Warhammer Fantasy Roleplay

Chapter V: Equipment

mouthpiece. Water skins hold one gallon of water. When filled, a water skin is 30 units of encumbrance. l IghTIng Candles, Tallow or Wax: Candles are either tallow (animal fat) or beeswax (or some other kind of wax). Tallow candles burn fitfully, and give off an acrid stink. Wax candles burn cleaner, and are sometimes scented (best craftsmanship pricing). Firewood: Used to build campfires, kindling at this price is specially treated to burn. You can forage in the wilderness by making an Outdoor Survival Test, with the difficulty depending on the nature of the terrain, as your GM adjudicates. Oil: Harvested from whales in the north, animals in the mainland, or other sources, oil is used to fuel lamps. Purchased oil comes in a small vial, and has enough for a lamp to burn 4 hours. Lamp: A lamp is a simple device, little more than an oil reservoir with a wick dipped inside. Lantern or Storm Lantern: A lantern is a sturdier device, equipped with a larger wick, and giving off a commensurably brighter light. Storm lanterns have glass pane inserts to protect the flame from wind and rain. Lanterns use lamp oil for fuel. Match: A match is a thin sliver of wood with one end chemically treated to produce a flame when drawn across a rough surface. Any given match has a 50% chance of lighting. A poorly constructed match reduces this chance to 25%, while a goodly crafted match ignites 75% of the time, and those of best craftsmanship always light. Torch: A torch is a wooden club with one end dipped in naphtha or wrapped in oil-soaked rags. A torch can be used as an improvised weapon. See Chapter 6: Combat, Damage, and Movement for details on Fire.

m IsCellanea Blanket: For those who need a bit more than a travel-stained cloak for warmth in the wilderness, there are blankets. Cooking Pot: This small iron pot is hardy and can withstand the rigors of travel. Cutlery, wooden, silver, or metal: This set of cutlery includes a spoon, fork, and a small knife. Most cutlery is wooden, though pewter or silver varieties are available to those with coin to spend. Deck of cards: This deck consists of 36 vellum tarot cards. Better sets have painted panels and a small cloth bag or wooden carrying case. Dice (bone): Dice, 6-siders, are carved animal bones or wood. They are sold in pairs. Each die has pips or a rune carved on each surface. Weighted or fixed dice can be purchased for twice the listed price. Instrument: This listing is a catchall for all the common instruments in the Old World, from horns, to strings, to woodwinds. Harpsichords and larger instruments are far more expensive, upward of 10 or even 100 times the listed price. Kettle: A kettle is a specially constructed cooking pot used to boil water or other liquids. Boiling liquid generating steam in the kettle powers a shrill whistle in the kettle’s lid. Ladder: This stout wooden ladder is 3 yards tall and has about ten rungs. Lock, average or quality: Locks in the Old World are overlarge and bulky. Each lock comes with two keys. The better the lock, the greater the difficulty of the Pick Locks Test. Mirror: This small metal mirror is polished steel covered with a thin layer of glass. Better mirrors have silver backs. These objects are not that useful as they rarely reflect an actual depiction of an object, frequently distorting proportions or distances.

I llumInaTIon Lighting can make the difference in nasty fights. Each light source illuminates an area with bright light allowing Normal Vision in a radius measured in yards, followed parenthetically by the distance in squares for those using tactical maps. This illumination is shadowy, but bright enough to see clearly. Beyond this radius, the light source sheds some light, but not enough for details beyond large objects, barriers, walls, and structures. The Maximum Vision column reflects the greatest distance a character can see using this light source. Beyond the normal radius of bright light, a character can only see structures and other large objects. Spotting distance refers how far away a light source can be seen in the dark. Duration indicates how long a light source burns before sputtering out. Example: Jurgen, a Rat Catcher, prowls the darkness looking for a Thief who stole his purse. He holds aloft a sputtering torch. The torch sheds bright light out in a 10-yard (5-square) radius. Beyond the bright light, he can notice the looming buildings, including an ominous alleyway, up to 30 yards (15 squares) away. Finally, the cutthroats waiting ahead, who used the Thief to lure him into this trap, will notice Jurgen’s torchlight when he comes within 20 yards (10 squares) of their hiding place. I llumInaTIon Source Normal Vision Maximum Vision Spotting Distance Duration Match 2(1) 6(3) 12(6) 1 round Candle 6(3) 16(8) 26(13) 2 hours Lamp 6(3) 16(8) 26(13) 4 hours Torch 10(5) 30(15) 50(25) 1 hour Lantern 16(8) 40 (20) 70(35) 4 hours Camp Fire 16(8) 40(20) 70(35) Varies Night Vision 30(15) 30(15) — —

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