Equipment: Age of Heroes

Equipment in Chimera includes Weapon, Armor , Craft material , General Equipment, and a Services and Trade Goods across notable civilizations for comparison. The Weapons, Armors, Materials, and Trade Goods category will be linked to herein, while General Equipment will take center stage.
   

Equipment Size & Equipment Slots:

In Chimera, player characters can’t carry their whole home on their back, and to enforce this, it utilizes equipment sizes and container slots. Equipment sizes simply means that different items will be different sizes; there are three sizes: Small, Medium, and Large. Small Items can fit comfortably in one hand; Medium Items might fit in one hand, can also be handled, sometimes better, with two hands; and Large Items fill two hands either due to an unwieldy weight or shape. As one will notice, there is no need to manage the weight of an object, only its size.   As such, the scale in order to keep track of it on the character sheet is as follows: Small takes up one Equipment Slot; Medium takes up two Equipment Slots; and large takes up three Equipment Slots. Equipment Slots dictate how many items can be carried on one person; they are represented as the boxes within the character sheet's equipment area.   Each character begins with 10 base equipment slots; this shows us how much armor is worn, what weapons they are wielding, if they are carrying any knickknacks directly on their person, and if they are wearing a Container. A container, as later explained below, if a bag a player character wears to give themselves the ability to carry more; in brief, a container increases the amount of equipment slots to a maximum of 50, including the base 10 equipment slots. Anything carried in the container is thought to, indeed, be held in the container in game, and not directly on one’s person.  

Encumbrance:

Regardless of how many equipment slots one is carrying, there will always be a desire to carry more--especially when treasure is involved. An encumbered character is a character carrying over their carrying capacity--which is determined by one’s equipment slots. If over by 1, traverse actions are limited to only one--quick or complex. If over by an extra half of character carrying capacity, only the complex traverse action can be taken. If over by an extra full character’s carrying capacity, character cannot move. During all stages, Fitness Saves are made at disadvantage.  

Armaments

The prices of armaments will be in Guilder ( อ ), one of the currencies most notable within Chimera’s universe. These do not take into account Guilder’s imports and exports, but instead a general market value.   Armaments in Chimera are fairly special, as the innate properties of the world around the player character will reflect into the weapons and armors made; this is simply how magic works in the world, but moreso, it gives concrete advantages to using some armaments over others.  

Armor

There are three kinds of armor types: 1) Light armor provides the least defense, but increases mobility and one's ability to sneak around; while they cannot wear inner wear, they can wear outerwear; 2) Medium armor is the most versatile, providing a middling amount of defense at the cost of some speed; Medium armor wearers can choose between wearing inner or outer wear, but not both; 3) Heavy Armor provides the most defense but greatly at the cost of one's agility and one's ability to be sneaky; while heavy armor wearers cannot wear outer wear, they can wear inner wear.  
Additionally, Light Armors are Medium Sized , while Medium Armor and Heavy Armor are Large Sized.
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Armor Type Armor Name /
Defense per Rank (1-5)
Price and Materials
per Rank
Description
Light: Spidersilk Shroud
+0/1/1/2/3 Resistance
R1: 15อ - (3 Animal, 2 Textile, 1 Synthetic)
R2: 25อ - (2 Animal, 1 Catalyst)
R3: 35อ - (2 Textile, 1 Catalyst)
R4: 50อ - (2 Synthetic, 2 Catalyst)
R5: 75อ - (2 Information, 2 Catalyst)
Advantage to Stealth Checks
Advantage to Agility Checks
Hagslime Shell
+0/1/1/2/3 Defense
R1: 35อ - (3 Animal, 2 Textile, 1 Synthetic)
R2: 50อ - (2 Animal, 1 Catalyst)
R3: 75อ - (2 Textile, 1 Catalyst)
R4: 115อ - (2 Synthetic, 2 Catalyst)
R5: 170อ - (2 Information, 2 Catalyst)
Advantage on contesting roll when avoiding the Grappled status effect
Leather Suit
+1/1/2/2/3 Defense
R1: 5อ - (3 Animal, 2 Textile, 1 Synthetic)
R2: 10อ - (2 Animal, 1 Catalyst)
R3: 15อ - (2 Textile, 1 Catalyst)
R4: 25อ - (2 Synthetic, 2 Catalyst)
R5: 35อ - (2 Information, 2 Catalyst)
Advantage to Agility Checks
Wraith Weave
+0/1/1/2/3 Defense
R1: 60อ - (3 Animal, 2 Textile, 1 Synthetic)
R2: 90อ - (2 Animal, 1 Catalyst)
R3: 135อ - (2 Textile, 1 Catalyst)
R4: 200อ - (2 Synthetic, 2 Catalyst)
R5: 300อ - (2 Information, 2 Catalyst)
Suffers no Planar Penalties; cannot be Frightened or Bewitched
Medium: Ceramic Platemail
+1/2/2/3/4 Defense
R1: 75อ - (2 Metal, 2 Synthetic, 2 Animal)
R2: 115อ - (2 Animal, 1 Catalyst)
R3: 170อ - (2 Metal, 1 Catalyst)
R4: 255อ - (2 Synthetic, 2 Catalyst)
R5: 380อ - (2 Information, 2 Catalyst)
Resistant to Elemental damage; Cannot suffer the Burning status effect
Hide Armor
+2/2/3/3/4 Defense
R1: 10อ - (2 Metal, 2 Synthetic, 2 Animal)
R2: 15อ - (2 Animal, 1 Catalyst)
R3: 25อ - (2 Metal, 1 Catalyst)
R4: 35อ - (2 Synthetic, 2 Catalyst)
R5: 50อ - (2 Information, 2 Catalyst)
Cannot suffer the Freezing status effect
Scrapmail
+1/2/2/3/4 Defense
R1: 750อ - (2 Metal, 2 Synthetic, 2 Animal)
R2: 1,100อ - (2 Animal, 1 Catalyst)
R3: 1,650อ - (2 Metal, 1 Catalyst)
R4: 2,500อ - (2 Synthetic, 2 Catalyst)
R5: 3,750อ - (2 Information, 2 Catalyst)
Wearer does not take Critical Damage; takes normal damage instead
Chitin Lamellar
+1/2/2/3/4 Resistance
R1: 100อ - (2 Metal, 2 Synthetic, 2 Animal)
R2: 150อ - (2 Animal, 1 Catalyst)
R3: 250อ - (2 Metal, 1 Catalyst)
R4: 350อ - (2 Synthetic, 2 Catalyst)
R5: 500อ - (2 Information, 2 Catalyst)
Resistant to Elemental damage; cannot suffer the Shocked Status Effect
Heavy: Rocplate
+2/3/3/4/5 Defense
R1: 500อ - (4 Metal, 2 Synthetic)
R2: 750อ - (2 Metal, 1 Catalyst)
R3: 1,100อ - (2 Metal, 1 Catalyst)
R4: 1650อ - (2 Synthetic, 2 Catalyst)
R5: 2,500อ - (2 Information, 2 Catalyst)
Cannot be knocked Prone
Disadvantage to Stealth Checks
Kingsmail
+3/3/4/4/5 Defense
R1: 2,000อ - (4 Metal, 2 Synthetic)
R2: 3,000อ - (2 Metal, 1 Catalyst)
R3: 4,500อ - (2 Metal, 1 Catalyst)
R4: 6,500อ - (2 Synthetic, 2 Catalyst)
R5: 10,000อ - (2 Information, 2 Catalyst)
You continue to fight hostile targets 10 minutes after you die
Disadvantage to Agility Checks
Disadvantage to Stealth Checks
Heavy Brigantine
+1/2/3/4/5 Defense
R1: 100อ - (4 Metal, 2 Synthetic)
R2: 150อ - (2 Metal, 1 Catalyst)
R3: 250อ - (2 Metal, 1 Catalyst)
R4: 350อ - (2 Synthetic, 2 Catalyst)
R5: 500อ - (2 Information, 2 Catalyst)
Cannot be affected by the Weakened, Crippled, or Bleeding status effects
Disadvantage to Stealth Checks
Lichbone Splint
+1/2/3/4/5 Defense
R1: 200อ - (4 Metal, 2 Synthetic)
R2: 300อ - (2 Metal, 1 Catalyst)
R3: 450อ - (2 Metal, 1 Catalyst)
R4: 650อ - (2 Synthetic, 2 Catalyst)
R5: 1,000อ - (2 Information, 2 Catalyst)
Cannot be Silenced or Possessed
Disadvantage to Stealth Checks
 

Weapons

Weapon damage varies from weapon to weapon; less damage means the weapon is lighter with more interesting weapon abilities. An increase in a weapon's rank denotes an increase in damage overtime. and finally, a weapon's effective range is noted either as either engaged, nearby, or far away. A weapon used outside of its effective range has disadvantage. This disadvantage can be cleverly cancelled out as noted in the advanced guides of the Combat Scene.  
Additionally, Weapons are Medium Sized to account for any scabbards, quivers, or the like which naturally comes with the rest of the weapon's use.
  Click Here to Enlarge/Minimize
Weapon Name/
Damage per Rank
Price and Materials
per Rank
Damage Type, Range, Description
Bladed
R1: 4
R2: 5
R3: 6
R4: 7
R5: 8
R1: 10อ - (2 Plant, 2 Metal, 1 Catalyst)
R2: 15อ - (2 Metal, 1 Catalyst)
R3: 25อ - (1 information, 1 Metal)
R4: 35อ - (2 Mineral, 1 Catalyst)
R5: 50อ - (2 Information, 1 Catalyst)
Does physical damage. Range is equal to engaged. Can be anything from a Sword to an Axe to a Sickle.
Blunt
R1: 5
R2: 6
R3: 7
R4: 8
R5: 9
R1: 20อ - (2 Plant, 2 Metal, 1 Catalyst)
R2: 30อ - (1 Plant, 1 Metal, 1 Catalyst)
R3: 45อ - (1 information, 1 Metal)
R4: 60อ - (2 Mineral, 1 Catalyst)
R5: 100อ - (2 Information, 1 Catalyst)
Does physical damage. Range is equal to engaged. Can be anything from a Warhammer to a Mace to a Gauntlet.
Flexible
R1: 3
R2: 4
R3: 5
R4: 6
R5: 7
R1: 7อ - (2 Plant, 2 Metal, 1 Catalyst)
R2: 10อ - (1 Plant, 1 Metal, 1 Catalyst)
R3: 15อ - (1 information, 1 Metal)
R4: 25อ - (2 Mineral, 1 Catalyst)
R5: 35อ - (2 Information, 1 Catalyst)
Does physical damage. Range is equal to engaged. Can be anything from a Whip to a Flail to a Dual Weapon.
Polearm
R1: 3
R2: 4
R3: 5
R4: 6
R5: 7
R1: 10อ - (2 Plant, 2 Metal, 1 Catalyst)
R2: 15อ - (1 Plant, 1 Metal, 1 Catalyst)
R3: 25อ - (1 information, 1 Metal)
R4: 35อ - (2 Mineral, 1 Catalyst)
R5: 50อ - (2 Information, 1 Catalyst)
Does physical damage. Range is equal to engaged. Can be anything from a Staff to a Spear to a Scythe.
Shield
R1: +0 Defense, 2
R2: +1 Defense, 3
R3: +2 Defense, 4
R4:+3 Defense, 5
R5: +4 Defense, 6
R1: 5อ - (2 Plant, 2 Metal, 1 Catalyst)
R2: 10อ - (2 Metal, 1 Catalyst)
R3: 15อ - (1 information, 1 Metal)
R4: 25อ - (2 Mineral, 1 Catalyst)
R5: 35อ - (2 Information, 1 Catalyst)
Does physical damage. Range is equal to engaged. Can be anything from a Tower to a Buckler to an Aegis
 
Weapon Name/
Damage per Rank
Price and Materials
per Rank
Damage Type, Range, Description
Returning
R1: 2
R2: 3
R3: 4
R4: 5
R5: 6
R1: 5อ - (2 Plant, 2 Metal, 1 Catalyst)
R2: 10อ - (2 Metal, 1 Catalyst)
R3: 15อ - (1 information, 1 Metal)
R4: 25อ - (2 Mineral, 1 Catalyst)
R5: 35อ - (2 Information, 1 Catalyst)
Does Physical damage. Range is equal to and between nearby and far away--if thrown in this range, the weapon returns. Can be anything from a Boomerang to a Chakram.
Thrown
R1: 3
R2: 4
R3: 5
R4: 6
R5: 7
R1: 2อ - (2 Plant, 2 Metal, 1 Catalyst)
R2: 3อ - (2 Metal, 1 Catalyst)
R3: 5อ - (1 information, 1 Metal)
R4: 10อ - (2 Mineral, 1 Catalyst)
R5: 15อ - (2 Information, 1 Catalyst)
Does physical damage. Range is between nearby and far away Can be anything from a Shuriken to a Javelin to a Sling.
Trick
R1: 5
R2: 6
R3: 7
R4: 8
R5: 9
R1: 20อ - (2 Plant, 2 Metal, 1 Catalyst)
R2: 30อ - (1 Plant, 1 Metal, 1 Catalyst)
R3: 45อ - (1 information, 1 Metal)
R4: 60อ - (2 Mineral, 1 Catalyst)
R5: 100อ - (2 Information, 1 Catalyst)
Does physical damage. Range is equal to and between engaged and nearby. Can be anything from a A Hook and Reel, to a Repeating Crossbow to a Blunderbuss to Blasting Gauntlets.
Projectile
R1: 4
R2: 5
R3: 6
R4: 7
R5: 8
R1: 35อ - (2 Plant, 2 Metal, 1 Catalyst)
R2: 50อ - (1 Plant, 1 Metal, 1 Catalyst)
R3: 75อ - (1 information, 1 Metal)
R4: 115อ - (2 Mineral, 1 Catalyst)
R5: 170อ - (2 Information, 1 Catalyst)
Does physical damage. Range is equal to and between nearby and far away. Can be anything from to a Shortbow to a Crossbow.
Fired
R1: 3
R2: 4
R3: 5
R4: 6
R5: 7
R1: 50อ - (2 Plant, 2 Metal, 1 Catalyst)
R2: 75อ - (1 Plant, 1 Metal, 1 Catalyst)
R3: 115อ - (1 information, 1 Metal)
R4: 170อ - (2 Mineral, 1 Catalyst)
R5: 255อ - (2 Information, 1 Catalyst)
Does physical damage. Range is between far away. Can be anything from a hand-cannon to an actual cannon.
 

General Equipment

General Equipment prices will be in Guilder ( อ ), one of the currencies most notable within Chimera’s universe. These do not take into account Guilder’s imports and exports, but instead a general market value.   General Equipment can be divided into 9 subcategories to account for a volume of goods that player characters can buy: Treasure, Vehicles & Mounts, Professional, Support, Weaponized, Technology, Social, and Survival. They are each found below with their definitions and equipment lists.  

Treasures

These items cannot be crafted. They are antiques, historical and valuable artifacts and relics; they are also generally useless and worthless outside their cultural or metal value.   Examples Include: Jewels, Ornate Metals, Magical Relics, Monster Parts, Idols, Medals, Antique Artifacts, Rare Books.  

Vehicles and Mounts

These cannot be crafted--for the sake of simplicity and lack of animal husbandry mechanics. They are land, sea, and air vehicles, and they are beasts of burden and war.   Click to Enlarge/Minimize Vehicle & Mount List

Vehicles

  Vehicles can be divided into three separate categories: land, water, and air. As these items cannot be carried in a container or one one's person, they do not count as a size.   LAND:
  • Wagon. - 30อ
  • A two wheeled wagon, drawn by a mount or by at least 4 people. Can hold six people and all their equipment.
  • Wagon, covered. - 45อ
  • A four wheeled wagon, covered with an overhanging tarp to protect from the natural elements. Drawn by a mount or at least 6 people. Can hold six people and all their equipment.
  • Sled. - 10อ
  • A flat-bottomed, wheel-less “wagon”, meant to either use elevation to quickly decent down with momentum, or to be drawn by a mount for quick transportation. Can be drawn by one person with great discomfort. Can hold one person and only their equipment.
  • Bit, Briddle, Saddle. - 5อ
  • Equipment used to sit on and guide a mount, minus the spurs.
  • Chariot. - 50อ
  • A weaponized and shorter wagon with spiked wheels. This can be pulled by one or two mounts. It can only hold two people, none of their equipment unless they insist on carrying it.
  • Carriage. - 70อ
  • A luxury wagon, enclosed on all sides by wood and with sealable windows with small curtains. Can hold four people, six people’s equipment, requires two drivers and two to four mounts.
  WATER:
  • Rowboat. - 50อ
  • A small boat with two oars which fits four people uncomfortably.
  • Galley. - 7,000อ
  • A boat that fits anywhere from 4 to 16 people, and has the equivalent amount of oars and carrying capacity. Requires this many people to row.
  • Sailing Ship. - 10,000อ
  • A two-tiered ship. Comes with a small crows nest, one main sail, and requires 6 people to crew the ship. Can hold 10 people’s worth of equipment.
  • Warship. - 30,000อ
  • A three tiered ship. Comes with a sizable crows nest, weaponry, two to three main sails. Requires 12 people to crew the ship. Can hold 30 people’s worth of equipment.
  SKY:
  • Gasship. - 45,000อ
  • An airship kept afloat with balloons of hot gas, arcane electromagnetism, or a less dense gas that the surrounding air. Steered with the use of rudimentary sails and propellers on relatively short wings. Requires a crew of at least six people, can hold up to 10 people's worth of equipment.
  • Glider. - 15,000อ
  • A sled-equivalent of an air vehicle. It has a central engine between a pair of broad wings powered by arcane energies and is known to synergize with mages. The only steering is two hand-grips on the glider itself and the rider's own balance.
  • Aviator. - 25,000อ
  • Another sled-equivalent of an air vehicle with bug-like wings that flap to keep the vehicle flying and a bottom propeller to hover. Can only hold one person, but comes with weaponry and can hold two persons worth of equipment.
  • Oculoptr. - 125,000อ
  • An interplanar ship powered by magic which is siphons by feeds on dreams. Requires 5 people to crew, but at least 3 creatures sleeping at all times--Resting this way halves the efficiency of any rest taken. Comes with weaponry, and can hold 30 people’s worth of equipment.
 

Mounts

  Mounts are living creatures to carry the character and their equipment. Unless otherwise specified, Mounts cannot carry a character wearing heavy armor. These are meant to only do this one mechanical thing, though a GM may rule they can act in combat.  
  • Riding Horse. - 200อ
  • Standard among travelers. Can carry one person and their equipment.
  • Warhorse. - 500อ
  • A fearsome creature on the battlefield who knows no other way than forward and onward, undaunted and unhindered. Can wear full armor, and one person in heavy armor.
  • Elk. - 350อ
  • Lithe and graceful creatures of woodland realms. They can carry only one person, and they must weigh no more than 120lbs and carry only 10 items.
  • Elephant. - 700อ
  • Sturdy beasts of grasslands and rainforests with long tusks and long memories. Is able to carry six persons comfortably with their equipment, or two persons in heavy armor with their equipment. If the elephant is wearing armor, it can only carry one person in heavy armor with their equipment, or three persons with theirs.
  • Dragonette. - 1,000อ
  • Also called a Pygmyvern or a Wing Drake. Boasts a long neck wing, front facing eyes, a long snout with a beak like protrusion at the end of the lip, and several rows of teeth. Known to feed on large eggs, birds, and lizards. Has only rarely been known to eat livestock. Dragonettes are ridden on their backs but riding flat, as a Dragonette is a wiggly fellow. Can carry two persons with their equipment.
 

Professional

These items cannot be crafted, as they are the tools needed to craft any items in the first place. As such, these are items professionals and hobbyist craftpersons carry in order to create works of art, weapons, armor, in order to pick locks, or otherwise invent in the world. All these items are considered "Medium" Sized. Note, all crafting takes at least one hour and cannot be done within a short rest unless the tool or an ability states otherwise. Additionally, the highest rank a player can craft is determined by their Craft ranked skill. An item's rank will be listed if it can be crafted.   Click to Enlarge/Minimize Professional Items List
  • Portable Forge. - 50อ
  • Enables the player to use their smith's tools without the need of borrowing someone's furnace
  • Forgery Tools. - 25อ
  • Enables a player to attempt to copy or forge legal or other sorts of documents. Check needed depends on GM's discretion.
  • Disguise Kit. - 30อ
  • Enables a character to dress up and use cosmetics to disguise themselves as another person. Kit comes with three costumes, and the ability to make other costumes, not cosmetics. The kit can only hold 5. Player owning a disguise kit should be allowed to determine what set costumes and cosmetics are in the kit.
  • Poisoner’s Tools. - 15อ
  • Enables the player to craft poisons. Check depends on how quickly and what kind of poison the player wants to make.
  • Lockpicker’s Tools. - 20อ
  • Enables a player to attempt to pick and open a lock. Check depends on kind of lock and how quickly the player wants to pick it.
  • Artisan’s Tools. - 10อ
  • These allow a player to make any and all items that can be made, aside from Weapons, Armor, and any item that has an Arcane Material component. A check should account for how quickly the player wants an item made, if they have resources available, if they have extra resources available and the rank of the item they want to make. Rank determines the base amount of die rolled. The rest is GM's discretion in collaboration with player vision.
  • Tinkerer’s Tools. - 20อ
  • When one wants to modify an item (ie. stick a bomb on the bottom of a Beacon to boobytrap it), this is a player's go it. It comes with 5 uses of adhesive (such as glue), invisible string, twine, basic circuitry, and soldering tools.
  • Smith’s Tools. - 30อ
  • Enables a player to craft Weapons and Armor. All weapons and armors must be crafted in order of rank (starting at 1, then going to 2 to 3 to 4 and finally to 5).
  • Mystic’s Tools. - 40อ
  • Enables players to potentially enchant their weapons and armor to do an additional kind of damage or be resistant to particular damage, to boost their defense, to add to their attack, or to regain health from attacking or taking damage of a particular type. The check for this is determined by the weapon and armor's rank and by the amount of arcane material being put in to power the enchantment. Note, a weapon flaw causes the enchantment to decrease by 1 and repairing the weapon does not repair the enchantment. -- Mystics tools can also be used to craft anything that requires arcane Material
  • Alchemists Tools. - 50อ
  • Sometimes, a player will have too much of one material and not enough of another material. Alchemist's tools enable a player to change one Material into another, but not all material is equivalent. Animal/Plant/Mineral are equal to one; this means they each count as one unit each and require one unit to be made. Textile/Metal are equal to two; this means they each count as two units and require two units to be made. The list goes on: Electronics/Synthetics are equal to three; Arcane is equal to four; and Catalyst/Information is equal to five. With these in mind, A Textile could be turned into two separate animal, plant, or mineral; but to make a Textile, which requires two units to be created, one would need to sacrifice either one Metal (it equals two) or two animal, plant, or mineral (because they equal one).
  • Cartographer’s Tools. - 25อ
  • To create a map, one needs cartographer's tools. This helps in navigating an area later, provided the map is accurate.
  • Arcane Calculator. - 15อ
  • This devices can add, subtract, multiple, and divide numbers accurately by utilizing divine magics and electronic formula.
 

Support

These items heal, help, and amplify a power within a character. All these items are considered "Small" Sized.   Click to Enlarge/Minimize Support Item List

Curatives

These items buff (or add beneficial effects), heal a player’s health, or cure negative status effects.   Optional Rule: For any effects that require an Aid skill check, cause any half passes through crit failures to reduce the effectiveness of the remedy applied. Half Passes would heal but the kit should have an additional use reduced, failures would subtract from the healing done, and crit fails would doubly reduce the healing done or break the kit. Note, with this rule, the person should not be hurt by the kit.  
  • Antitoxin. - 35อ - RANK 3 RECIPE: 1 Animal, 1 Synthetic, 1 Catalyst
  • During the round it is taken, it nullifies any elemental damage and removed the poisoned status effect.  
  • Basic Healer’s Kit. - 10อ - RANK 2 RECIPE: 2 Plant, 1 Textile
  • Heals 1d10 base and + any Aid skill successes. Kit has 10 uses.  
    • Greater Healer’s Kit. - 30อ - RANK 3 RECIPE: 1 Plant, 1 Synthetic, 1 Textile
    • Heals 2d10 and + any Aid skill successes. Kit has 10 uses.  
    • Superior Healer’s Kit. - 100อ - RANK 4 RECIPE: 2 Plant, 2 Synthetic, 1 Textile
    • Heals 3d10 and + any Aid skill successes. Kit has 10 uses.
     
  • Panacea. - 30อ - RANK 3 RECIPE: 1 Catalyst, 2 Synthetic
  • Cures the Diseased status effect  
  • Sylvan’s Kiss. - 45อ - RANK 3 RECIPE: 1 Arcane, 1 Catalyst, 1 Mineral
  • Cures the Petrified status effect  
  • Rhus Tox. - 20อ - RANK 2 RECIPE: 1 Plant, 2 Catalyst
  • Cures the Paralysis status effect  
  • Bandage. - 2อ - RANK 1 RECIPE: 1 Textile
  • Cures the Bleeding status effect  
  • Splint. - 5อ - RANK 1 RECIPE: 1 Plant, 1 Textile
  • Cures the crippled status effect  
  • Spearmint Lozenge. - 7อ - RANK 2 RECIPE: 2 Plant
  • Cured the Weakened status effect  
  • Holy Water. - 25อ - RANK 3 RECIPE: 2 Arcane, 1 Information
  • Removes a Level 1 or 2 Possessed status effect, or the Cursed status effect.  
  • Saint’s Tears. - 35อ - RANK 2 RECIPE: 2 Arcane, 1 Animal
  • Removes the Blessed status effect.  
  • Lard. - 5อ - RANK 1 RECIPE: 3 Animal
  • Cures the Drunk status effect. Not recommended to be ingested uncooked.  
  • Perfume. - 10อ - RANK 3 RECIPE: 1 Synthetic, 2 Plant
  • Optional Item: Cures the “Smelly” status effect, or acts as a Cosmetic Item.
 

Addictives

These items are optional. If used, they should be openly discussed.   These items substantially buff a player’s abilities at the cost of their physical selves but come at the price of the exhausted status effect.  
  • Spirits. - 30อ - RANK 1 RECIPE: 2 Plant, 1 Catalyst
  • When applied, the user makes a Physical Save or gains the Drunk Status Effect--if three are taken in one interval, the user instantly becomes Drunk. After this is taken into account, Spirits temporarily removes all other Status Effects that limit traversal or cause the user to take damage.  
  • Stimulant. - 45อ - RANK 2 RECIPE: 1 Animal, 1 Mineral
  • This removes 1 level of exhaustion temporarily (for 1 interval) and prevents the user from feeling the effects of any further accumulated. As a result, the user cannot die from being on Death's Door. However, if the effects wear off before the user can reapply the drug, the user instantly dies.  
  • Anesthetic. - 60อ - RANK 3 RECIPE: 1 Plant, 2 Synthetic
  • The user cannot die from being on Death’s Door as a result of being at 0 hp. They still take damage from attacks, but can do to negative ½ health before they have to start making saves. If the effects wear off before the user can reapply the drug while at or below negative ½ health, the user instantly dies.  
  • Resistor. - 55อ - RANK 3 RECIPE:
  • The user gains resistance to a specific type of damage (specified upon buying the drug) for three rounds.  
  • Adrenaline. - 50อ - RANK 4 RECIPE:
  • The user benefits from instantly gaining half their health maximum as temporary health. Additionally, for the next 3 rounds, the user gains an additional turn where the initiative for that turn is equal to half their energy.

 
 

Weaponized

These items are weapons of war, subterfuge, and hunting. The range of any given item that could be thrown is equal between 5ft and 30ft. Note, anything thrown 5ft near a player character does not except them from the item's effects.   Click to Enlarge/Minimize Weaponized Item List
  • Lumina. - 20อ - Small - RANK 1 RECIPE: 1 Mineral, 1 Catalyst
  • This chemical compound emits light for a 30ft radius.  
  • Corodere. - 35อ - Small - RANK 2 RECIPE: 1 Mineral, 1 Plant
  • This chemical compound causes things to corrode. If applied to a weapon, it gains a weapon flaw; if applied to armor, it gains an armor flaw.  
  • Igni. - 15อ - Small - RANK 1 RECIPE: 2 Mineral
  • This chemical compound lights flammable objects on fire.  
  • Somnia. - 35อ - Small - RANK 2 RECIPE: 1 Mineral, 1 Plant
  • This drug causes any who come into contact with it to fall asleep. It can be thrown up to 10ft, or it can be applied directly to an enemy with a successful Grapple Check. The target makes a Mental Save to force themselves to stay awake. On fail, they fall asleep for at least 1 interval. On success, nothing happens. On half-pass, the target will fall asleep in 5 rounds, but taking damage resets the count down.  
  • Hunting Trap. - 25อ - Medium - RANK 3 RECIPE: 3 Metal, 1 Synthetic
  • Requires Smith’s Tools. Setting up the hunting trap or entering into line of sight of the hunting trap causes a perception check to perceive the caltrops. On a successful check, the target is aware of the hunting trap. A failed check results in the target remaining unaware. The first to enter this space makes a Physical Save. On fail, They are Pinned/Restrained and Crippled. On success, they are Crippled.  
  • Ball Bearings. - 10อ - Small - RANK 2 RECIPE: 2 Metal, 1 Catalyst
  • Requires Smith’s Tools. Can be thrown into a 5ft space, up to 20ft away, causing the area to become difficult terrain. Anyone who passes through the area makes a Physical Save or becomes Staggered  
  • Caltrops. - 25อ - Small - RANK 3 RECIPE: 2 Metal, 1 Catalyst
  • Requires Smith’s Tools. Can be thrown into a single 5ft space. Casting the caltrops or entering into line of sight of the caltrops causes a perception check to perceive the caltrops. On a successful check, the target is aware of the caltrops. A failed check results in the target remaining unaware. Anyone who enters this space takes 3 damage and makes a Physical Save. On fail, they take the Bleeding status effect.  
  • Bomb. - 40อ - Medium - RANK 2 RECIPE: 2 Mineral, 1 Metal, 1 Catalyst
  • An explosive that can be thrown for a range of 30ft. It explodes with a radius of 15ft. All targets within the vicinity make a Physical Save. On fail, they take 6 physical damage. On success, they take 3 physical damage.  
  • Net. - 25อ - Large - Rank 2 RECIPE: 2 Plant, 1 Catalyst
  • Can be used to fish or hold equipment. Otherwise, it can be used to throw up to a range of 30ft on a target to cause the Pinned/Restrained status effect. On a failed Physical Save, the target is Pinned/Restrained. The net has a length and width of 10ft and can be thrown on a group to catch four targets adjacent to one another, at best.  
  • Oil. - 7อ - Small - RANK 1 RECIPE: 1 Plant/Animal, 1 Catalyst
  • Used for cooking or making it really difficult to get anywhere. Can be thrown, causing a 5ft radius to become difficult terrain. Anyone who steps into the area must make a Physical Save or be knocked prone.  
  • Poison. - Small
  • There are four types of poisons listed below, each having different effects.  
    • Inhaled. - 25อ - RANK 3 RECIPE: 1 Synthetic, 1 Mineral, 1 Catalyst
    • Poisonous smog and vile fumes. This poison can be seen and easily avoided, technically. It comes in a bomb-like structure that is lit on one end causing the poison to spill into the air. The poison spreads out quickly in a 10ft radius and moves with the direction of the wind, but slowly. Per round, if it moves, it only moves 5ft. If there is no strong wind, the poison will stay in the area for 3 rounds until it dissipates. If anyone starts their turn in the area, moves through the area, ends their turn in the area, or is in the area the poison moves to, the target must make a Physical Save to begin holding their breath. On pass, they hold their breath. On half pass, the target holds their breath but takes 3 elemental damage. On fail, the target takes 3 elemental damage and gains the poisoned status effect.  
    • Ingested. - 15อ- RANK 3 RECIPE: 1 Plant, 1 Synthetic, 1 Catalyst
    • This is a poison like hemlock--a ruinous tea, or peppered into foods. This poison is detectable by taste alone. Upon taste and a successful perception and then either a successful gut or knowledge roll, the target has a minute to get the poison out of their system. If they do not succeed, they take 10 elemental damage, and take the Poisoned status effect for the next 24 hours and take damage every minute or until cured. During this time, targets make a Physical Save every hour. On pass, they do not take damage for that minute. On a Crit Pass, they do not take damage for that hour.  
    • Contact. - 40อ - RANK 4 RECIPE: 2 Synthetic, 1 Catalyst
    • This is an insidious poison, spread on gloves, pillows, or doorknobs. It only lasts for 10 minutes on objects, but on contact, there is no save; 5 elemental damage outright, and the person gains the poisoned status effect. A target can make a perception, gut, or an investigation check if they suspect or are wary of poison. The GM may or may not allow for players to make the check, but in all thing, the GM should exercise fairness.  
    • Injury. - 20อ - RANK 2 RECIPE: 1 Animal, 1 Arcane, 1 Catalyst
    • This poison is spread on weapons and lasts for five attacks. Each attack, on success now does 3 elemental damage outright and the target must make a Physical Save. On fail, they take the poisoned status effect for 3 rounds; on each of these rounds they can make a new save to rid themselves of the status effect before it ends.
 

Technology

These items are a catchall of other technological utility items--items that can be used to make in-game life more convenient.   Click to Enlarge/Minimize Technology Item List
  • Manacles. - 15อ - Medium - RANK 3 RECIPE: 2 Metal
  • Requires Smith’s Tools. Restrains a target when placed upon them. Requires a Physical Save if unwilling.  
    • Arcane Manacles. - 45อ - Medium - RANK 4 RECIPE: 2 Metal, 1 Arcane
    • Requires Smith’s Tools. Restrains a target when placed upon them. Requires a Physical Save if unwilling. Additionally, this is another bane of magic users; these manacles cancel the ability of the magic user to use any and all kinds of magic. If this is put on an Augmented, they take 1 damage per minute until they are removed. As such, this is seen as a torture device by many nations, and while many would like to have it banned, it remains the only way to disable magicians legal forces are authorized to imprison.
     
  • Speakstones. - 100อ - Small - RANK 3 RECIPE: 2 Arcane, 1 Mineral
  • Comes with two stones. Enables linked persons to speak into the stone, which is broadcasted aloud to the person listening so long as they remain on the same plane of existance. Any amount of stones can be linked at any time by touching the stones together. To link 10 stones, it is advisable to drop them all into a bag and to shake them for a minute to ensure proper contact for all stones. The Speakstone works by speaking aloud into the stone. This message is then relayed in real time and aloud to all linked persons. Speakstones will only relay a message if held in the palm of the user. Any messages missed will not be played back.  
    • Planar Speakstones. - 500อ - Small - RANK 4 RECIPE: 2 Arcane, 1 Mineral
    • Comes with two stones. These are exactly like speakstones, but allow for users to speak across planes.  
    • Arcane Orator. - 120อ - Large - RANK 5 RECIPE: 2 Arcane, 1 Mineral, 1 Metal
    • Comes as one large contraption. This special Speakstone is held by the diplomats, representatives of an office of a nation or alliance, master couriers, or other such influential. Any message they send out is broadcasted to these stones, placed in a metal box, that resonates so that a large group of people can tune in. This allows for news to spread fairly quickly. These stones can tune in to specific persons depending on the direction this special speakstone is facing.
     
  • Bell. - 15อ - Small - RANK 1 RECIPE: 1 Metal, 1 Plant
  •  
  • Locks. - Small
  • Barriers of entry to any establishment with valuables on the other side, be they family, jewels, or other such things. Requires Smith’s Tools.  
    • Simple. - 20อ - RANK 1 RECIPE: 1 Metal
    • Requires Lockpicker’s Tools to pick with a Sleight check.  
    • Intermediate. - 75อ - RANK 3 RECIPE: 1 Metal, 1 Information
    • Requires Lockpicker’s Tools to pick with a Sleight check at disadvantage.  
    • Difficult. - 135อ - RANK 5 RECIPE: 2 Metal, 1 Information
    • Requires Lockpicker’s Tools to pick with a Sleight check at double disadvantage.
     
  • Spell Jammer. - 250อ - Medium - RANK 3 RECIPE: 2 Mineral, 1 Electronics, 1 Arcane
  • The Spell Jammer is a device that emits a frequency and flashes of light anytime a spell is cast within 100ft of it, resulting in all casting checks having disadvantage. If a table is using optional rules, anyone within this radius for 3 turns should roll a Physical Save against being blinded.  
  • Antimagic Orb. - 1,000อ - Large - RANK 5 RECIPE: 3 Arcane, 2 Information, 1 Catalyst, 1 Mineral
  • The bane of all magic users anywhere, but insurance for any respectable institution wishing to remain arcane-free. Made of a frictionless Sunstone, the Orb’s effects can be contained by marble and discrete start and end runes chiseled into the foundation and infrastructure of buildings. It’s safe to say any building with an Antimagic Orb is completely impenetrable to magics inside or out. Out in the field, however an Antimagic Orb has a radius of 30ft and due to its arcanically frictionless nature, will be incredibly difficult to pick up--It takes a Sleight check done at double disadvantage to pick up or move the orb in any way.  
  • Beacon. - 120อ - Large - RANK 4 RECIPE: 2 Electronics, 1 Arcane, 1 Metal
  • Requires Smith’s Tools. A relay that broadcasts and receives messages from up to five miles away. A chain of these can be put together to create a relay of information from one side of the world to the other, but they are incredibly fragile and often, divine entities will play games, like “Telephone” which completely abstract any information sent beyond the set 5 mile length--or so go some theorists.  
  • Arcane Core. - 50อ - Medium - RANK 2 RECIPE: 2 Mineral, 1 Arcane, 2 Information
  • A source of arcane energy. Used to replace the hearts of those who wish to become Augmented or as a power source for arcane or modified technological artifacts.  
  • Beetle Drone. - 60อ - Medium - CANNOT BE CRAFTED
  • A sizable beetle, the size of a person’s forearm that can go and extract information, relaying back what it heard in dances and odd, almost mechanical, buzzes and hums. The beetle must stay within 1000ft of the user, must eat at regular intervals, and must not be detected if it is to remain alive and relay any information at all.  
  • Oraculo Solaris “Solar’s Eyes”. - 2,000อ - Large - RANK 5 RECIPE: 3 Arcane, 2 Information, 2 Mineral
  • An invention of the Simmias, these were dubbed as they eyes of the gods, more commonly known as “Solar’s Eyes”, as this device is able to look for “Life Signatures” (souls or heat, who knows really) within a mile radius, is able to listen in on conversations within 120ft, and can be hooked up to an hopefully willing (though not always willing but certainly restrained) individual to tell if they are lying.
 

Social

These items are clothes, accessories, status symbols, effects of prestige, and entertainment.   Click Here to Enlarge/Minimize Social List
  • Clothes. - Medium - RANK 2 RECIPE: 2 Textile, 1 Synthetic
  • Clothes impart no defense, but allow for characters to blend into social situations.  
    • Uniform. - 45อ
    •  
    • Costume. - 35อ
    •  
    • Formal. - 100อ
    •  
    • Aristocratic. - 500อ
    •  
    • Common. - 10อ
     
  • Outerwear. - Large - CANNOT BE CRAFTED
  • These clothes can be worn outside of armor, so long as it is not heavy armor. Medium Armor cannot wear both inner and outer wear.  
    • Linen Clothing. - 15อ
    • Gives advantage to saves made against the effects of a warm environment. Gives disadvantage to saves made against the effects of a cold environment.  
    • Surcoat. - 45อ
    • This is the equivalent of a tabbard, vest, or haori. It gives +1 defense.  
    • Layered Clothing. - 20อ
    • Gives advantage to saves made against the effects of a cold environment. Gives disadvantage to saves made against the effects of a warm environment.  
    • Quilldog’s Hide. - 60อ
    • When Grappled, Pinned/Restrained by a creature, they take 2 damage per round.  
    • Leshen’s Camoflague. - 40อ
    • Gives a +1 Success to Stealth Checks.
     
  • Innerwear. - Large - CANNOT BE CRAFTED
  • These clothes can be worn inside armor, so long as it is not light armor. Medium Armor cannot wear both inner and outer wear.  
    • Indigo Wraps. - 55อ
    • During rests, double the amount of health recovered.  
    • Underarmor. - 20อ
    • Gives advantage to saves made against the effects of a cold environment. Gives disadvantage to saves made against the effects of a warm environment.  
    • Mandrake Silk. - 35อ
    • Photosynthesizes food for the body so long as the wearer drinks enough water for the day.  
    • Basilisk Skin. - 35อ
    • Immune to the Poisoned and Solidified Status Effect.  
    • Moonbead Bodice.- 45อ
    • Immune to Possessed and Bewitched Status Effect.
     
  • Cosmetic. - Small - RANK 1 RECIPE: 1 Mineral, 1 Catalyst
  • These items are purely cosmetic, in the fashion sense, but may prove valuable when interacting with particular social groups or in other manners. -- GM’s discretion, as always.  
    • Make-Up.- 15อ
    • This item allows the user to accentuate and minimize features on their body; they can create scars, cover up bruises, make one’s eyes sparkle, and so much more.  
    • Jewelry.- 60อ
    • Finery, such as earrings, rings, and necklaces, but also less common finery such as diadems, torques, nose rings, and the like.  
    • Accessories.- 35อ
    • These are worn and carried items such as small, dainty bags.
     
  • Class Status Symbols.
  • These items are often associated with a particular class of people, but will otherwise merit adventurers in niche ways.  
    • Incense. - 1อ - Small - RANK 1 RECIPE: 1 Plant, 1 Mineral
    •  
    • Censer. - 45อ - Medium - RANK 3 RECIPE: 2 Metal, 1 Catalyst
    • Requires Smith’s Tools.  
    • Book. - 70อ - Medium - RANK 2 RECIPE: 2 Plant, 1 Catalyst
    •  
    • Fishing Tackle. - 35อ - Medium - RANK 3 RECIPE: 2 Metal, 1 Synthetic, 1 Plant
    • Requires Smith’s Tools.  
    • Signet Ring. - 50อ - Small - RANK 3 RECIPE: 2 Metal, 1 Mineral, 1 Catalyst
    • Requires Smith’s Tools.

    • Pen. - 60อ - Small - RANK 4 RECIPE: 1 Metal, 1 Plant, 1 Catalyst
    • A fairly new invention, but it keeps the quill tip.  
    • Inkwell & Quill. - 15อ - Small - RANK 2 RECIPE: 2 Mineral, 1 Animal
    • Usually, the longer and more ostentatious the quill, the wealthier the individual.  
    • Parchment. - 5อ - Small - RANK 1 RECIPE: 2 Plant
    •  
    • Mess Kit. - 35อ - Medium - RANK 3 RECIPE: 3 Metal, 1 Catalyst
    • Requires Smith’s Tools. These are chef’s tools that make it easier to cook, or to cook more complex dishes. Peasants get by with sticks, but for you, some decorum may be worth a little less dirt in your dish.  
    • Wax. - 20อ - Small - RANK 2 RECIPE: 2 Animal, 1 Synthetic
    •  
    • Libra. - 80อ - Large - RANK 4 RECIPE: 3 Metal, 2 Catalyst
    • Requires Smith’s Tools.
     
  • Games.
  • Games are for levity and a break from the danger or monotony of life. In a game where there are multiple competitors, a contesting roll could be used to determine the winner of the game, while Sleight Checks could be used to cheat at a game and gain a bonus for the contesting roll. In any case, the modes in which these game play out within Chimera should reflect the challenge or levity the GM wishes to convey.
    • Dice Sets. - 15อ - Small - RANK 2 RECIPE: 3 Synthetic, 1 Catalyst
    •    
    • Cards. - 20อ - Small - RANK 2 RECIPE: 2 Plant, 1 Synthetic
    •    
    • Board Games. - 35อ - Medium - RANK 3 RECIPE: 3 Plant, 1 Synthetic
   

Survival

These items help one survive in the wilds.   Click Here to Enlarge/Minimize Survival List
  • Rations. - 5อ - Small - RANK 1 RECIPE: 1 Animal/ Plant
  • One ration is enough food for one day. This is a stack of five rations.  
  • Waterskin. - 20อ - Small - RANK 1 RECIPE: 1 Animal
  • One Waterskin hold enough water for one day. Holds one gallon.  
  • Bedroll. - 50อ - Large - RANK 1 RECIPE: 2 Plant, 2 Textile
  • Enables Advantage on Unsafe Sleep Checks.  
  • Whistle. - 10อ - Small - RANK 2 RECIPE: 2 Plant, 1 Catalyst
  • Emits a call that can be heard for 1000ft  
  • Nail Box (20 Nails). - 25อ - Medium - RANK 2 RECIPE: 5 Metal
  • Requires Smith’s Tools.  
  • Grappling Hook. - 25อ - Medium - RANK 2 RECIPE: 1 Metal, 2 Plant
  • The Grappling Hook sits on 30ft of rope.  
  • Rope (50ft). - 60อ - Medium - RANK 2 RECIPE: 5 Plant
  •  
  • Bag of Sand. - 15อ - Medium - RANK 1 RECIPE: 1 Textile, 1 Mineral
  • Does not float, but can absorb water, or keep it at bay. Makes a decent pillow.  
  • Blanket. - 20อ - Large - RANK 1 RECIPE: 2 Textiles
  • Advantage to Saves made against environmental coldness or dampness.  
  • Water Purification Gem. - 20อ - Small - RANK 1 RECIPE: 1 Arcane, 1 Mineral
  • Purifies One gallon of water.  
  • Jade Talisman. - 40อ - Small - RANK 4 RECIPE: 1 Mineral, 2 Arcane
  • Staves off the effects of Corruption for One Interval. Only works if worn or held.  
  • Tent. - 60อ - Large - RANK 3 RECIPE: 3 Plant/Animal, 2 Metal
  • Comes with Pitons embedded into the structure. Gives advantage against environmental effects against being cold, hot, or wet.  
  • Hammer. - 10อ - Medium - RANK 1 RECIPE: 1 Metal, 1 Plant
  • Requires Smith’s Tools.  
  • Machete. - 10อ - Medium - RANK 1 RECIPE: 1 Metal, 1 Plant
  • Requires Smith’s Tools.  
  • Ladder (30ft). - 35อ - Large - RANK 2 RECIPE: 3 Plant
  •  
  • Shovel. - 25อ - Large - RANK 1 RECIPE: 1 Metal, 2 Plant
  • Requires Smith’s Tools. Gives a person a burrow speed of 5ft per minute.  
  • Spyglass. - 1000อ - Small - RANK 5 RECIPE: 3 Mineral, 2 Metal
  • Requires Smith’s Tools. Looks over a distance of 1000ft without needing a perception roll that relies on sight.  
  • Miner’s Pickaxe. - 25อ - Large - RANK 2 RECIPE: 2 Metal, 2 Plant
  • Requires Smith’s Tools.  
  • Whetstone. - 10อ - Medium - RANK 3 RECIPE: 2 Mineral, 1 Catalyst
  • Removes one Weapon Flaw per long Repair Rest Action.  
  • Flint & Steel. - 25อ - Small - RANK 2 RECIPE: 2 Mineral, 1 Metal
  • Can light non-damp, and flammable items that are not being worn or carried.  
  • Lamp. - 30อ - Medium - RANK 3 RECIPE: 1 Metal, 2 Mineral, 1 Catalyst, 1 Plant
  • Emits light up to 30ft radius for 2 intervals. Requires Oil.  
  • Magnifying Glass. - 35อ - Small - RANK 4 RECIPE: 2 Mineral, 1 Catalyst, 1 Metal
  • Can be used to start a fire during daylight.  
  • Candle. - 7อ - Small - RANK 1 RECIPE: 2 Plant, 1 Animal
  • Emits Light for up to 15ft radius for a pull 6 intervals. After the intervals, the candle is used.  
  • Navigation Tools. - 45อ - Medium - RANK 4 RECIPE: 2 Metal, 1 Catalyst, 1 Synthetic
  • Within a Travel Scenario, this item gives Navigators advantage on navigation checks with clear weather and a visible sun or stars.  
  • Hourglass. - 10อ - Small - RANK 3 RECIPE: 2 Mineral, 1 Catalyst
  • Counts time for up to 4 fours, or one interval.  
  • Rain Catcher. - 15อ - Large - RANK 2 RECIPE: 2 Animal, 1 Plant
  • Catches a gallon of water per interval of rain and use.  
  • Soap. - 5อ - Small - RANK 1 RECIPE: 2 Plant, 1 Synthetic
  • Cleans an object or person. Reduces Smell.  
  • Climbing Gear. - 50อ - Medium - RANK 3 RECIPE: 3 Metal, 1 Plant
  • Requires Smith’s Tools. Removes climbing penalties and the need to roll Agility or Force Checks while climbing.  
  • Map. - 60อ - Medium - Requires Cartographer’s Tools
  • In a Travel Scenario, gives Scouts advantage on Scouting Checks.  
  • Glue. - 35อ - Small - RANK 3 RECIPE: 2 Plant, 1 Synthetic
  • Sticks one thing to another. Washes off with water. Ineffective if put on a wet object.  
  • Crowbar. - 25อ - Medium - RANK 1 RECIPE: 2 Metal
  • Requires Smith’s Tools.  
  • Torch. - 20อ - Medium - RANK 1 RECIPE: 1 Plant, 1 Synthetic, 1 Textile
  • Emits light up to 40ft for 1 interval.  
  • Insect Repellant. - 45อ - Small - RANK 1 RECIPE: 1 Animal, 1 Plant
  • Repels insects which may bite player and cause the Diseased Status Effect.  
 

Containers

These items carry other items. All Containers have a base size, but they unlock container slots for greater carrying capacity. To this effect, multiple containers can be worn, but to a maximum of the slots available on the base container slots and to a value no greater than 50, including the base 10 equipment slots.   Click Here to Enlarge/Minimize Container List
  • Sack. - 10อ - Small - RANK 1 RECIPE: 1 Textile
  • Unlocks 10 container slots.  
  • Pouch Belt. - 5อ - Medium - RANK 1 RECIPE: 2 Animal
  • Unlocks 15 container slots. Can only carry small items.  
  • Standard Backpack. - 20อ - Medium - RANK 1 RECIPE: 2 Textile
  • Unlocks 15 container slots.  
  • Airtight Backpack. - 60อ - Large - RANK 3 RECIPE: 1 Arcane, 2 Textile, 2 Synthetic
  • All items within are resistant to the environmental effects and the elements. Unlocks 20 Container Slots  
  • Reinforced Backpack. - 80อ - Large - RANK 3 RECIPE: 2 Textile, 1 Metal
  • Unlocks 25 container Slots  
  • Drawstring Bag. - 50 - Medium - RANK 2 RECIPE: 3 Textile
  • Unlocks 20 container slots  
  • Bandolier. - 200อ - Large - RANK 4 RECIPE: 3 Animal, 1 Synthetic
  • Unlocks 30 container Slots.  
  • Horned Backpack. - 325อ - Large - RANK 3 RECIPE: 2 Animal, 2 Textile
  • Cannot be Flanked. Unlocks 20 Container Slots.  
  • Merchant’s Strongbox. - 280อ - Large - RANK 4 RECIPE: 2 Plant, 2 Metal
  • Requires Smith’s Tools. You are able to carry a great deal, and secure it with a lock. Disadvantage to Agility Checks and Disadvantage to Stealth Checks. Unlocks 30 container slots.  
  • Laputite Bag. - 300อ - Large - RANK 3 RECIPE: 1 Mineral, 2 Textile, 1 Arcane
  • You are able to descend 20ft a minute when falling. You do not take fall damage with this pack equipped. Unlocks 20 container slots.
 

GM Toolkit: How to keep PCs from Breaking the Economy

  GMs, you may encounter an issue with players “breaking the economy”. While Chimera has no real way to simulate the slightly predictable madness that is real-world and global economics, here are a few strategies to help solve some of the issues you may encounter.   PCs craft and sell the same items over and over. Consider making the selling price decrease over time as the player keeps selling an item. Have it limited to a category or be several categories. Also, if the players are concerned with making more money, suggest they take some downtime to rest or offer their services during an extended rest. This allows them to pursue these interests and more quickly get back to adventuring. Remember, adventuring and heroics are the name of the game, as much as anyone would like to be a Tycoon; Chimera simply doesn’t support this kind of play.   Players sell back their items expecting their money back. “Your money back guaranteed” is a rather modern thing we are used to hearing and seeing on receipts. Life in Chimera is a little more rugged; frankly, there are no guarantees. If a player wants to sell and item back, buyback is at half price.


Cover image: Art Chimera by Madeline M

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