Items
This section details the various materials and currency used in the Echoes fantasy setting. These resources form the backbone of the crafting system and economy within the game world.
Currency: Marks
Marks are the standard currency used throughout the world. These coins are crafted from an alloy of copper, zinc, tin, and silver, making them lightweight, resistant to wear, and inherently valuable.
This standardized currency simplifies trade and commerce, making them easily adaptable to the needs of each campaign: specific world settings may elaborate on local variations or historical context, while their fundamental value remains consistent.
At Level 0, each character starts with 300 Marks that can be used to purchase their starting equipment and consumables.
Crafting Materials
The lists that follow identify the primary materials used in crafting. They are presented divided by each profession, in order of rarity and value. The pairing between a material and a profession is not to be taken as a strict rule, but rather a suggestion for the most common uses.
Blacksmith
- Iron (Mundane): The fundamental metal for most blacksmithing work, it is used to create tools, weapons, and armor. Found in abundance throughout the world, iron is relatively soft but can be worked into serviceable items.
- Hardened Iron (Common): Iron that has been strengthened by repeatedly heating it within beds of glowing charcoal and then hammered. This treatment gives the outer layers steel-like qualities while maintaining an iron core. The result is a material that holds a better edge than common iron and proves more durable in use. Smiths recognize it by its distinctive mottled surface pattern.
- Steel (Rare): Obtained by carefully heating iron in a furnace full of charcoal, steel is stronger and more durable than iron. The process requires significant skill and precise control of the forge temperature. Smiths judge the quality by the sound when struck and the appearance of the metal after cooling. The resulting material can take and hold a superior edge, making it highly prized for quality weapons and armor.
- Infused Steel (Elite): Similar to steel, but forged using specialized techniques with rare minerals added during specific stages of the heating process. Blue steel is one of most known and sought after variants. Items made from infused steel are extremely rare and expensive to produce.
Carpenter
TBD
Goldsmith
- Copper (Mundane): A reddish-brown metal known for its malleability, inexpensive and prone to tarnishing.
- Brass (Mundane): An alloy of copper and zinc with a gold-like appearance, more durable than copper by itself.
- Bronze (Common): An alloy of copper and tin, bronze is both harder and more durable than copper.
- Silver (Common): A soft, white metal, silver prized for its beauty but prone to corrosion.
- Electrum (Rare): A natural alloy of silver and gold, more durable than silver.
- Gold (Rare): A dense, soft and precious metal, highly valued for its beauty and durability.
- White Gold (Elite): A complex alloy of gold and silver, forged using a process that fuses the two metals together with other rare minerals. The exact composition is closely guarded, resulting in a unique and highly sought-after material.
- Platinum (Elite): A dense, silvery-white metal found only in remote mountain veins. Requires specialized forge techniques and tools to work its stubborn nature, as it melts only in the hottest fires. Its exceptional resistance to tarnish and remarkable weight make it the most prestigious material.
Herbalist
- Waterleaf (Mundane): Succulent plant with thick leaves containing a soothing gel used in healing salves. The gel, properly purified, is applied directly to minor wounds and burns for immediate relief. (Inspired by Aloe)
- Bentwood Bark (Mundane): Harvested from flexible trees, this bark contains properties that reduce pain and cure common diseases. In high dosages can be poisonous. (Inspired by Willow)
- Bonewort (Common): Plant with deep roots and broad leaves, harvested for its healing properties. When ground into a paste, it accelerates the mending of broken bones and torn muscles. (Inspired by Comfrey)
- Feverfern (Common): Plant with a thick purple stem and creamy white flowers. Its leaves, harvested when blooming, can be brewed into teas that treat fevers and, to the delight of tavern-goers, alleviate hangovers. (Inspired by Meadowsweet)
- Stonesap (Rare): Resin harvested from hardy trees with roots embedded in rocks. When properly processed, it greatly accelerates the healing process of even severe wounds. Few of these trees survive to maturity, and those that do yield only small amounts of resin. (Inspired by Boswellia)
- Frostbloom (Rare): A white flower that grows in the harshest winter conditions. Its bulbs, harvested and distilled in their native freezing environment, can be used to create both deadly poisons and remedies for the most persistent diseases. (Inspired by Snowdrop)
- Phoenix Leaf (Elite): Fern-like plant with leaves that turn vibrant red for a brief period each year. When harvested during this red phase, they can be used to create powerful healing salves capable of treating even the most grievous wounds. The plant only grow in areas that have been ravaged by fire. (Inspired by Resurrection Fern)
- Nightwhisper (Elite): A delicate purple flower that only blooms during total lunar eclipses. Its petals release an ethereal fragrance that must be captured during those precious few minutes of totality. Expert herbalists can transform these petals into potent elixirs that induce either unshakable slumber or vivid prophetic visions. (Inspired by Lavender)
Tanner
TBD
Items' List
In this section, a comprehensive list of items available in the Echoes fantasy setting is presented.
Items in this list are sorted by category, rarity and quality, and provide an indication of their value. Social aspects - such as negotiation with a merchant - materials or skillset required to craft an item might impact its availability and final cost.
Armors: Heavy
Blacksmith - Equipment
Heavy armor offers a high level of protection.
For the specific rules and needed proficiencies see the Armors section.
Metal | Quality | Physical Defense | Wear Threshold | Value |
---|---|---|---|---|
Iron Mundane |
Basic | +5 | 5 | 1500 |
Refined | +5 | 6 | 2000 | |
Superior | +6 | 6 | 4000 | |
Hardened Iron Common |
Basic | +5 | 6 | 2000 |
Refined | +5 | 7 | 2500 | |
Superior | +6 | 7 | 5000 | |
Steel Rare |
Basic | +6 | 6 | 4000 |
Refined | +6 | 7 | 5000 | |
Superior | +7 | 7 | 10000 | |
Blue Steel Elite |
Basic | +6 | 7 | 5000 |
Refined | +6 | 8 | 6000 | |
Superior | +7 | 8 | 12000 |
Healing Salves
Herbalist - Consumable
Healing salves restore Hit Points when applied to wounds. Depending on their rarity and quality, they may also reduce tiers of Injury.
Applying a salve counts as a Support Activity and can be performed by any character on themselves or other entities. Only one salve can be applied to the target entity. This limit resets either at the start of the entity's turn, or any time they take damage.
The application requires 1 Tick and a successful Finesse roll against the Success Threshold of 10, on a Failure the salve heals for half the HP, rounded up. You can reduce the Success Threshold to 5 by spending 2 Ticks. Application out of Initiative automatically succeeds.
The salve is consumed upon application.
Healing Salve | Quality | Healing | Injury | Value |
---|---|---|---|---|
Waterleaf Salve x4 - Mundane |
Basic | 2d6 + 2 | N/A | 50 |
Refined | 2d6 + 3 | N/A | 60 | |
Superior | 2d6 + 5 | N/A | 80 | |
Bonewort Salve x4 - Common |
Basic | 4d6 + 4 | N/A | 200 |
Refined | 4d6 + 6 | N/A | 240 | |
Superior | 4d6 + 10 | -1 | 350 | |
Stonesap Salve x4 - Rare |
Basic | 6d6 + 6 | N/A | 600 |
Refined | 6d6 + 9 | -1 | 750 | |
Superior | 6d6 + 12 | -2 | 1000 | |
Phoenix Leaf Salve x4 - Elite |
Basic | 8d6 + 8 | -1 | 1600 |
Refined | 8d6 + 12 | -2 | 2000 | |
Superior | 8d6 + 16 | -3 | 3000 |
Poisons
Herbalist - Consumable
Poisons add versatility to Offense activities by adding Psychic Damage to Physical hits and inducing various ailments in the form of Conditions. Objects are immune to the effects of poisons.
Application
Applying poison to a weapon counts as a Support activity that takes 1 Tick. The poison remains active on the weapon for 10 minutes or until the next successful Offense activity with that weapon, whichever comes first.
Each vial contains a specified number of doses, but only one dose and type of poison can be applied to a given weapon at a time.
Poisoned Weapon
When an Offense activity hits with a poisoned weapon, the following effects are added to the outcome:
- Partial Success: The target suffers the full amount of Psychic Damage specified by the poison.
- Success: The target suffers both the full amount of Psychic Damage and the Condition caused by the poison.
- Critical Success: The Condition caused by the poison is intensified. If the condition is tiered, its tier increases by 1; otherwise, its duration doubles.
Poison Effects
Effects that cause a tiered Condition, can be stacked on the target, doing so increasing their potency by the specified tiers and the duration by 1 turn. The duration of a poison effect is reduced by 1 at the end of the affected entity’s turn.
Crafting Risk
Crafting poisons is a risky business. If the materials are not handled properly, they can become dangerous to the crafter.
Add the following Risk Modifiers to the Quality Success Threshold of the Crafting activity:
Basic | Refined | Superior |
---|---|---|
ST+1 | ST+2 | ST+4 |
Moreover, add the following effects to the outcome of the Crafting activity roll:
- Critical Failure: The crafter and any entity in a 3 square radius suffer 3 Tiers of Disease for each Rarity tier of the material used.
- Failure: The crafter suffers 2 Tiers of Disease for each Rarity tier of the material used.
- Partial Success: Roll equal to the Basic Quality Threshold. One less dose is produced (adjust value accordingly), the crafter suffers 1 Tier of Disease for each Rarity tier of the material used.
Poison Types
Poison | Quality | Damage | Effect | Duration | Doses | Value |
---|---|---|---|---|---|---|
Bentwood Bark x5 - Mundane |
Basic | 1d4 | +1 Sensory Impaired | 3 Turns or +1 when stacked | 3 | 125 |
Refined | 1d6 | +1 Sensory Impaired | 4 | 200 | ||
Superior | 1d6 | +2 Sensory Impaired | 3 | 500 | ||
Feverfern x4 - Common |
Basic | 7 | +1 Disease | As per Condition | 3 | 200 |
Refined | 7 | +1 Disease | 5 | 320 | ||
Superior | 14 | +2 Disease | 4 | 800 | ||
Frostbloom x6 - Rare |
Basic | 2d6+2 | +1 Slow | 3 Turns or +1 when stacked | 3 | 900 |
Refined | 2d6+2 | +1 Slow | 4 | 1500 | ||
Superior | 2d6+2 | +2 Slow | 3 | 3500 | ||
Nightwhisper x8 - Elite |
Basic | 4d6+4 | Uncounscious | 1 Turn | 2 | 6000 |
Refined | 5d6+5 | Uncounscious | 2 Turns | 1 | 9000 | |
Superior | 8d6+8 | Uncounscious | 5 Turns | 1 | 30000 |
Potions
Herbalist - Consumables
Potions provide various benefits and resistances, with some offering immediate relief from poison effects.
As Tonics
Potions can be taken preventively as tonics (Support Activity, 1 Tick). When consumed in this way, the entity experiences 2 tiers of Disease condition per rarity for one minute. After this period, any HP loss due to the Disease condition is restored, and temporary benefits are gained. Only one tonic effect can be active at a time.
Poison Resistance
Some tonics grant partial resistance to poisons made with the same main ingredient. In these cases, the effects of Offense activities involving poisoned weapons against the entity affected by the tonic are reduced based on the Quality Tier of the poison:
- Basic: Partial Successes become Failures, Successes become Partial Successes, and Critical Successes become Successes.
- Refined: The effects of a Basic-quality poison are applied instead.
- Superior: The effects of a Refined-quality poison are applied instead.
As Antidotes
Some potions can be administered on the spot as antidotes (Support Activity, 1 Tick). When used this way, they immediately counteract the effects of poisons made from the same main ingredient as the potion. The Quality Tier of the potion is not considered for this purpose, and no additional benefits gained from consuming the potion as a tonic are provided.
If the potion does not counter the correct effect or if the effect is not caused by poison, it functions as a tonic and follows its rules.
Potion Types
Shields: Heavy
Blacksmith - Equipment
For the specific rules and needed proficiencies see the Shields section.
Metal | Quality | Physical Defense | Wear Threshold | Block | Value |
---|---|---|---|---|---|
Iron Mundane |
Basic | +2 | 4 | 2d6 | 200 |
Refined | +2 | 5 | 2d6 | 250 | |
Superior | +2 | 6 | 2d6+1 | 500 | |
Hardened Iron Common |
Basic | +2 | 5 | 1d8+1d6 | 500 |
Refined | +2 | 6 | 1d8+1d6 | 600 | |
Superior | +2 | 7 | 1d8+1d6+1 | 1200 | |
Steel Rare |
Basic | +3 | 5 | 2d8 | 2000 |
Refined | +3 | 6 | 2d8 | 2250 | |
Superior | +3 | 7 | 2d8+1 | 3000 | |
Blue Steel Elite |
Basic | +3 | 5 | 3d6 | 3200 |
Refined | +3 | 6 | 3d6 | 3500 | |
Superior | +3 | 7 | 3d6+1 | 5000 |
Weapons: One-Handed
Blacksmith - Equipment
For the specific rules and needed proficiencies see the Weapons section.
Metal | Quality | Damage | Wear Threshold | Parry | Deflect | Value |
---|---|---|---|---|---|---|
Iron Mundane |
Basic | 1d8 | 4 | 1d6 | 5 | 100 |
Refined | 1d8+1 | 4 | 150 | |||
Superior | 1d8+2 | 5 | 300 | |||
Hardened Iron Common |
Basic | 1d10 | 5 | 1d8 | 6 | 250 |
Refined | 1d10+1 | 5 | 500 | |||
Superior | 1d10+2 | 6 | 1000 | |||
Steel Rare |
Basic | 2d6 | 5 | 1d10 | 7 | 1500 |
Refined | 2d6+1 | 5 | 2000 | |||
Superior | 2d6+2 | 6 | 4000 | |||
Blue Steel Elite |
Basic | 2d8 | 5 | 1d12 | 8 | 4000 |
Refined | 2d8+1 | 5 | 5000 | |||
Superior | 2d8+2 | 6 | 10000 |
Weapons: Two-Handed Heavy
Blacksmith - Equipment
For the specific rules and needed proficiencies see the Weapons section.
Metal | Quality | Damage | Wear Threshold | Parry | Value |
---|---|---|---|---|---|
Iron Mundane |
Basic | 2d8 | 6 | 1d10 | 180 |
Refined | 2d8+1 | 6 | 1d10+1 | 275 | |
Superior | 2d8+2 | 7 | 1d10+2 | 600 | |
Hardened Iron Common |
Basic | 2d10 | 7 | 1d12 | 500 |
Refined | 2d10+1 | 7 | 1d12+1 | 800 | |
Superior | 2d10+2 | 8 | 1d12+2 | 1600 | |
Steel Rare |
Basic | 3d8 | 7 | 2d6 | 1500 |
Refined | 3d8+1 | 7 | 2d6+1 | 2000 | |
Superior | 3d8+2 | 8 | 2d6+2 | 4000 | |
Blue Steel Elite |
Basic | 3d10 | 7 | 2d8 | 3750 |
Refined | 3d10+1 | 7 | 2d8+1 | 5000 | |
Superior | 3d10+2 | 8 | 2d8+2 | 10000 |
Willguards
Goldsmith - Equipment
For specific rules see the Willguards section.
Metal | Quality | Mental Defense | Wear Threshold | Psychic Wall | Psychic Wall Charges | Value |
---|---|---|---|---|---|---|
Copper Mundane |
Basic | +1 | 3 | 1d6 | 1 | 200 |
Refined | +1 | 4 | 1d6 | 2 | 250 | |
Superior | +2 | 4 | 1d6+1 | 2 | 400 | |
Brass Mundane |
Basic | +1 | 4 | 1d6 | 1 | 250 |
Refined | +1 | 5 | 1d6 | 2 | 300 | |
Superior | +2 | 5 | 1d6+1 | 2 | 500 | |
Bronze Common |
Basic | +2 | 4 | 1d8 | 1 | 375 |
Refined | +2 | 5 | 1d8 | 2 | 450 | |
Superior | +3 | 5 | 1d8+1 | 2 | 750 | |
Silver Common |
Basic | +3 | 3 | 1d8 | 2 | 675 |
Refined | +3 | 4 | 1d8 | 3 | 750 | |
Superior | +4 | 4 | 1d8+1 | 3 | 1250 | |
Electrum Rare |
Basic | +3 | 4 | 1d10 | 2 | 750 |
Refined | +3 | 5 | 1d10 | 3 | 900 | |
Superior | +4 | 5 | 1d10+1 | 3 | 1500 | |
Gold Rare |
Basic | +4 | 4 | 1d10 | 2 | 1250 |
Refined | +4 | 5 | 1d10 | 3 | 1500 | |
Superior | +5 | 5 | 1d10+1 | 3 | 2500 | |
White Gold Elite |
Basic | +5 | 5 | 1d12 | 2 | 2500 |
Refined | +5 | 6 | 1d12 | 3 | 2750 | |
Superior | +6 | 6 | 1d12+1 | 3 | 5000 | |
Platinum Elite |
Basic | +6 | 6 | 2d6 | 2 | 6000 |
Refined | +6 | 7 | 2d6 | 3 | 7000 | |
Superior | +7 | 7 | 2d6+1 | 3 | 12000 |