The standard unit of wealth in Spurth is a green paper currency called the Buckaroo. These bills are printed in denominations of 1, 5, 20, 50, and 100. Silver coins known as Bits are also used as legal tender. 10 Bits are equivalent to one Buckaroo. Elves favor bartering over matters of Buckaroos and Bits, but will accept paper and silver currency if they must. When you create your Character, you have 500 Buckaroos to purchase weapons, armor, and equipment. Use the following list to stock up on supplies and get ready for adventure!
Shortform: For the sake of simplicity, the universal symbol for the Buckaroo ($) is the exact same symbol used for the Dollar. What a coinkydink!
Special Weapon Abilities: Some weapons have one or more Special Abilities listed in their description. You can only make use of a Weapon’s special ability if you have the Skill listed to use the weapon at Novice rank or higher. If you do not meet this requirement, you cannot make use of a weapon’s Special Abilities.
Advanced Weapons: Damage Value 4 and 5 weapons are considered Advanced, and you must have an Aim (for ranged weapons) or Melee (for close combat weapons) Skill at Adept rank or higher to use an Advanced weapon for that particular skill.
Cost-$25, Roll-Vigor OR Agility (Melee), Damage Value-2
Terrorize man and cow alike with this popular weapon/tool. Most melee weapons can only attack targets within a 5-foot radius of the user, but a whip has double this range.
-Special (Swing): This can be used to grant advantage to all rolls made to traverse gaps or chasms (by swinging Indiana Jones style!) by taking a Move Action.
-Special (Ensnare): Rolling 3+ Stars on an attack roll with this weapon ensnares the target if they fail a Vigor OR Agility (Athletics) roll to resist. An ensnared target cannot move and gains Disadvantage on all attack rolls. At the start of their turn, an Ensnared target can make a Vigor OR Agility (Athletics) roll to break free. While you are Ensnaring a target, the whip cannot be used for anything but keeping hold of them.
Knife
Cost-$10, Roll-Vigor OR Agility (Melee), Damage Value-2
Small and easy to conceal, this blade is more for stabbing than skinning. Due to its light weight this weapon can benefit from either a strong or accurate wielder.
-Special (Backstab): When this weapon deals damage to an opponent who was not expecting the attack (You snuck up on them, for example), deal an extra d3 x 5 damage. If the wielder has the Stealth Skill at Adept or higher, deal d6 x 5 extra damage instead.
Brass Knuckles/Club/Slapjack
Cost-$5, Roll-Vigor (Melee), Damage Value-2
Popularly seen in bar fights across the world, this category of blunt weapon is pretty much anything sturdy and dull that is used to batter people senseless.
-Special (Daze): Attacks with this weapon that earn 3+ Stars have a chance to Daze the victim, who must immediately roll a Vigor (Athletics) roll. Failing this roll grants the victim Disadvantage on all rolls made until the start of their next turn.
Hunting Knife
Cost-$35, Roll-Vigor (Melee), Damage Value-3
That’s not a knife. THIS is a knife. Hunting Knives are quite large and cumbersome, making them difficult to conceal, but great for skinning animals.
-Special (Hunter’s Edge): Whenever this weapon deals damage to a natural animal or beast (not a Monster) it deals an extra d6 damage.
Tomahawk/Hand Ax
Cost-$50, Roll-Vigor (Melee) OR Vigor (Aim), Damage Value-3
Sturdy, well made and quite adept at hacking off limbs.
-Special (Thrown): This brutal hand ax can also be used as a ranged weapon by being thrown by someone with skill in its use. When thrown by an Elf this weapon’s damage value becomes 5.
-Special (Dual-Wielder’s Delight): This weapon performs particularly well when dual-wielded. If the user has the Double Trouble Edge, increase the DV of this weapon by 1. Do this only for Double Trouble attacks.
Sword Cane
Cost-$75 Roll-Vigor OR Agility (Melee), Damage Value-3
This dashing cane conceals a thin, lethal blade that can poke a good few holes in a foe.
-Special (Riposte): When a Melee attack of any kind misses you, you can spend a Luck point to immediately make a counter attack. You may use this ability once per Long Rest.
Cavalry Saber
Cost-$100, Roll-Vigor OR Agility (Melee), Damage Value-4
Ornate and artfully decorated, this weapon is a favorite of Dwarves looking to make a fashion statement with its lustrous handguard and thin, curved blade. Oh, it can also stab stuff, too.
-Special (Charge!): Once per Long Rest you can spend a Half Action to initiate a Charge by brandishing your Saber and letting out a valorous howl that inspires up to your Presence score in allies (You cannot inspire yourself). All affected allies increase their Speed by 10 feet for 3 rounds. During these three turns, all inspired allies deal an extra d6 damage on successful attacks.
Spear/Pitchfork
Cost-$20, Roll-Vigor (Melee), Damage Value-4
Long sticks with stabby tips are pretty useful in everyday life. Due to their lengthy handle, this weapon can attack targets in a ten-foot radius instead of the normal 5. This weapon requires two hands to use.
-Special (Gore): An attack roll that earns 3+ Stars with this weapon has a chance to Gore the victim, who must immediately make a Vigor (Athletics) roll. Failure means the target has been gored and bleeds out for 3 turns. At the start of their turn, a Gored victim takes d6 damage.
Sledgehammer/War Club
Cost-$50, Roll-Vigor (Melee), Damage Value-5
A crushing implement that can bust up structures just as good as it can people! This weapon requires two hands to use. Due to its heft and size, you need a Vigor score of at least 3 to use this weapon.
-Special (Impact): If you roll 3+ Stars on an attack roll using this weapon you knock the target prone unless they succeed at an immediate Vigor (Athletics) test.
Woodsman Ax
Cost-$50, Roll-Vigor (Melee), Damage Value-5
In addition to being a handy tool around the farm, a nice, sturdy ax is also pretty good at cleaving people in twain. This weapon requires two hands to use. Due to its heft and size, you need a Vigor score of at least 3 to use this weapon.
-Special (Cleave): Once per Long Rest you can attempt a Cleave attack by spending a Luck point and a Full Action. Make one attack roll and apply it to all targets within melee range in an arc front of you. This can target up to 3 people.
A word on Ammunition: GUTSHOT! is a game about fun and action, not keeping track of how many bullets you have. It is assumed that you are always fully stocked on whatever type of ammunition your weapons require, and you never need to purchase more or stock up (though you do need to take the time to reload said weapons when they run dry in combat, of course).
Distance
Similarly, I do not want to sit here tabulating complex range charts for every single weapon, so we’ll make this easy. There are five types of Range, as detailed below:
-Melee Range is anywhere within a five-foot radius of you.
-Close Range is anywhere between 6-50 feet away from you.
-Medium Range is anywhere between 51-150 feet away from you.
-Long Range is anywhere between 101-500 feet away from you.
-Throwing Range is equal to your Vigor Stat multiplied by 20 feet.
Slingshot
Cost-$1, Roll-Agility (Aim), Damage Value-2, Max Range-Close
Grow up. A Slingshot is a simple device that hurls projectiles. Be the terror of your neighborhood with this classic inconvenience! This weapon requires two hands to use. Using this weapon in melee combat range is awkward and imparts Disadvantage on all attack rolls.
-Special (Child’s Play): In the hands of anyone under the age of 13, this weapon gains a +1 bonus to its Damage Value.
Throwing Knife
Cost-$1 Each, Roll-Agility (Aim), Damage Value-2, Max Range-Throwing
These exceedingly light blades are ideal for throwing. Due to their light weight and general flimsiness, throwing knives make poor melee weapons, and they only have a Damage Value of 1 if used as Melee weapons.
Derringer
Cost-$35, Roll-Agility (Aim), Damage Value-2, Capacity-2, Max Range-Close
This small pistol has excellent concealability, but relatively weak firepower.
-Special (A Lady’s Touch): For whatever reason, in the hands of a Female, this weapon’s damage value increases by 1.
Pea Shooter
Cost-$25, Roll-Agility (Aim), Damage Value-2, Capacity-5, Max Range-Medium
A catch-all for shoddy, low caliber/quality firearms that see common use. Pea Shooters are nothing special and are commonly used by the poor and desperate.
Short Bow
Cost-$50, Roll-Agility (Aim), Damage Value-3, Max Range-Medium
Silent and deadly, those skilled with this simple weapon can accomplish bloody feats indeed! This weapon requires two hands to use. A Short Bow can be used in melee combat without penalty.
-Special (Hunter’s Point): Whenever this weapon deals damage to a natural animal or beast (not a Monster) it deals an extra d6 damage.
Long Bow
Cost-$100, Roll-Agility (Aim), Damage Value-4, Max Range-Long
An upgrade in size as well as killing capacity for the legendary short bow made famous by the Elven people. This weapon requires two hands to use. Using this weapon in melee combat range is awkward and imparts Disadvantage on all attack rolls.
-Special (Penetration): In the hands of a skilled Archer, this weapon ignores Armor Ratings of 1.
Six Shooter
Cost-$50, Roll-Agility (Aim), Damage Value-3, Capacity-6, Max Range-Medium
The classic gun that won the west, this quality handgun is a must-own for adventurers and those that wish to carve their names into the legends of history.
-Special (Pistol Whip): You can make a Vigor (Melee) attack to use the solid pistol of this weapon to conk someone upside the head. This attack has a Damage Value of 2.
Lever Action Rifle
Cost-$125, Roll-Agility (Aim), Damage Value-4, Capacity-10, Range-Long
Sometimes, you need a bit of extra bang for your buck. Lever action Rifles are exceedingly popular and see uses throughout Spurth. This weapon requires two hands to use. Using this weapon in melee combat range is awkward and imparts Disadvantage on all attack rolls.
-Special (Penetration): In the hands of a skilled rifleman, this weapon ignores Armor Ratings of 1.
Double Barrel Shotgun
Cost-$100, Roll-Agility (Aim), Damage Value-Special, Capacity-2, Range-Medium
Sometimes, you just wanna make a mess...Shotguns are devastatingly powerful as long as your target is within snuggling distance. This weapon has a Damage Value of 5 up to Close Range, but this changes to a Damage Value of 3 at Medium Range. This weapon requires two hands to use. Using this weapon in melee combat range is awkward and imparts Disadvantage on all attack rolls. You can mitigate this penalty by sawing off the lengthy barrel of a Shotgun. This allows the gun to be used normally in Melee Range, but changes its Range permanently from Medium to Close. Due to its hefty recoil, you need a Vigor score of at least 3 to use this weapon.
-Special (Impact): If you roll 3+ Stars on an attack roll using this weapon you knock the target prone unless they immediately succeed at a Vigor (Athletics) test.
Dynamite
Cost-$5, Roll-Agility OR Vigor (Aim), Damage Value-d6 x 5, Range-Thrown
For ultimate property damage, no better option exists than a nice, healthy stick of Dynamite. To use, simply light and hurl. Each Star you earn on an attack roll targets another enemy within 25 feet of where the Dynamite landed. All targets must make Vigor OR Agility (Athletics) rolls or take d6 x 5 damage. If you Botch an attack roll with Dynamite, then you blow yourself up in the process of making your attack. Take d6 x 5 damage. All allies within the blast radius may make Dodge rolls to mitigate this damage, but you cannot.
Comfy Poncho ($50/Armor Rating 1)
Made of warm, thick and durable cloth, this trusty Poncho is commonly used to grant a bit of protection to those in the adventuring business. Gnomes wear this fashion statement particularly well, and it grants an Armor Rating of 2 to Gnome users. Due to its relatively thin material, a Comfy Poncho is damaged on a roll of 1 or 2 (see “Damaging Armor” below).
Leather Vestments ($100/Armor Rating 2/No Elves)
Common and stylish, these thick leather adornments are made of rugged hide that grant some form of protection to the wearer. This ensemble usually consists of a leather cowboy hat, gloves, a vest and chaps to offer protection to most of the body’s vital areas. You must have a Vigor score of 2+ in order to wear this armor.
Reinforced Duster ($200/Armor Rating 3/No Elves)
This heavy coat is tougher than a 2 Bit steak and offers enhanced protection from damage. Reinforced Dusters have several thin plates of protective metal sheeting inlaid into sections of the coat to protect vital areas. Note that this long coat is quite thick and hot, and is unsuitable to be worn in hot climates. Lastly, due to its rigidity, the wearer gains Disadvantage on all Agility (Stealth) rolls. You must have a Vigor score of 3+ in order to wear this armor.
Devout Settlers often choose to let their faith in Father Cactus protect them from harm instead of uncomfortable leather. As long as the wearer of this simple green Cactus necklace is generally a good and groovy person, they gain the benefits of Light Armor. Furthermore, someone wearing this charm heals all allies within 25 feet of them for 5 Energy whenever they activate a Second Wind (see the Rules-Combat section for information on Second Winds).
Shrunken Head Necklace ($75/Armor Rating 1/Orcs Only)
This rather...curious necklace is comprised of prune-like shrunken heads that offer the mystical protection of the enigmatic Loa to the wearer. In addition to acting as Light Armor, the heads decorating this necklace sometimes speak, offering (oftentimes unwanted) opinions. These chatty folks are under no obligation to answer your questions, and will speak when and where they please.
Gator Skin Vest ($150/Armor Rating 2/Orcs Only)
This savage looking vest is made from the skinned hide of one of Shay Baroux’s legendary predators, and offers enhanced protection to the wearer. Gator Skin Vests are often decorated with equally impressive lining made from the thick, brutal teeth of these powerful reptiles. In addition to the protection provided, the wearer of this Vest can communicate effortlessly with Alligators.
Scout Armor ($50/Armor Rating 1/Elf Only)
This primitive looking series of interlocked bone and wood pieces grants marginal protection from harm. As an Elf wearing this Armor overcomes greater and greater challengers, the effectiveness of its protection increases. Once an Elf wearing this Armor defeats 5 worthy enemies (GM’s discretion), this piece of armor improves to Brave Armor (see below).
Brave Armor (Special/Armor Rating 2/ Elf Only)
As an Elf defeats worthy foes, they adorn their armor with trinkets and trophies of their valorous victories (Braids of hair of a defeated foe, scalps, or even bones are common examples of such adornments). Brave Armor appears similar to Scout Armor, but with noticeable variations and additions of such treasured keepsakes. Brave Armor is not merely purchased, but earned. Once an Elf wearing Brave Armor defeats another 10 worthy enemies (GM’s discretion), this piece of armor improves to Fetish Armor (see below).
Fetish Armor (Special/Armor Rating 3/Elf Only)
The wearer of Fetish Armor has shrouded themselves in such glory that they have gained the protection of the Spirits themselves. Fetish Armor never needs repair due to its infusion of ancestral magics.
Tribal Shield ($50/Elf Only)
-Special (Shield Bash): If you have the Melee Skill at Novice rank or higher and use a Shield, you can use an attack action to perform a shield bash as a Damage Value 2 attack by making a Vigor (Melee) roll. If this attack earns 3+ Stars, then the target must immediately roll an Agility (Athletics) test or be knocked off balance until the start of their next turn. Attacks made against an off-balance opponent gain Advantage.
Dwarven Flak Jacket ($300/Armor Rating 3/Dwarf Only)
This miraculous invention offers enhanced protection while somehow still being light enough to wear comfortably. A Dwarven Flak jacket is a chain link vest with thin plating to cover vital areas. There is a downside to this miraculous contraption, however, as any rolls made to move silently or sneak around undetected gain Disadvantage. Due to the miraculously light material used to make this vest, there is no Vigor requirement to wear it. Damaged Dwarven Flak Jackets can only be repaired by a Dwarf. This Armor can be worn under clothing. Once per day, whenever the wearer of this Armor is brought to 0 Energy or less from an enemy attack they are reduced to 1 Energy instead.
Stacking Armor: Remember, you only gain an Armor Rating from one piece of protective equipment. Stacking Armor does not increase your Armor Rating!
Damaging Armor: At the end of every adventure that your Armor took damage, roll a d6. On a result of 1, your Armor requires repair. Armor can be repaired at any General Store and costs half the cost of the Armor in question. A character with the Artisan (Blacksmith, Outfitter, or Leatherworker) Edge at Basic can repair their own (or their trail buddies’) damaged armor for this price. An Advanced rating in Artisan allows you to repair armor at a quarter of its maximum cost! Armor in need of repair offers no protection from damage until it is fixed.
Adventurers often make use of tonic and potions to enhance their abilities and make their adventuring lives easier. Presented below are some of the more common consumables that you can find in stores.
Mixing Consumables: There is one simple rule when it comes to consumables: Drinking a new one eliminates the effects of the old one. Let’s say you chug an Ironhide Elixir to prepare for a big fight. Said fight doesn’t go too well, so you decide to drink up a Healing Tonic from our old pal Doc Pepstein. Drinking the Healing Tonic will immediately cancel out the benefits of the Ironhide Elixir. Drink responsibly!
Crafting Consumables: Anyone with the Artisan (Apothecary) Edge can use rare ingredients from downed Monsters and/or unique fauna found in Valgamma’s Ruin to brew their own tonics and potions. Under each consumable that can be crafted is a list of ingredients needed to brew it yourself.
Glow Goop ($25)
This handy paste can be used to coat any small item, making it emit the same glow as a lantern for d6 hours. One canister of Glow Goop has 3 applications.
Recipe: 1 Monster Blood
Doc Pepstein’s Healing Tonic ($50)
The famous Orc Physician Laddimer Pepstein’s ingenious tonic reinvigorates and refreshes! Chugging one bottle of this stuff (a Half Action) allows the imbiber to roll a Vigor (Athletics) test. Each Star earned on this roll heals the drinker for 5 Energy. Failing this roll means that you cannot benefit from this tonic again until after a Long Rest.
Recipe: 1 Monster Blood, 1 Ruin Root, 1 Melody Vine
Gunfighter Grease ($50)
This slippery salve is rubbed thoroughly into the hands of the user. For one hour after application, the affected weapon enjoys a +1 Damage Value bonus. Any ranged attack rolls not using a firearm are unaffected.
Recipe: 1 Monster Blood, 1 Monster Feather, 1 Lightning Rose
Ironhide Elixir ($75)
This gritty concoction has an unpleasant, coppery taste, but infuses the wearer’s flesh with resilience. For one hour after drinking this, the user gains an Armor Rating of 3.
Recipe: 1 Monster Blood, 1 Bullflower, 1 Monster Carapace
Monster Repellant ($50)
This small spray bottle can be used to protect the wearer from Monstrous being attacks. Scentless to normal folks, but rest assured, this stuff stinks something fierce to any Monsters in the vicinity. For one hour after application, all Monster attacks made against the user within Melee Range suffer Disadvantage.
Recipe: 1 Monster Blood, 1 Ruin Root, 1 Stankweed
Zombie Juice ($75)
This strange concoction actually has no effect on the living, but if poured down a dead person’s gullet, the corpse will animate and answer any questions posed to it to the best of its ability. The Corpse will answer what it can for about ten minutes or so. The corpse must be dead no longer than one year, and it must WANT to talk. Sometimes, the dearly departed just want to be left alone...
Recipe: 1 Monster Blood, 2 Undead Dust
Miracu-Cure! ($100)
One swig of this cloudy liquid immediately eradicates one poison, or cures one common disease. A highly sought after compound, to be certain, and a must-have for anyone wishing to brave the many dangers of The Ruin.
Recipe: 1 Monster Blood, 1 Ruin Root, 1 Monster Venom
Midnight Dream ($1 per dose)
This very pretty purple flower has hallucinogenic properties and is oftentimes smoked as a powerful narcotic when ground down into a glittery, pretty powder (which can also be snorted). Midnight Dream invokes a feeling of euphoria for the user, making them see all manner of spectacular visions. As you might expect, Midnight Dream is rather addictive, and prolonged use may require a Vigor (Athletics) test to stave off the effects of addiction. Those who are regular users of this potent drug are easily detected by a series of glittery sparkles that coat their tongue. Prolonged addiction to Midnight Dream can be quite deadly, as those under its sway are prone to all manner of colorful delusions, like bullets feeling good, having the strongest desire to kiss a wolf right on the mouth, or diving off a steep cliff thinking full well that you can fly. One dose of this drug imparts its effects for d6 hours.
Rations ($5)
A basic supply of 10 points worth of Rations, including some bland canned goods and water. It’s enough to get you by, but not too tasty. Rules for surviving in the wild and how Rations work in game terms are detailed at length in the Rules section.
Adventuring Kit ($25)
This handy set of implements will get a young fortune-seeker started off right. This set includes a travel journal and some writing utensils, a sturdy Lantern (takes up one hand to use), numerous pouches, a backpack and some common camping equipment.
Binoculars ($50)
This ingenious invention greatly enhances the distance at which you can see clear details and surroundings. Highly recommended for peeping Toms everywhere!
Trade Tool Set ($50)
The right skills require the right tools, and you’d be hard pressed to repair a busted wagon wheel with your bare hands and some happy thoughts. That’s where Trade Tools come into play.
-If you purchased any level of the Artisan Edge, you probably need some equipment to indulge in your passion. Painters need paint, Alchemists need a lot of spare bottles, Actors need costumes, and repairmen need hammers and nails. Purchasing a Trade Tool Set equips you fully for your chosen trade or passion.
-Using the Technology Skill to do all but the most mundane fixin’ requires a Tool Set.
-Using the Thievery Skill to pick locks, crack safes, or sabotage machinery absolutely requires the user to buy a Lockpick Set.
-In order to harvest Herbs using the Primal Skill, you must use an Herbalist Kit.
-In order to use the Heal Skill, you must use a Healer Kit, which is composed of bandages, salves, and other medicinal implements.
-Using the Thievery skill to concoct a disguise requires a Disguise Kit.
Quality Saddle ($75)
This finely made Saddle aids in your riding, making all 6’s you roll when making an Agility (Primal) test to ride a horse earn 3 Stars each instead of 2 Stars. This saddle is also mighty comfy, to boot, and is probably really pretty to look at. A must-have for those that wish to ride in style!
Horse ($20/$50/$200)
What kind of wild west adventurer are you if you don't have a horse? A Standard, healthy horse will cost about $50. A good, solid, loyal steed (Advantage on all Agility (Primal) rolls to ride) will run you about $200 and a slowpoke nag (Disadvantage on all Agility (Primal) rolls to ride) will cost about $20. Make sure you give your horse a name! Horses in GUTSHOT are characters all their own, so give your trusty a steed a look and personality that makes it unique. Buying a Horse from a stable will also include a common saddle for free. Ain’t that nice?
Lodging ($0.5/$2/$5)
Spending the night in an absolute dump costs about 5 bits per day. An average hotel will run you $2 per day, and a nice place costs $5 per day. Normally, one meal is included in the price of a hotel.
"Companionship" ($0.5/$1/$5/$50)
Bunkmates for rent are common sights across Spurth, but the quality may vary wildly depending on where you are! Haggard company costs 5 bits, and requires a successful Vigor (Athletics) roll to not wake up with some sort of snuggle-related contagion. Average Company costs $1. Purdy Company costs $5 and High Class Company can run you about $50 or more!
Clothing
It is assumed that you have enough clothes to cobble together a few outfits without having to buy each individual pair of socks you own. If you have the Lifestyle Edge, then it is assumed your stuff is nice and expensive. If you don't, then you have common, everyday apparel that isn't going to win you any beauty contests.
Whether you call them lucky charms, magic items, or mystical artifacts, Heirlooms are items infused with special properties that can aid you in your adventures.
This game has magic items? Cool! I am gonna carry 50 of them and be unstoppable!
You silly goose, you can’t stockpile Heirlooms, and there is a limit as to how many Heirlooms a character can make use of.
That sucks. What’s the limit?
After every Long Rest, each Player can choose to equip a number of Heirlooms equal to their Presence Stat score. If you have more Heirlooms at your disposal than you can equip, you just have to choose the ones you think will benefit you most!
So, if I have a Presence Stat at 5, then I can equip 5 Heirlooms after every Long Rest?
If you have that many, yes! Though, Heirlooms are pretty rare and highly coveted, so it might take you a while to get that many.
How do I get Heirlooms, my dhood?
You can earn Heirlooms in game by looting them off of powerful foes or by undertaking grand quests. You can also start off with one or two Heirlooms by taking the Heirloom Edge (this also allows you to carry more Heirlooms than normal).
Wait, I can make my OWN Heirlooms?
If you have the Artisan Edge, then yes. Whenever you select the Artisan Edge, you choose a specialty medium that you are familiar with. This allows you to craft things relating to your medium. Tailors, Blacksmiths, Leatherworkers and Carpenters can all make Heirlooms if they have the items necessary to craft them. In order to craft Heirlooms, you must have an Advanced rating in your Crafting Medium of choice.
The following is but a small sample size of Heirlooms that can be found in any number of Game Settings. While there are countless possible magical trinkets to be looted and discovered, these are just a small sample of what’s out there. Heirlooms grant nifty little benefits and are not meant to be world ending relics.
Mask of the Moon Bandit
This mysterious black mask seems to be made of pure shadow. When worn over your nose and mouth, this spooky Heirloom earns the User 3 Stars per 6 they roll on all Thievery Skill rolls instead of 2 Stars. This Heirloom grants no benefit unless the wearer has the Thievery Skill at a rank of at least Novice. You can craft this item if you are an Artisan (Tailor). This Heirloom only works during night time and is useless during the day.
Recipe: 2 Monster Fur, 1 black rose
Thinking Cap
A rather handsome derby hat that makes you stand out as a giant smarty pants. While wearing this stylish accessory, you gain the ability to speak, write and understand all languages. You can craft this item if you are an Artisan (Tailor).
Recipe: 2 Monster Fur, 1 strand of hair from a professor’s head
Neat Freak Handkerchief
This immaculate silk Handkerchief can be used to immediately freshen up anyone it touches with just a few cursory wipes. You could wade through a sewer for three days and then dab your forehead with this miraculous item and you’d be fresh as a daisy, with not so much as a wrinkle on your clothes. You can craft this item if you are an Artisan (Tailor).
Recipe: 2 Monster Fur, 1 gallon of bleach
Mourner’s Veil
This black and frilly veil allows the wearer to see and commune with ghosts. Indeed, wearing this strange item often attracts wanting spirits to you! You can craft this item if you are an Artisan (Tailor).
Recipe: 1 Monster Fur, 2 Undead Dust
Drunkard’s Flask
This rusty flask is filled with dirt when outside of a bar, but when inside the hallowed walls of a drinking establishment, it magically fills itself with cheap whiskey that never runs out. You can get eternally blasted for free with this handy Heirloom, but only as long as you’re within the walls of a bar. You can craft this item if you are an Artisan (Blacksmith).
Recipe: 2 Monster Carapace, 1 cheap bottle of Whiskey (no more than $5)
Lucky Horseshoe
A gleaming horseshoe that seems to never get dirty, anyone that has this Heirloom in their possession regains 2 points of Luck at the end of every Long Rest instead of 1. Furthermore, whenever the holder of this Heirloom spends a point of Luck, they immediately gain d3 x 5 Energy. You can craft this item if you are an Artisan (Blacksmith).
Recipe: 2 Monster Carapace, 1 Four Leaf Clover
Confessor’s Manacles
This sturdy set of wrist bindings are incredibly tight and grant disadvantage to all rolls made to pick their lock. Beyond this, anyone wearing the manacles must roll a Smarts (Willpower) test at Disadvantage when they are first shackled. Failure means that they confess to all the foul deeds they’ve done in recent memory. Success indicates that they resist the compulsion to come clean. You can craft this item if you are an Artisan (Blacksmith).
Recipe: 2 Monster Carapace, The diary of a reformed criminal
Decoder Rings
This set of rings only works when worn by two different people. Anything said by the wearer of one ring can only be understood by the person wearing the other ring, ensuring utmost secrecy in communications. While worn, each user can also write in a code only decipherable to whoever is wearing the other ring. You can craft this item if you are an Artisan (Blacksmith).
Recipe: 2 Monster Carapace, 1 Top Secret Government Document
Looter’s Gloves
These ultra sleek black gloves aid in the art of finding goodies off fallen foes. Whenever you roll on the Loot table using these Gloves, re-roll all 1’s. You can craft this item if you are an Artisan (Leatherworker).
Recipe: 2 Monster Fur, 1 fingerbone of a hanged Thief
Archer’s Quiver
This ornate and elegant quiver imbues any arrows put into it with improved penetration. Short Bow attacks made by the wearer ignore 1 Armor Ratings, and Long Bow attacks made by the wearer now ignore 2 Armor Ratings. You can craft this item if you are an Artisan (Leatherworker).
Recipe: 1 Monster Leather, 1 Monster Feather, 1 eagle’s eye
Adventurer’s Wallet
This handsome leather wallet has the owner’s name inscribed into it, and will only open to whoever’s name is inscribed on it. Anyone else who attempts to open the wallet will find that it is clamped shut. Also, the wallet requires 3+ Stars on a Vigor roll for anyone other than the owner to lift. You can craft this item if you are an Artisan (Leatherworker)
Recipe: 2 Monster Leather, 1 newly minted Gold Coin
Snakeskin Boots
These stylish boots make the wearer immune to any and all poisons for as long as they are worn. If the wearer is poisoned, the effects are negated, and you roll a d6. On a result of a 1, the Snakeskin Boots shed their protective scales and become normal boots. You can craft this item if you are an Artisan (Leatherworker).
Recipe: 2 Monster Leather, 1 Monster Venom
Endless Trunk
This sturdy wooden chest can stash up to one ton worth of material in its impressive confines. No matter what is stuffed in this miraculous item, the chest always weighs about 20 pounds. You can craft this item if you are an Artisan (Carpenter).
Recipe: 5 Monster Carapace, 1 pound of Mule fur
Creepy Ventriloquist Dummy
This creepy looking doll appears to be a normal Ventriloquist dummy upon first inspection, but is actually a rather odd method of communication that can store and repeat messages! The owner of this dummy can speak for up to one minute into its ear, storing the message inside it. Whenever anyone who is not the owner walks inside a 5-foot radius from the Dummy, the creepy little puppet’s mouth moves and the message is broadcast in the owner’s voice. This unique Heirloom is a very popular answering machine! You can craft this item if you are an Artisan (Carpenter).
Recipe: 2 Monster Carapace, 1 log of Wood
Eternal Torch
This normal looking torch radiates no heat when lit, but otherwise acts as a torch in all other regards. The owner can activate or snuff out the torch by issuing a mental command. You can craft this item if you are an Artisan (Carpenter).
Recipe: 1 Monster Carapace, 1 box of matches formerly owned by a Pyromaniac
Vampire Stake
This gruesome looking wooden stake is the bane of undead everywhere! Against most foes, this weapon has a Damage Value of 2 and no special properties. When used against any undead being, it becomes a Damage Value 5 weapon that attacks with Advantage. Furthermore, a Vampiric creature wounded by this weapon must immediately roll a Vigor (Athletics) at Disadvantage, with a failure destroying them for good! You can craft this item if you are an Artisan (Carpenter).
Recipe: 1 Monster Carapace, 1 Undead Dust, 1 splinter blessed by an exorcist
Hoarder’s Charm
This unique necklace is decorated with bluejay feathers (known for collecting shiny objects) and allows the user of this item to equip 5 Heirlooms (including this one), no matter what their Presence Stat score is.
Big Bo’s Ten Gallon Hat
This tasteless trinket is a comically large cowboy hat with two big foam boobies on it. The wearer of this wondrous artifact gains Advantage on all rolls they make after spending a Luck Point. If they spend a point of Luck to cause the GM to re-roll a roll made against them, that roll suffers Disadvantage.
Lucky Dice
This set of red d6’s are prized by adventurers far and wide. At the end of every adventure, the owner of these dice rolls a 2d6. On a result of a 7 or 11, gain +1 Bonus experience for that adventure.
Enchanted Coffee Beans
Whoever has these magic beans in their pocket no longer needs to sleep, and gains the benefits of Short and Long Rests only after taking a quick 15 minute smoke break!













