Re: Alchemical epic abilities
There are three major currency's in the world of euphoria crowns, pennies, and bits. There are 5 bits in a penny. There are 4 pennies in a crown.
Pennies are abreveted p, crowns c, and bits as a b
20 bits weigh 1 pound
15 pennies wiegh 1 pound
10 crowns wiegh 1 pound
Dagger | 2p | .3 lbs
Bow | 2c. | 4 lbs
Arrows(15). | 3p. | 2lbs
Light crossbow | 2c | 5lbs
Crossbow | 3c | 8lbs
Pocket crossbow | 4c | 3lbs
Heavy crossbow | 5c | 10lbs
Repeater crossbow | 6c | 10lbs
Bolts(10) | 2c | 5lbs
Bolts, empty(5) | 3c | 1lbs
One handed weapons. |. 4c | 8lbs
Two handed weapons. |. 7c| 15lbs
Light armor. |. 3c | 15 lbs
Heavy armor. |. 7c |. 30 lbs
Shields. |. 2c | 10 pounds
Minor enchantment. |. 6c |
Minor perment | +4c|
Moderate enchantment | 12c |
Moderate perment. | +8c |.
Major enchant. | 24 c |
Major perement. | +16c |
Minor potion. |. 2c | 1/4lb
Moderate potion. |. 4c | 1/4 lb
Major potion. | 8c | 1/4 lb
Godly potion. | 16c|. 1/4 lb
Torch. | 1b | 1lbs
Oil lantern. | 1p | 2lbs
Oil flask. | 1p | 1lbs
Magic torch A. | 1c | 1 lbs
Magic torch b. | 2c | 1lbs
Empowered staff. | 10c | 6 lbs
Empowered staff II | 20c| 6lbs
Empower staff III. | 30c | 6 lbs
Rope, 5ft. Silk is 3 p hemp is 1 p. 1 pound a foot for hemp, 1/2 for silk
Chain, 5ft. 5 pennies, 3 pounds a foot
Lock, minor. 2 pennies
Lock, moderate. 5 pennies
Lock major. 10 pennies
Steed(common). 1-4 crowns(average 3)
Steed( exotic) 4-9 crowns(average 7)
Barding(common). 3 crown
Barding(exotic). 6 crowns
Wagon 4 crowns
Cart 2 crowns
Food; one meal. 1-2 bits
Food; one day. 1 penny( for rations, about 1 lbs)
Food; one week. One crown
Smiths tools. 2 c, 10 pounds
Alchemists tools. 4 c, 3 pounds
Thieves tools 2c, 3 pounds
Healers tools 2c, 5 pounds
Livestock. 3-20 pennies
Quill, 2b
Ink, vial. 1 b
Chalk, 3 sticks. 3 bits
Paint and brush. 2 pennies
Charcoal stick. 4 bits
Chest. 3 pennies. 10lbs
Wine, bottle. 1penny, 1 pound
Whiskey, bottle. 4 bits, 1 pound
Beer, bottle. 1 bit, 1/3 pound
Bedroll. 2 bits, 2 lbs
Ladder, 10ft. 3 pennies, 10 pounds
Pole, 10ft. 8 bits, 3 pounds
Backpack, 1 penny, 1/4 pound
Commeners clothes
Everyday 1 P a set
Festival 4 pennies a set
Travelers clothes, 3 p a set
Soldiers uniform, 4 p a set
Merchants clothes, 3 p a set
Craftsmen's clothes, 3 p a set
Jesters clothes, 4 pennies a set
Tribal clothes, 4b a set
Low nobility clothes, 1-3 C a set
High nobility clothes, 4-6 C a set
Cold weather gear, 2p a set
Hot weather gear, 2p a set
Jewelry
Wood 3bits a piece
Leather 1 p a piece
Stone 2 p a piece
Metal 3p a piece
Precious metal 1 crown a price
Add jewls to any of the above for +3p
Signet ring, 1C
Poisnoners ring, 1C
Glasses
Fake 1P a set
Weak 3P a set
Strong 5P a set
Make-up (roughly 10 uses), 3P
Perfume (roughly 20 uses), 5P
Musical instument
Common 1-3P
Masterful 3-5P
Superb 5-7P
Tea, one pound. 3B
Tobacco, one pound. 1P
Pipes
Common 1-3 b
Fancy 1P
Signal wistle 4B
Commoners tools 3-8 B a peice
Pots and pans 3B each
Utensils 1B a set
Cotton, one square yard. 2B
Leather, one sq.yd. 3B
Silk, one sq. Yd. 1P
Waterskins
1 pint 4B
1qt 6b
2qt 8b
Flask (8oz) 1p <may add jewels or precious metal as if it were jewelry>
Canteen
1 qt 3p (one pound)
2 qt 6p (2 pounds)
Manacle 3 P, 5 pounds
Manacle, masterworked 5 P, 6 pounds
Manacle, spikes 8 P, 7 pounds
CROSSBOW
A character may use a crossbow instead of a bow when attacking with their now skill. The bow skill affects the crossbows accuracy and its total range, but the damage is based on the size of the crossbow. You do not add your dex to this damage. It takes a minor action to load a crossbow.
Crossbow damage and range:
Light crossbows have a range of 20ft and deal 1D6 damage with a critical of 19-20x2.
Normal crossbows have a range of 25ft and deal 1D8 damage with a critical of 20x2.
Heavy crossbows have a range of 30ft and deal 2D8 damage with a critical of 20x3.
Pocket crossbows have a range of 15ft and deal 1D6 damage with critical of 18-20x2. This crossbow is small enough to hide on your person. A slight of hand difficulty 15(or vs perception) can hide the crossbow or draw it from hidden without being noticed.
Repeater crossbows have a range of 25ft and deal 1D8 damage with a critical of 20x2. This crossbow can be loaded with up to 5 bolts, the force of one bolt being fired loads the second into place.
Bolts, empty: these bolts and built around a large glass vial. This vial can be filled with oil, poison, or any similar Liquid. These bolts grant a -1 to the crossbows attack.
Hemp rope: this course rope has a break difficulty of 18 And an escape difficulty of 15
Silk rope: this fine rope had a break difficulty of 21 and an escape difficulty of 18
Chain: has a break difficulty of 24 and an escape difficulty of 18
Backpack: this pack can hold between 30 and 60 pounds
Clothes: characters have one set of commoners clothes and either a set of tribal clothing or a set of travelers clothes to start with
Cold weather gear: grants +4 to all rolls caused by overly cold climates
Hot weather gear: grants +4 to all rolls caused by overly hot climates.
Poisoners ring: this ring can hold one dose of liquid or powdered poison. It's a slight of hand roll to use this poison.
Musical instruments: needed to use certian preform rolls. A masterful instrument grants a +2 to preform rolls, and a superb grants a +4.
Chart: this two wheeled open top vehicle can carry up to 300 pounds. It takes one steed to pull
Wagon: this four wheeled vehicle can be covered or uncovered. It can carry up to 1000 pounds. It takes two steeds to pull
Manacle: the restraint device limits a characters movements to 10ft a move action, manacle and be built into walls of bolted to them. A manacle menace can be broken with a difficulty 18 strength check or slipped out of with a difficulty 15 slight of hand roll.
Masterworked manacle: This works the same as the normal version except that the break dificulty is 21 and the escape artist difficulty is 18
Spiked manacle: This works the same as a masterworked manacle except that the break difficulty is 24 and the slight of hand difficulty is 21. Also when this manacle is placed on the target the target takes 2D4 untyped damage. When trying to break or escape these restraints you take untyped damage equal to 1/2 your roll.
~more to come~
This message was last edited by the GM at 22:47, Sun 09 Oct 2016.