Starter Equipment
Equipping a Character: Getting Your Tags
Now that you've gone through the process of creating a character, acquiring your wardrobe, and your physical representations (phys-reps), this section will describe how to represent items in the physical world. As described in the rulebook on page 77, each item that affects the game world has both a phys-rep and an item tag. So starting gear, in its most basic form, is made up of tags which you can either attach to phys-reps, keep in a tag book, or carry in an Altoids tin or similar container. Your character will also carry coins, divided into copper pieces (pence), silver (sterling), 5 sterling notes (a slip of paper worth 5 silver each), and gold (crown) pieces. Converting between the currency is simple - there are 10 Copper pieces in one silver piece, 5 silver pieces to a note, and 10 silvers in a gold. It is recommended you store these in a small coin purse or bag.
So, how do you get these item tags? As a new player, you can purchase everything with the starting gold you get automatically at character creation. New Characters receive 1000 Copper Pieces worth of funds to spend on equipment, plus 10 Copper Pieces per skill point on their character. For example, the typical 100 Skill Point new character would receive a total of 2000 Copper. If you need more funds, you can also spend Favor, a secondary currency awarded at character creation or for helping support the Legacies organization, at a rate of 1 favor per 2 Copper.
You have the following options:
- You can purchase an equipment starter pack, which contains a very specific set of gear that was carefully chosen for some various character types. The equipment pack options are described below.
- Purchase everything individually via the Character Builder tabs “Smithed Items,” “Alchemy,” and “Mystic.”
- Begin with an equipment starter pack, but tweak the contents to your needs by selling items you don't want and buying other items you do.
Equipment falls under 3 different general categories: Alchemy, Smithing, and Magic. Magic consists of spell scrolls, spell potions, invocations & ritual scrolls. Alchemical items are vials with varied effects, divided into three subcategories. Medicinals focus on healing, poisons on harming other characters, and reactives are special tools to counter various other in-game effects and circumstances.
Smithed items are things like weapons (melee, missile, and thrown), barriers (bucklers & shields), utility (ropes & chains), mechanical / precision items (locks, keys, manacles, lockpicks), transportation (carts, wagons, boats, horses), arcane components (permanent ritual symbols, ritual components) and general crafting (simple, moderate and complex items). All these items require both an item tag and a corresponding phys-rep, except for horses, carts, and boats, which are always represented off-screen and don't require a phys-rep.
Starting magical-related things comes in four forms: ritual scrolls (parchment colored paper, 8.5” by 11”,), invocations (white or parchment 8.5” x 5.5” pieces of paper), potions (blue tags taped to or in vials) and scrolls (green tags). All the equipment packs which contain scrolls assume your character is capable of reading magic, which is why scrolls are included. If your character does not have the Read Magic skill, or you're not inclined to use them, you can always sell them off to people in game. If you read through the “Phys Rep Aids,” you'll find a handy spell scroll creation tutorial written by one of our players. You'll need to craft your spell scrolls yourself, and tape the item tags to the scroll blank after you receive them at your first game.
Alchemy is denoted by pink tags when taped to vials or in a tag book[1], but is denoted by packets & an alchemy signature call when thrown.
Tag Acquisition: How To Get Them
Now that we've established definitions of the different types of physical representations and how it connects to tags, here's the information on their acquisition. Our talented logistics team has gone ahead to prepare 8 different “starter sets” of equipment that you may choose from to buy your starting gear. Alternatively, you can purchase everything you'd like your character to have without going through the kit, which would allow you to customize your gear set beyond what the starter kits provide. You can also use a starter kit as a baseline for your equipment, then customize it by selling back some items and purchasing others. If you are following a card example from Appendix 1: Sample Characters (p. 173 of the rulebook), you will discover each one has some “suggested” starter gear based on the abilities listed on the card.
Of note, all of the starter kits total to 10 Gold / 1000 Copper worth of equipment - they do not take into account gold from skill points. As a result, most first-time characters should have an additional 10 gold on top of this. Additionally, these kits only include the item tags. You will need to provide your phys-reps yourself.
Equipment Pack 1: The Smith & Magic Starter Kit
- 1 crown for spending: This kit takes up 9 of your 10 gold you receive at creation, leaving you 1 Gold for other purchases either during character creation or during game.
- Mastercrafted 1-Handed Weapon: Use it for hitting people and defending yourself! Stronger than a standard-crafted weapon, but lacking the unique properties of special metals or exotic weapons. Later on, you'll be able to upgrade or enchant this weapon if you desire.
- Nullify Potion x5: A nullify potion is a resistance countermeasure (p. 85) which lets you temporarily resist other spells, such as an inferno or silence, regardless of their source. You get five of these potions. Drink it before an encounter where you expect to need protection against magic.
- Protection Potion x2: This potion grants you 5 minutes to get away from hostile situations. You must clasp your hands behind your back and move no faster than a walk for the duration, unless you voluntarily drop it or are otherwise knocked out of protection. You get two of these potions. Hang onto them for emergencies, then drink them when you need to make a safe get-away.
- Buffer Potion x5: This cantrip-level spell grants its user 50 resilience that lasts until used. You get five of these potions. While not as effective at blocking actual hits, it provides the same amount of resilience as a master-crafted buckler. Think of it like an invisible buckler, but covering your entire body.
- Life Potion x1: This potion lets you bring someone back to life, or if you're dead, lets someone else bring you back to life. The target is brought back to full health, with all Body Points healed and all crippled or destroyed limbs restored, even if the target is Dead. This Spell has no effect if the target has already become a Spirit. This is considered both a Life Effect and a Healing Effect. You get one of these potions.
- Serum x2: This alchemy is used to resist a single alchemical effect of your choice.
- Standard Crafted Soft Torso Armor x1: A sturdy piece of clothing, like a gambeson, leather, doublet, or vest; made of pleather, suede or heavy quilted fabric. This represents some of your character's armor. For a piece of armor to count as torso armor, it must cover 75% of the front or 75% of the back, and either 75% of the top or 75% of the bottom of the torso to count.
- Master Crafted Simple Crafted Item x1: This can be any kind of small item, such as a mirror, book, simple tool, small container, lantern, cutlery and crockery. You don't need to tag items you want to bring to Legacies, unless you want to use them as a ritual component, grimault, or other object with a mechanical benefit. If you don't think you’ll need this tag, this is a good one to sell back for some extra pocket change.
- Standard Crafted Key x1: This is a basic key that contains a code which represents the tumbler arrangement for the lock. Keys produced alongside the lock will have the same code, tying the keys to the lock. When a character wishes to open the lock, they must use a key whose code on its item tag matches the code on the lock's item tag.
- Standard Crafted Lock x1: Contains a code corresponding to the tumbler arrangement for the lock. A lock can be opened via a key, provided the key matches. This can be placed on a chest, box, case or other closable phys-rep so long as the aforementioned phys-rep has a corresponding Item Tag. A chest may only be opened if a character has a key, or destroys the lock or chest with an Effect that destroys items. Locks may also be placed on any door in a building. When placed on a door, characters must have a key to open the entry way when opening from the side that has a lock but does not need a key to open the entry way on the side that doesn’t have a lock. In order to prevent the entry way from being freely opened from the other side, a separate lock must be placed on it.
- Resurrection Stone x1: Resurrection Stones are a necessary focus for Resurrecting a Spirit (see Chapter 4: Life and Death). Take this if you plan to be a resurrectionist, or if you want to sell supplies to local resurrectionists.
- Paralyze Scroll x3: This scroll lets you cast a very powerful spell to paralyze an enemy, giving you a 5 minute head start on escaping from a hostile situation, or a significant advantage in combat.
- Suppress Scroll x2: This is a powerful spell that grants 3 charges that Silence, Bind, and Pin a target for one minute - useful for stopping several enemies or ensuring that someone's unable to harm you.
- Death Scroll x2: This is the most powerful spell in the corruption school of magic. Casting it instantly kills the target.
- Maim Scroll x3: This is a single spell can be used to cripple a target's limbs.
- Tether Scroll x3: These spells can be cast to prepare before a hard fight, and extend the time it takes to become a spirit by 5 minutes.
- Inferno Scroll x4: This spell is the most powerful spell in the tempest school, and deals 400 points of damage to a single target.
- Thunderstorm Scroll x3: This spell allows you to cast a “Lightning bolt” spell three times, dealing 100 points of damage with each bolt.
- Empower Potion x3: These potions allow you to attack as though you are wielding a magic weapon, and also give you a single stronger weapon attack you can use within the next five minutes.
- Prowess Potion x2: Grants an additional +10 damage for five minutes. Only one instance of this spell may be active on a character at a time.
- Heal Potion x5: This is a moderate healing effect that can heal a target by 50 body.
- Restoration Potion x2: This is a mid-level Vitality school spell that heals damaged limbs. It does not restore body points.
- Lay of Hands Scroll x2: This spell allows you to heal three targets by 100 points.
Equipment Pack 2: The Smith & Alchemy Starter Kit
- 1 crown for spending: This kit takes up 9 of your 10 gold you receive at creation, leaving you 1 gold to buy things in game.
- Mastercrafted 1-Handed Weapon: Use it for hitting people and defending yourself! Stronger than a standard-crafted weapon, but lacking the unique properties of special metals or exotic weapons. Later on, you'll be able to upgrade or enchant this weapon if you desire.
- Nullify Potion x2: A nullify potion is a resistance countermeasure (p. 85) which lets you temporarily resist other spells, such as an inferno or silence, regardless of their source. You get five of these potions. Drink it before an encounter where you expect to need protection against magic.
- Protection potion x2: This item grants you 5 minutes to get away from hostile situations. You must clasp your hands behind your back and move no faster than a walk for the duration, unless you voluntarily drop it or are otherwise knocked out of protection.
- Buffer Potion x5: This cantrip-level spell grants its user 50 resilience that lasts until used. You get five of these potions. While not as effective at blocking actual hits, it provides the same amount of resilience as a master-crafted buckler. Think of it like an invisible buckler, but covers your entire body.
- Barrier Potion x2: This spell allows the user to resist one Weapon Delivered Attack of their choosing. This Spell only protects the target, not the target's possessions, so it will not stop Break, Disarm, Destroy, or other attacks of that nature. It may be used to prevent attacks against the target's claws from the Racial Ability Claws or fists from the Skill Unarmed should they have them, as claws and fists are considered part of their person.
- Life Potion x1: This potion lets you bring someone back to life, or if you're dead, lets someone else bring you back to life. The target is brought back to full health, with all Body Points healed and all crippled or destroyed limbs restored, even if the target is Dead. This Spell has no effect if the target has already become a Spirit. This is considered both a Life Effect and a Healing Effect. You get one of these potions.
- Serum x2: This alchemy is used to resist a single alchemical effect of your choice.
- Standard crafted soft torso armor x1: For a piece of armor to cover the torso, it must cover 75% of the front or 75% of the back, and either 75% of the top or 75% of the bottom of the torso to count. This is garb like gambesons, leather, doublets, arming caps, or under bracers; made of pleather, suede or heavy quilted fabric.
- Standard Crafted Launched Weapon x1: This tag goes on a launched weapon phys-rep, such as a bow or crossbow. Every bow and crossbow must be checked every game by a member of safety. Your ammo will also be inspected. You are advised to bring spare ammo for safety's inspection.
- Standard Crafted Rope (10 ft length) x1: Use it to tie things, make ritual wards, or do all sorts of other things you could use rope for. Make sure to follow the appropriate safety rules if tying up another player.
- Standard Crafted Key x1: This is a basic key that contains a code, which represents the tumbler arrangement for the lock. Keys produced alongside the lock will have the same code, tying the keys to the lock. When a character wishes to open the lock, they must use a key whose code on its item tag matches the code on the lock's item tag.
- Standard Crafted Lock x1: Contains a code, corresponding to the tumbler arrangement for the lock. Can be opened via key, provided the key matches. This can be placed on a chest, box, case or other closing phys-rep so long as the aforementioned phys-rep has a corresponding Item Tag. Chest may only be opened if a character has a key, or destroys the lock or chest with an Effect that destroys items. Locks may also be placed on any door in a building. When placed on a door, characters must have a key to open the entry way when opening from the side that has a lock but does not need a key to open the entry way on the side that doesn’t have a lock. In order to prevent the entry way from being freely opened from the other side, a separate lock must be placed on it.
- Panacea x2: This Alchemy will cure a character suffering from an Alchemical Poison. It will also restore an Unconscious character to consciousness.
- Corpus Terra x1: This Alchemy petrifies the target, turning them to stone and eventually killing them.
- Hypnos x5: This Alchemy sends the target into an immediate and deep slumber. When struck, the target is rendered Unconscious and must lie prone on the ground for 5 minutes.
- Pixie Dust x5: This Alchemy temporarily befuddles the target, causing them to stare off into space for one minute.
- Vitriol x2: This Alchemy causes the target to convulse, becoming wracked by horrible pain and unable to speak or make sounds. This lasts for one minute.
- Wyvern Poison: This Alchemy instantly kills a character and causes them to become a Spirit.
- Adhesion x3: This Alchemy is an incredibly adhesive liquid that can be applied to make a surface very sticky.
- Cremation x1: Deals 500 damage instantly and is primarily used for destroying corpses.
- Argentum x1: This Alchemy immediately cures the target of all Mind-Altering Effects currently affecting them.
- Krecian Fire 50 x10: This Alchemy explodes upon striking a surface, dealing 50 damage to a character hit by it.
- Krecian Fire 100 x2: This Alchemy explodes upon striking a surface, dealing 100 damage to a character hit by it.
- Krecian Fire 200 x1: This Alchemy explodes upon striking a surface, dealing 200 damage to a character hit by it.
- Aqua Vitae 50 x10: When the character drinks an Aqua Vita, they heal the described amount of Body Points, up to their maximum number of Body Points.
Equipment Pack 3: The Magic & Alchemy Starter Kit
- 1 crown for spending: This kit takes up 9 of your 10 gold you receive at creation, and takes that into account and gives you 1 gold which you can use to buy drinks or other things in game.
- Mastercrafted 1-Handed Weapon:Use it for hitting people and defending yourself! Stronger than a standard-crafted weapon, but lacking the unique properties of special metals or exotic weapons. Later on, you'll be able to upgrade or enchant this weapon if you desire.
- Nullify Potion x4: A nullify potion is a resistance countermeasure which lets you resist the effects of one spell cast upon you, such as an Inferno or Silence.
- Protection potion x2: This item grants you 5 minutes to get away from hostile situations. You must clasp your hands behind your back and move no faster than a walk for the duration, unless you voluntarily drop it or are otherwise knocked out of protection.
- Buffer Potion x4: This cantrip-level spell grants its user 50 resilience and lasts until used. You get five of these potions. While not as effective at blocking actual hits, it provides the same amount of resilience as a master-crafted buckler. Think of it like an invisible buckler, but covers your entire body.
- Barrier Potion x3: This spell allows you to resist the effects of one weapon delivered attack of your choosing. This Spell only protects the target, not the target's possessions, so it will not stop Break, Disarm, Destroy, or other attacks of that nature. It may be used to prevent attacks against the target's claws from the Racial Ability Claws or fists from the Skill Unarmed should they have them, as claws and fists are considered part of their person.
- Life Potion x1: This potion lets you bring someone back to life, or if you're dead, lets someone else bring you back to life. The target is brought back to full health, with all Body Points healed and all crippled or destroyed limbs restored, even if the target is Dead. This Spell has no effect if the target has already become a Spirit. This is considered both a Life Effect and a Healing Effect. You get one of these potions.
- Serum x4: This alchemy is used to resist a single alchemical effect of your choice.
- Release Potion x1: This Spell releases the target from all magical and alchemical bindings, such as spells in the Confinement school, the alchemical compound Adhesion, or the Monster Racial ability Entangle.
- Suppress Scroll x2: This is a powerful spell that grants 3 charges that Silence, Bind, and Pin a target for one minute - useful for stopping several enemies or ensuring that someone's unable to harm you.
- Thunderstorm Scroll x2: Like Suppress, this gives you 3 charges with a single effect. “Lightning bolt” deals 100 points of damage with each bolt.
- Death Scroll x2: This is the most powerful spell in the corruption school of magic, which instantly kills the target.
- Empower Potion x4: These potions allow you to attack as though you are wielding a magic weapon, and also give you a single stronger weapon attack you can use within the next five minutes.
- Prowess Potion x2: This is the most powerful spell in the Valor school and grants an additional +10 damage for five minutes. Only one instance of this spell may be active on a character at a time.
- Restoration Potion x2: This mid-level Vitality potion will instantly heal all crippled limbs and broken claws.
- Hypnos x3: This Alchemy sends the target into an immediate and deep slumber. When struck, the target is rendered Unconscious and must lie prone on the ground for 5 minutes. During that time they may only use Resistance and Immunity Countermeasures, may perform no conscious actions, and are considered prone for the purposes of Counted Actions.
- Pixie Dust x6: This Alchemy temporarily befuddles the target, causing them to stare off into space for one minute.
- Adhesion x3: This Alchemy is an incredibly adhesive liquid that can be applied to make a surface very sticky. This lasts for 5 minutes.
- Krecian Fire 50 x10: This Alchemy explodes upon striking a surface. When the character uses the compound they must include the amount of damage it does in the Signature call; for example, “Alchemy Krecian Fire 50.” When struck, a target character suffers the amount of damage specified in the Signature Call.
- Krecian Fire 100 x5: This Alchemy explodes upon striking a surface. When the character uses the compound they must include the amount of damage it does in the Signature call; for example, “Alchemy Krecian Fire 100.” When struck, a target character suffers the amount of damage specified in the Signature Call.
- Krecian Fire 200 x2: This Alchemy explodes upon striking a surface. When the character uses the compound they must include the amount of damage it does in the Signature call; for example, “Alchemy Krecian Fire 200.” When struck, a target character suffers the amount of damage specified in the Signature Call.
- Aqua Vitae 50 x5: When the character drinks an Aqua Vita they have a number of Body Points equal to the noted value on the Item Tag restored, up to their maximum number of Body Points.
- Argentum x1: This Alchemy immediately cures the target of all Mind-Altering Effects currently affecting them.
- Panacea x4: : This Alchemy will cure a character suffering from an Alchemical Poison. It will also restore an Unconscious character to consciousness.
- Corpus Terra x2: This Alchemy petrifies the target, turning them to stone and eventually killing them.
Equipment Pack 4: The Smith Starter Kit
- Five sterling note for spending: This kit takes up 9 gold and 5 silver of your 10 gold you receive at creation, and takes that into account leaving you with 5 silver which you can use to buy drinks or other things in game.
- Master Crafted 1-Handed Weapon x1: While not nearly as breakable as a standard-crafted weapon, this particular item is well-made and is capable of receiving ritual enchantments or an upgrade to either special metal (gold, silver or iron) or exotic (orchicalcum, adamantine, mithril). You cannot upgrade from special metals to exotics, and you may not enchant exotic metal.
- Nullify Potion x2: A nullify potion is a resistance countermeasure which lets you resist the effects of one spell cast upon you, such as an Inferno or Silence.
- Protection potion x1: This item grants you 5 minutes to get away from hostile situations. You must clasp your hands behind your back and move no faster than a walk for the duration, unless you voluntarily drop it or are otherwise knocked out of protection. You get one of these potions.
- Buffer Potion x2: This cantrip-level spell grants its user 50 resilience and lasts until used. You get five of these potions. While not as effective at blocking actual hits, it provides the same amount of resilience as a master-crafted buckler. Think of it like an invisible buckler, but covers your entire body.
- Barrier Potion x2: This spell allows you to resist the effects of one weapon delivered attack of your choosing. This Spell only protects the target, not the target's possessions, so it will not stop Break, Disarm, Destroy, or other attacks of that nature. It may be used to prevent attacks against the target’s claws from the Racial Ability Claws or fists from the Skill Unarmed should they have them, as claws and fists are considered part of their person.
- Life Potion x1: This potion lets you bring someone back to life, or if you're dead, lets someone else bring you back to life. The target is brought back to full health, with all Body Points healed and all crippled or destroyed limbs restored, even if the target is Dead. This Spell has no effect if the target has already become a Spirit. This is considered both a Life Effect and a Healing Effect. You get one of these potions.
- Serum x2: This alchemy is used to resist a single alchemical effect of your choice.
- Standard Crafted Soft Torso Armor x1: This is garb like gambesons, leather, doublets, arming caps, or under bracers; made of pleather, suede or heavy quilted fabric. Since it is standard crafted, it must be upgraded to master-crafted before you can begin enchanting it.
- Standard Crafted Chain/Mixed Torso Armor x1: This is garb like gambesons, leather, doublets, arming caps, or under bracers; made of pleather, suede or heavy quilted fabric. Since it is standard crafted, it must be upgraded to master-crafted before you can begin enchanting it.
- Standard Crafted Rigid Torso Armor x1: This represents a rigid piece of armor, such as an aluminum or steel breast plate. You do not have to have the armor phys-rep itself for your first three games.
- Standard Crafted Soft Half Limb Armor x2: This represents some of your character's armor. For a piece of armor to count as half limb armor it must either cover at least 75% the length of the forearm (wrist to elbow), rear arm (elbow to shoulder), shin (ankle to knee), or thigh (knee to hip). It must also cover at least 50% the circumference.
- Standard Crafted Rigid Half Limb Armor x2: This represents some of your character's armor. For a piece of armor to count as half limb armor it must either cover at least 75% the length of the forearm (wrist to elbow), rear arm (elbow to shoulder), shin (ankle to knee), or thigh (knee to hip). It must also cover at least 50% the circumference.
- Standard Crafted Shield x1: Use this to block attacks! You can use it alongside either a one handed weapon or packets.
- Standard Crafted 2-Handed Weapon x1: This is a two-handed weapon which can be used to stab enemies at range. Examples are broadswords, spears, polearms, etc.
- Standard Crafted Rope (10 ft length) x1: By tagging your rope phys-reps, you can use them in a way that interacts with the game mechanics. For example, a tagged rope can be used to ward a ritual or (safely) tie up a prisoner.
- Standard Crafted Key x1: This is a basic key that contains a code, which represents the tumbler arrangement for the lock. Keys produced alongside the lock will have the same code, tying the keys to the lock. When a character wishes to open the lock, they must use a key whose code on its item tag matches the code on the lock's item tag.
- Standard Crafted Lock x1: Contains a code, corresponding to the tumbler arrangement for the lock. Can be opened via key, provided the key matches. This can be placed on a chest, box, case or other closing phys-rep so long as the aforementioned phys-rep has a corresponding Item Tag. Chest may only be opened if a character has a key, or destroys the lock or chest with an Effect that destroys items. Locks may also be placed on any door in a building. When placed on a door, characters must have a key to open the entry way when opening from the side that has a lock but does not need a key to open the entry way on the side that doesn't have a lock. In order to prevent the entry way from being freely opened from the other side, a separate lock must be placed on it.
- Standard Crafted Simple Crafted Item x5: Simple objects like a mirror, book, hammer, shovel, small pouch, etc. Typically used for ritual components.
- Whetstone x3: Typically used for sharpening weapons or claws, adding +5 damage to all weapons or claws for 5 minutes. Can be used as a consumable in some rituals.
- Armor Repair Kit x3: A one time use item that reduces the base count of armor repair from 5 minutes to 1 minute (or to 30 seconds if you're a Master Smith) for one person. If you go on to repair a second person's armor while using a kit, you must use another one. Can be used as a consumable in some rituals.
- Iron Polish x2: Usable for 5 minutes of combat to let you use the call “iron” on your weapon strikes or claw strikes, particularly handy against fae based enemies.
- Silver Polish x2: Usable for 5 minutes of combat to let you use the call “silver” on your weapon strikes or claw strikes, particularly handy against werebeasts or undead based enemies.
- Candles x3: Typically used as a ritual component in Scry rituals, or as light sources. You don't need to tag candle phys-reps you use as basic light sources, but if you use them in a narratively significant way, such as for a candlelit ceremony, you should have a tag.
- Standard Crafted Moderate Crafted Item x2: This is something like a large pouch, backpack, jewelry or crystal. It is most commonly a designator for the next size category up from a simple crafted item. Easy to sell to ritualists.
- Standard Crafted Major Crafted Item x1: This is a tag for things like altars, prisms, harps, and similar large objects that you want to gain mechanical benefit from.
Equipment Pack 5: Magic Starter Kit
- 1 crown for spending: This kit takes up 9 of your 10 gold you receive at creation, and takes that into account and gives you 1 gold which you can use to buy drinks or other things in game.
- Mastercrafted 1-Handed Weapon: Use it for hitting people and defending yourself! Stronger than a standard-crafted weapon, but lacking the unique properties of special metals or exotic weapons. Later on, you'll be able to upgrade or enchant this weapon if you desire.
- Master Crafted Moderate Crafted Item: This is a tag for a well made version of something like a large pouch, backpack, jewelry or crystal. It is most commonly a designator for the next size category up from a simple crafted item. Easy to sell to ritualists.
- Standard Crafted Moderate Crafted Item x2: This is something like a large pouch, backpack, jewelry or crystal. It is most commonly a designator for the next size category up from a simple crafted item. Easy to sell to ritualists.
- Master Crafted Simple Crafted Item x1: Mirror, book, simple tool, small container, lantern, cutlery and crockery. This is a particularly well-made item that can be used as a ritual component or grimault. This item can be sold in the event you do not plan to pursue magical endeavors.
- Nullify Potion x4: A nullify potion is a resistance countermeasure which lets you resist the effects of one spell cast upon you, such as an Inferno or Silence.
- Nullify Scroll x2: A nullify scroll provides a resistance countermeasure (p. 85) which lets you temporarily resist other spells, such as an inferno or silence, regardless of their source (spell scroll, vala, stored in an item)
- Protection Potion x2: This item grants you 5 minutes to get away from hostile situations. You must clasp your hands behind your back and move no faster than a walk for the duration, unless you voluntarily drop it or are otherwise knocked out of protection.
- Buffer Potion x3: This cantrip-level spell grants its user 50 resilience and lasts until used. You get five of these potions. While not as effective at blocking actual hits, it provides the same amount of resilience as a master-crafted buckler. Think of it like an invisible buckler, but covers your entire body.
- Buffer Scroll x2: This cantrip-level spell grants its user 50 resilience and lasts until used. You get five of these potions. While not as effective at blocking actual hits, it provides the same amount of resilience as a master-crafted buckler. Think of it like an invisible buckler, but covers your entire body.
- Barrier Potion x4: This spell allows you to resist the effects of one weapon delivered attack of your choosing. This Spell only protects the target, not the target's possessions, so it will not stop Break, Disarm, Destroy, or other attacks of that nature. It may be used to prevent attacks against the target's claws from the Racial Ability Claws or fists from the Skill Unarmed should they have them, as claws and fists are considered part of their person.
- Barrier Scroll x2: This spell allows you to resist the effects of one weapon delivered attack of your choosing. This Spell only protects the target, not the target's possessions, so it will not stop Break, Disarm, Destroy, or other attacks of that nature. It may be used to prevent attacks against the target's claws from the Racial Ability Claws or fists from the Skill Unarmed should they have them, as claws and fists are considered part of their person.
- Life Potion x2: This potion lets you bring someone back to life, or if you're dead, lets someone else bring you back to life. The target is brought back to full health, with all Body Points healed and all crippled or destroyed limbs restored, even if the target is Dead. This Spell has no effect if the target has already become a Spirit. This is considered both a Life Effect and a Healing Effect.
- Life Scroll x2: This scroll lets you bring someone back to life, or if you're dead, lets someone else bring you back to life. The target is brought back to full health, with all Body Points healed and all crippled or destroyed limbs restored, even if the target is Dead. This Spell has no effect if the target has already become a Spirit. This is considered both a Life Effect and a Healing Effect.
- Serum x2: This alchemy is used to resist a single alchemical effect of your choice.
- Release Scroll x2: This Spell releases the target from all magical and alchemical bindings, such as spells in the Confinement school or the alchemical compound Adhesion or the Monster Racial ability Entangle.
- Release Potion x2: This Spell releases the target from all magical and alchemical bindings, such as spells in the Confinement school or the alchemical compound Adhesion or the Monster Racial ability Entangle.
- Fading Magic Scroll x2: This Spell dispels all other magical spells on the target character or item.
- Paralyze Scroll x1: As a scroll, this is a very powerful spell that you can cast that can grant you a 5 minute head start on escaping from a hostile situation.
- Suppress Scroll x1: This is a powerful spell that grants 3 charges that Silence, Bind, and Pin a target for one minute - useful for stopping several enemies or ensuring that someone's unable to harm you.
- Death Scroll x2: This is the most powerful spell in the corruption school of magic, which instantly kills the target.
- Tether Potion x2: These extend the dead to spirit counter by 5 minutes. These are useful as ritual consumables for spirit link.
- Shroud Scroll x2: This spell allows you to temporarily cast the spells “Bless” and “Taint”, which either protect bodies from being raised as undead or raises them immediately as an undead under your control.
- Inferno Scroll x2: The most powerful spell in the tempest school that deals 400 points of damage to a single target.
- Inferno Potion x2: The most powerful spell in the tempest school that deals 400 points of damage to a single target.
- Thunderstorm Scroll x1: Like Suppress, this gives you 3 charges with a single effect. “Lightning bolt” deals 100 points of damage with each bolt.
- Thunderstorm Potion x1: Like Suppress, this gives you 3 charges with a single effect. “Lightning bolt” deals 100 points of damage with each bolt.
- Restoration Potion x2: This is a mid-level Vitality school spell that heals damaged limbs, such as if crippled, damaged or missing. It does not restore body points.
- Restoration Scroll x2: This is a mid-level Vitality school spell that heals damaged limbs, such as if crippled, damaged or missing. It does not restore body points.
- Empower Scroll x2: These scrolls allow you to attack as though you are wielding a magic weapon, and also give you a single stronger weapon attack you can use within the next five minutes.
- Empower Potion x2: These potions allow you to attack as though you are wielding a magic weapon, and also give you a single stronger weapon attack you can use within the next five minutes.
- Prowess Scroll x2: This is the most powerful spell in the Valor school and grants an additional +10 damage for five minutes. Only one instance of this spell may be active on a character at a time.
- Prowess Potion x2: This is the most powerful spell in the Valor school and grants an additional +10 damage for five minutes. Only one instance of this spell may be active on a character at a time.
- Heal Potion x2: This is a moderate healing effect that can heal a friendly target of 50 body.
- Resurrection Stone x2: Resurrection Stones are a necessary focus for Resurrecting a Spirit (see Chapter 4: Life and Death). Take this if you plan to be a resurrectionist, or if you want to sell supplies to local resurrectionists.
Equipment Pack 6: Alchemist Starter Kit
- 1 crown for spending: This kit takes up 9 of your 10 gold you receive at creation, and takes that into account and gives you 1 gold which you can use to buy drinks or other things in game.
- Mastercrafted 1-Handed Weapon x1: Use it for hitting people and defending yourself! Stronger than a standard-crafted weapon, but lacking the unique properties of special metals or exotic weapons. Later on, you'll be able to upgrade or enchant this weapon if you desire.
- Nullify Potions x2: A nullify potion is a resistance countermeasure which lets you resist the effects of one spell cast upon you, such as an Inferno or Silence.
- Protection Potion x1: This item grants you 5 minutes to get away from hostile situations. You must clasp your hands behind your back and move no faster than a walk for the duration, unless you voluntarily drop it or are otherwise knocked out of protection.
- Buffer Scroll x2: This cantrip-level spell grants its user 50 resilience and lasts until used. You get five of these potions. While not as effective at blocking actual hits, it provides the same amount of resilience as a master-crafted buckler. Think of it like an invisible buckler, but covers your entire body.
- Barrier Potion x4: This spell allows you to resist the effects of one weapon delivered attack of your choosing. This Spell only protects the target, not the target's possessions, so it will not stop Break, Disarm, Destroy, or other attacks of that nature. It may be used to prevent attacks against the target's claws from the Racial Ability Claws or fists from the Skill Unarmed should they have them, as claws and fists are considered part of their person.
- Life Potion x1: This potion lets you bring someone back to life, or if you're dead, lets someone else bring you back to life. The target is brought back to full health, with all Body Points healed and all crippled or destroyed limbs restored, even if the target is Dead. This Spell has no effect if the target has already become a Spirit. This is considered both a Life Effect and a Healing Effect.
- Serums x5: This alchemy is used to resist a single alchemical effect of your choice.
- Black Solaris x2: This alchemy weakens the target's melee attack abilities for 1 minute.
- Corpus Terra x1: This Alchemy petrifies the target, turning them to stone and eventually killing them.
- Holy Water x1: This Alchemy does tremendous damage to Undead, and will cure characters transforming into an Undead as a result of an Infection under most circumstances.
- Hypnos x5: This Alchemy sends the target into an immediate and deep slumber. When struck, the target is rendered Unconscious and must lie prone on the ground for 5 minutes. During that time they may only use Resistance and Immunity Countermeasures, may perform no conscious actions, and are considered prone for the purposes of Counted Actions.
- Pixie Dust x5: This Alchemy temporarily befuddles the target, causing them to stare off into space for one minute.
- Quicksilver x1: This Alchemy does tremendous damage to Lycanthropes, and other Were-creatures, and Demons, but will cure characters transforming into any Were-creature as a result of an Infection.
- Vitriol x1: This Alchemy causes the target to convulse, becoming wracked by horrible pain and unable to form any vocalization. This lasts for one minute.
- Wyvern Poison x1: This Alchemy instantly kills a character and causes them to become a Spirit.
- Adhesion x3: This Alchemy is an incredibly adhesive liquid that can be applied to make a surface very sticky.
- Cremation x1: This alchemy is primarily used for destroying corpses. It deals 500 damage instantly when applied to an unresisting creature or body.
- Krecian Fire 50 x10: This Alchemy explodes upon striking a surface. When the character uses the compound they must include the amount of damage it does in the Signature call; for example, “Alchemy Krecian Fire 50.” When struck, a target character suffers the amount of damage specified in the Signature Call.
- Krecian Fire 100 x2: This Alchemy explodes upon striking a surface. When the character uses the compound they must include the amount of damage it does in the Signature call; for example, “Alchemy Krecian Fire 100.” When struck, a target character suffers the amount of damage specified in the Signature Call.
- Krecian Fire 200 x1: This Alchemy explodes upon striking a surface. When the character uses the compound they must include the amount of damage it does in the Signature call; for example, “Alchemy Krecian Fire 200.” When struck, a target character suffers the amount of damage specified in the Signature Call.
- Aqua Vitae 50 x10: When the character drinks an Aqua Vita they have a number of Body Points equal to the noted value on the Item Tag restored, up to their maximum number of Body Points.
- Argentum x1: This Alchemy immediately cures the target of all Mind-Altering Effects currently affecting them.
- Panacea x2: This Alchemy will cure a character suffering from an Alchemical Poison. It will also restore an Unconscious character to consciousness.
- Terra Corpus x1: This Alchemy will restore a character that has been turned to stone back into flesh.
Equipment Pack 7: Incanter Starter Kit
- 1 crown for spending: This kit takes up 9 of your 10 gold you receive at creation, and takes that into account and gives you 1 gold which you can use to buy drinks or other things in game.
- Mastercrafted 1-Handed Weapon x1: Use it for hitting people and defending yourself! Stronger than a standard-crafted weapon, but lacking the unique properties of special metals or exotic weapons. Later on, you'll be able to upgrade or enchant this weapon if you desire.
- Nullify Potions x2: A nullify potion is a resistance countermeasure which lets you resist the effects of one spell cast upon you, such as an Inferno or Silence.
- Protection Potion x2: This item grants you 5 minutes to get away from hostile situations. You must clasp your hands behind your back and move no faster than a walk for the duration, unless you voluntarily drop it or are otherwise knocked out of protection.
- Buffer Potion x2: This cantrip-level spell grants its user 50 resilience and lasts until used. You get five of these potions. While not as effective at blocking actual hits, it provides the same amount of resilience as a master-crafted buckler. Think of it like an invisible buckler, but covers your entire body.
- Barrier Potion x4: This spell allows you to resist the effects of one weapon delivered attack of your choosing. This Spell only protects the target, not the target's possessions, so it will not stop Break, Disarm, Destroy, or other attacks of that nature. It may be used to prevent attacks against the target's claws from the Racial Ability Claws or fists from the Skill Unarmed should they have them, as claws and fists are considered part of their person.
- Life Potion x2: This potion lets you bring someone back to life, or if you're dead, lets someone else bring you back to life. The target is brought back to full health, with all Body Points healed and all crippled or destroyed limbs restored, even if the target is Dead. This Spell has no effect if the target has already become a Spirit. This is considered both a Life Effect and a Healing Effect.
- Serums x2: This alchemy is used to resist a single alchemical effect of your choice.
- Empower Potion x2: These potions allow you to attack as though you are wielding a magic weapon, and also give you a single stronger weapon attack you can use within the next five minutes.
- Candles x2: Typically used as a ritual component in Scry rituals, or as light sources. You don't need to tag candle phys-reps you use as basic light sources, but if you use them in a narratively significant way, such as for a candlelit ceremony, you should have a tag.
- Standard Crafted Book x1: A simple crafted item, used as a cornerstone in Instill Expertise Rituals.
- Standard Crafted Mirror x1: Simple crafted item, used as a cornerstone in Scry rituals.
- Standard Crafted Shaped Crystal x2: Moderate Crafted Item, cornerstone in Keens, Intone, Dweom, and Imbue rituals.
- Instill Expertise Scroll x1: This ritual either confers a martial proficiency (weapon, buckler or shield) or grants additional lore usage.
- Keen Artifact Scroll x1: A useful ritual with multiple effects.
- Scry Scroll x1: Lets you ask a question to learn something about an event in either the present or the future.
- Intone Artifact Scroll x1: The higher end of the incanter level artifact enchantments with stronger effects.
- Whetstone x2: Typically used for sharpening weapons or claws, adding +5 damage to all weapons or claws for 5 minutes. Used as a consumable in some rituals.
- Refined Iron Ingot x1: Used as a consumable in some rituals.
- Refined Silver Ingot x1: Used as a consumable in some rituals.
- Refined Gold Ingot x1: Used as a consumable in some rituals.
Equipment Pack 8: Healer Starter Kit
- 1 crown for spending: This kit takes up 9 of your 10 gold you receive at creation, and takes that into account and gives you 1 gold which you can use to buy drinks or other things in game.
- Mastercrafted 1-Handed Weapon x1: Use it for hitting people and defending yourself! Stronger than a standard-crafted weapon, but lacking the unique properties of special metals or exotic weapons. Later on, you'll be able to upgrade or enchant this weapon if you desire.
- Master Crafted Simple Crafted Item x1: Mirror, book, simple tool, small container, lantern, cutlery and crockery. This is a particularly well-made item that can be used as a ritual component or grimault. This item can be sold in the event you do not plan to pursue magical endeavors.
- Nullify Potion x5: A nullify potion is a resistance countermeasure which lets you resist the effects of one spell cast upon you, such as an Inferno or Silence. You get five of these potions.
- Nullify Scroll x5: A nullify scroll is a resistance countermeasure which lets you resist the effects of one spell cast upon you, such as an Inferno or Silence.
- Protection Potion x2: This item grants you 5 minutes to get away from hostile situations. You must clasp your hands behind your back and move no faster than a walk for the duration, unless you voluntarily drop it or are otherwise knocked out of protection.
- Buffer Potion x5: This cantrip-level spell grants its user 50 resilience and lasts until used. You get five of these potions. While not as effective at blocking actual hits, it provides the same amount of resilience as a master-crafted buckler. Think of it like an invisible buckler, but covers your entire body.
- Buffer Scroll x5: This cantrip-level spell grants its user 50 resilience and lasts until used. You get five of these potions. While not as effective at blocking actual hits, it provides the same amount of resilience as a master-crafted buckler. Think of it like an invisible buckler, but covers your entire body.
- Barrier Scroll x5: This spell allows you to resist the effects of one weapon delivered attack of your choosing. This Spell only protects the target, not the target's possessions, so it will not stop Break, Disarm, Destroy, or other attacks of that nature. It may be used to prevent attacks against the target's claws from the Racial Ability Claws or fists from the Skill Unarmed should they have them, as claws and fists are considered part of their person.
- Life Potion x5: This potion lets you bring someone back to life, or if you're dead, lets someone else bring you back to life. The target is brought back to full health, with all Body Points healed and all crippled or destroyed limbs restored, even if the target is Dead. This Spell has no effect if the target has already become a Spirit. This is considered both a Life Effect and a Healing Effect. You get one of these potions.
- Serum x5: This alchemy is used to resist a single alchemical effect of your choice.
- Release Scroll x2: This Spell releases the target from all magical and alchemical bindings, such as spells in the Confinement school or the alchemical compound Adhesion or the Monster Racial ability Entangle.
- Release Potion x3: This Spell releases the target from all magical and alchemical bindings, such as spells in the Confinement school or the alchemical compound Adhesion or the Monster Racial ability Entangle.
- Lay of Hands Scroll x2: This is almost the most powerful spell in the Vitality tree, though similarly to Thunderstorm it is a triple-tap effect (in that you get 3 charges) from it but instead of dealing 100 damage it heals 100 damage instead.
- Panacea x5: This Alchemy will cure a character suffering from an Alchemical Poison. It will also restore an Unconscious character to consciousness.
- Aqua Vitae 50 x5: When the character drinks an Aqua Vita they have a number of Body Points equal to the noted value on the Item Tag restored, up to their maximum number of Body Points.
- Argentum x1: This Alchemy immediately cures the target of all Mind-Altering Effects currently affecting them.
- Terra Corpus x1: This Alchemy will restore a character that has been turned to stone back into flesh.
- Resurrection Stone x2: Resurrection Stones are a necessary focus for Resurrecting a Spirit (see Chapter 4: Life and Death). Take this if you plan to be a resurrectionist, or if you want to sell supplies to local resurrectionists.
- Holy Water x1: This Alchemy does tremendous damage to Undead, and will cure characters transforming into an Undead as a result of an Infection under most circumstances.
- Tag books, vials, tape and "By My Will" scroll blanks can be obtained through the basic needs store channel on the Legacies discord.