed range; if no range is listed, they may only be used in melee to hit targets up to 5’ away.
  • Reload: the wielder must spend a number of full rounds (no movement or main action) reloading the weapon; if no number is listed, reloading takes one full round.
  • Reach: the weapon can be used in melee to hit targets up to 10’ away, rather than 5.
  • Limiting: the wielder suffers disadvantage to dodge while holding the weapon and cannot use the weapon while riding a mount.
Ammunition & Containers

Propelled weapons require certain ammo, listed after their classification. Ammunition is kept in special containers—each container and its contents take one slot. The contents for ammo containers is treated similarly to the durability for other combat gear, with contents reducing on a roll of 5 or 6 unless otherwise noted. Instead of breaking, the ammo container is emptied and must be refilled. Slings do not need ammo, assuming a pebble would be readily available for the wielder to grab, otherwise, they may use pellets.

Item Lists

Below is a list of items in the game with recommended wealth values. The market of individual areas in the world may cause these to vary. As with gifts, some pieces of equipment refer to optional game rules.

Combat Gear

If you’d like to best opponents in physical combat, the following items may be of use to you.

Armor
  • Armor (50): +1 AD, Body Slot
  • Full Armor (500): +2 AD, Body, Hands, and Feet Slots
  • Helmet (25): +1 AD, Head Slot
Weapons
  • Arming Sword (25): L Sword, +1 ITM
  • Battle Axe (25): M Axe, +1 ITM, Ignore 1 AD
  • Bayonet (25): Spear, +1 ITM, must be affixed to the end of a musket
  • Blowgun (10) M Blowgun (dart), range 30, administers applied drugs
  • Bola (5): L Chain/Disc, range 30, +1 FTM
  • Boomerang (10): L Club/Disc, range 40, +1 FTM, Returns to Thrower on Miss
  • Boomeraxe (25): L Axe/Disc, range 30, +1 ITM, Returns to Thrower on Miss
  • Buckler (25): Shield, +1 AD
  • Claymore (100): H Sword, +2 ITM
  • Crossbow, Heavy (50): H Gun (bolt), range 100, +2 ITM, Reload, HB
  • Crossbow, Light (25): M Gun (bolt), range 50, +1 ITM, Reload, HB
  • Cudgel (1): L Club, +0 FTM, HB
  • Dagger (10): L Dagger/Baton, range 20, +0 ITM, HB
  • Dart (.2): L Dart, range 10, administers applied drugs
  • Flail (25): M Chain, +0 ITM, +0 FTM
  • Halberd (50): H Polearm, +1 ITM, Reach
  • Hand Cannon (250): M Gun (pellet & powder), range 30, +3 ITM, Reload 3
  • Handwrap (.5): Cestus, +0 FTM
  • Hatchet (10): L Axe/Baton, range 20, +0 ITM, Ignore 1 AD
  • Javelin (.2): L Spear/Dart, range 30, +0 ITM
  • Knuckleduster (10): Cestus, +1 FTM
  • Longbow (5): Bow (arrow), range 150, +1 ITM, Limiting, HB
  • Longsword (100): M Sword, +1 ITM
  • Mace (25): M Club, +0 ITM, +1 FTM
  • Maul (5): H Club, +1 ITM, +1 FTM
  • Musket (1,000): H Gun (pellet & powder), range 60, +3 ITM, Reload 3
  • Nunchaku (50): L Chain, +1 FTM, +1 AD
  • Pike (5): M Spear, +1 ITM, Reach
  • Poleaxe (50): H Axe, +1 ITM, Reach, Ignore 1 AD
  • Round Shield (25): Shield, +1 AD, penalty to dodge,+1 FTM
  • Shortbow (5): Bow (arrow), range 80, +1 ITM, HB
  • Sledge(25): H Club, +1 FTM, Bonus to Breaking Things
  • Sling (1): L Sling, range 40, +1 FTM, +1 ITM
  • Knuckle Spikes (25): Cestus, +0 ITM
  • Staff (5): M Polearm, +1 FTM, Reach if 2H
  • Targe (25): Shield, +1 AD, penalty to dodge +1 ITM
  • Throwing Knife (5): Dagger/Baton, range 40, -1 ITM, HB
  • Tower Shield (50): Shield, +2 AD, Limiting, Large
Ammo Containers
  • Bolt Case (10): Holds crossbow bolts, costs 5 to refill.
  • Pellet Pouch (5): Holds pellets, reduce contents only on a durability roll of 6, costs 5 to refill.
  • Powder Horn (25): Holds gunpowder, reduce contents on a durability roll of 4-6, costs 20 to refill.
  • Quiver (10): Holds arrow, costs 5 to refill.

Survival Gear

If you’re going to be spending an extended period of time in the wilderness, something from this list may be important.

  • Bedroll (10): Avoid negative effects from resting on uneven terrain.
  • Chain (25): A yard of chain; counts as 1 object per 5 yards.
  • Firestarter (10): A kit with the necessary trapping to start a fire.
  • Fishing Net (5): A square yard of net, counts as 1 object per 4 square yards.
  • Medical Supplies (25): A collection of bandages, thread, needles, and splints for treating wounds, allowing the user to treat wounds as with the First Aid technique; provides advantage when used by characters that have First Aid. When used, roll durability, reducing on a 5 or 6.
  • Mess Kit (10): A collection of dishes for cooking and eating meals; has enough dishes to serve up to 6 people.
  • Rations (1): May feed a single character for up to 3 days.
  • Rope (1): A yard of rope; counts as 1 object per 20 yards.
  • Tent, Small (50): A tent large enough to comfortably fit two people and their belongings, gaining advantage against the negative effects of cold and rainy weather.
  • Tent, Large (100): A tent large enough to comfortably fit five people and their belongings. Bulky 2.
  • Traveling Clothes (50): Clothes made for travel; gain advantage when dealing with harsh weather and terrain while hiking.
  • Twine (1): 30 yards of twine.
  • Whistle (25): A metal whistle that creates a loud, sharp noise that can be heard from far away.

Light Sources

Let light overcome the darkness.

  • Flask of Oil (5): Necessary to keep a lantern lit; durability reduces on a roll of 6.
  • Lantern, Bullseye (100): Illuminates up to 60′ in a single direction.
  • Lantern, Hooded (50): Illuminates the area surrounded the carrier, up to 30′.
  • Torches (.2): Illuminates the area surrounded by the carrier, up to 30′; durability reduces on a roll of 4-6. Stacking 5.

Containers

Things for holding other things.

  • Chest (50): A large box made of wood and outfitted with a lock, designed to carry all sorts of equipment with a carrying capacity of 10. Comes with a key; additional keys cost 5. Cumbersome.
  • Lockbox (500): A small box made of metal and outfitted with a lock, designed to carry money and other small objects. Comes with a key; additional keys cost 5.
  • Pouch (1): A bag for carrying money and other smaller objects, such as herbs and trinkets.
  • Rucksack (10): A bag for carrying many objects; has a carrying capacity of 6.

Unsavory Supplies

Charlatans, Thieves, and Bounty Hunters should look here for gear that might help them deceive, infiltrate, or subdue their targets.

  • Bell (10): A simple bell—it makes noise when shaken.
  • Block and Tackle (25): A system of ropes and pulleys used for lifting and moving heavy objects.
  • Caltrops (1): Small spikes to be laid upon the ground, enough to cover a 5′ square, costing double movement to cross the area safely. When used, roll durability, reducing on a 5 or 6.
  • Disguise Kit (50): Includes wigs, makeup, and other supplies to make the user look like someone else; disguised characters gain advantage when attempting to convince someone they are someone else. When used, roll durability, reducing on 4-6.
  • Grappling Hook (15): A large piece of metal with three hooks and a loop for running a rope through; does not come with a rope.
  • Ladder (10): A ten-foot long ladder that can collapse to five feet. Large.
  • Manacles (25): Can be used to lock a target’s arms or legs. Comes with a key, additional keys cost 5.
  • Pitons (1): A spike with a ring on the end, typically used for climbing. Stacking 5.
  • Pole (1): a ten-foot long wooden pole for touching things from a distance. Cumbersome.
  • Thieves’ Tools (50): A mixture of various keys, picks, files, clamps, pliers, and a small mirror on a metal handle for picking locks and disarming traps.

Polite Odds & Ends

Any items found her could be considered vital to function within ‘polite society’.

  • Boardgame (25)
  • Common Clothes (10)
  • Costume (50): Advantage when performing or trying to impersonate someone—if the costume applies.
  • Deck of Cards (25)
  • Fine Clothes (75): Advantage when dealing with the higher-ups of the society—may be culture-specific.
  • Holy Symbol, Metal (100): A symbol of some religion, made of precious metal.
  • Holy Symbol, Wood (25): A symbol of some religion, made of wood.
  • Instrument, Musical (100): An instrument designed to aid the player in creating beautiful music.
  • Jewelry (varies): Jewelry made of various metals and gemstones, may be found as treasure and sold at a profit or worn to gain advantage when wealth may win the favor of others.
  • Makeup Kit (25): A simple set of makeup, when applied with skill, provides advantage when wealth may win the favor of others (or a bonus of 1 when combined with Jewelry).

Scholarly Tools

Items found here are intended for more scholarly pursuits.

  • Chalk (1/lb)
  • Charcoal (1/lb)
  • Compass (100): Shows the user magnetic north, provided something else isn’t disrupting the magnetic field.
  • Ink Pen & Well (25): Allows the user to write.
  • Journal (30): Character’s possessing a journal may record information in it, preventing them from forgetting it in the future.
  • Magnifying Glass (100): Provides advantage when inspecting fine objects.
  • Map (25): A map of an area; may not be accurate or to scale.
  • Mirror, Small (50): A roughly hand-sized mirror that allows the user to inspect themselves and look around corners.
  • Sextant (150): A device that assists the user in navigating at night, provided they know how to do so.
  • Star Chart (100): A chart showing the locations of stars in the night sky, can be used in conjunction with a sextant to navigate at night, provided the user knows how to do so.
  • Spyglass (500): Provides advantage when inspecting far-off objects.