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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