What follows is a list of other equipment that player characters will want to acquire. Unless otherwise stated, all prices are listed in Silver Talons (ST).
Arrow
Cost: 0.2
Weight: 1/8 lb.
Arrows are fired from bows. Quarrels cannot be used because they are too short.
Backpack, Large
Cost: 10
Weight: 4 lbs.
This item is made out of thick leather, and can hold up to 30 lbs. of equipment.
Backpack, Medium
Cost: 6
Weight: 2 lbs.
This thin leather piece of equipment is capable of holding up to 20 lbs. of additional equipment.
Backpack, Small
Cost: 3
Weight: 1 lb.
This canvas item can carry up to 10 lbs. of equipment. This is the most common type of backpack.
Belt Pouch, Small
Cost: 1
Weight: 1/8 lb.
This is a small cloth pouch that is capable of holding up to 2 lbs. of small items.
Belt Pouch, Large
Cost: 2
Weight: ¼ lb.
This thin leather pouch is capable of holding up to 5 lbs. of small items.
Book
Cost: 35
Weight: 3 lbs.
Books are large and bound in leather. There will normally be 50 blank pages in a book purchased for the price shown. Books that have already been written in (with relevant or useful information) will cost much more. The actual price of these is for the GM to decide.
Caltrops
Cost: 10 per 20
Weight: 1 lb. per 20
Caltrops are small pieces of metal often formed into a roughly pyramid shape with sharpened edges. They are thrown on the ground to disuade or slow pursuers. 20 caltrops can cover an area 5' by 5' sufficently to slow pursuit. Anyone who crosses this field will suffer 1 point of injury. GMs must use discretion when determining if any armor worn by the pursuer will protect from this injury. Normal shoes and boots will not prevent this injury. After the initial injury, every five feet will inflict an additional point and slow movement to a walk unless a Willpower roll is successful. Injury may be halted by simply taking one round to remove the caltrops. Pursuers may choose to carefully avoid the caltrops before they are stepped upon. This requires knowledge of their presence and slowing to five feet per round. In order to maintain a full walking speed, an Agility roll may be attempted.
Flint & Steel
Cost: 2
Weight: ¼ lb.
Almost required useful for starting fires.
Grappling Hook
Cost: 5
Weight: 2 lbs.
This large hook is used for climbing.
Healing Pouch
Cost: 12
Weight: 3 lbs.
This pouch contains supplies to heal and bind wounds. These supplies include bandages, needles, forceps, a small scalpel, thread, and disinfectant.
Holy Symbol
Cost: Varies
Weight: 1 lb.
This item is not only a symbol of one’s faith. It can be used to keep demons and undead away, but only if the wearer/user is a minister. It offers a bonus of +10% to the "Banishment" skill, or a base of 20%. Unholy symbols will have the same effect against angels.
Ink & Quill
Cost: 5
Weight: ½ lb.
These are needed to write in books and upon scrolls. The ink comes in a small ceramic flask that holds enough ink to cover 10 pages with writing.
Lock Picks
Cost: 20+
Weight: 1/8 lb.
These are small metal pins and hooks that are used to open locks when a key is not available. The user must have the skill "Pick Locks" to use these.
Medicinal Herbs
Cost: 16
Weight: 5 lbs.
These herbs are used to aid the body’s natural healing processes. When used, they will double the healing rate of a character for 1 day. The character must still rest normally for the herbs to have any effect. These herbs can also be used to grant a bonus of +20% to saves against poison. They come in a large belt pouch.
Oil Flask
Cost: 2
Weight: 1 lb.
A ceramic flask holding 1 pint of oil. Required for using an oil lamp. It can also be used to oil hinges to keep them from creaking.
Oil Lamp
Cost: 5
Weight: 3 lbs.
This item will light an area that is 25 feet by 25 feet for three hours. It requires 1 pint of oil for every three hours of light. One pint of oil comes with it when purchased.
Provisions
Cost: 8
Weight: 4 lbs.
Provisions are foodstuffs, usually with little or no taste. However, they do provide a body with enough of what it requires to sustain itself. Provisions come in small pouches. Each pouch will hold enough provisions for one character for eight days. Includes a canteen w/ water.
Quarrel
Cost: 2
Weight: 1/8 lb.
Quarrels are used with crossbows. They are shorter than arrows and have more iron in their construction.
Quarrel (Crossbow Pistol)
Cost: 10
Weight: 1/8 lb.
These quarrels are specially made for the small crossbow pistol. They are hard to find, and generally illegal to make or buy.
Quiver
Cost: 4
Weight: 1 lb.
Quivers are specially made pouches that are used to hold arrows and quarrels. Each quiver can hold up to 20 arrows/quarrels.
Rope
Cost: 5
Weight: 10 lbs.
This is a length of hemp rope that is 50 feet long. It can be used for climbing, or for tying things or people.
Scroll
Cost: 1
Weight: ¾ lb.
Scrolls are long pieces of paper that have been rolled around a short rod. They are much more common than books.
Sleeping Bag
Cost: 5
Weight: 4 lbs.
This item is used to sleep when a bed, cot, or dry haystack is not available. It has been insulated and waterproofed.
Sling bullet
Cost: 1
Weight: ½ lb.
Sling bullets are specially made stones for use with slings. They have been selected, balanced, and weighted for maximum injury when using a sling. If it is not a sling bullet, then consider the sling using sling stones.
Tools
Tools are used to build, modify, or tear down something. There are several tools, each with a different cost and weight. They are needed to use any Guild skill. There are many other tools, but these are the ones that are the easiest to carry.
Cost: 2
Weight: 1 ½ lbs.
Torches will light an area of 25 feet by 25 feet for one hour. At the end of the one-hour, the torch will burn out, and should be tossed aside.