×   Part 5: Equipment Chapter 1: Currency Chapter 2: Arms Chapter 3: Armor Chapter 4: Gear Chapter 5: Mounts and Vehicles Chapter 6: Siege Weapons
Iron & Aether
← Prev
Table of Contents
Next →
Part 5: Equipment   ☰

Chapter 4: Gear

Necessities

Just like arms and armor, all adventurers hoping to survive more than a day or two in the wilds – and more than an hour in a dungeon – need their gear, from climbing rope to lamps and lamp oil to weapon ammunition. Given here is a comprehensive list of all the gear in I&A, as well as their cost and weight, plus descriptions for abnormal or particularly useful items. Below that is a list of gear packs you may get from your class, then a list of all the different sets of tools and their costs, and lastly a list of crafting resources and their costs.


Item Cost Weight
Abacus 1A 2 lbs.
Acid vial 5A 1 lb.
Arrows, 20 75c 2 lbs.
Backpack 1A 5 lbs.
Ball bearings, 1000 2A 2 lbs.
Barrel 5A 100 lbs.
Basket 25c 2 lbs.
Bedroll 75c 5 lbs.
Bell 30c ½ lbs.
Blanket 10c 2 lbs.
Blowdarts, 20 1A 1 lb.
Blunderbuss 40A 10 lbs.
Bola 50c 2 lbs.
Bolts, 15 1A 2 lbs.
Book, common 1A 2 lbs.
Book, rare 10A 2 lbs.
Bucket 25c 2 lbs.
Bullets, 10 5A 1 lb.
Bullet, LRR 10A 1 lb.
Caltrops, 20 1A 1½ lbs.
Camera 50A 10 lbs.
Camera Film 10A 1 lb.
Candle 15c ¼ lbs.
Canteen/Waterskin 25c ½ lbs.
Chain, 3m 1A 5 lbs.
Chest 3A 25 lbs.
Clock 2A 10 lbs.
Clock, grandfather 10A 40 lbs.
Clothes, common 50c 2 lbs.
Clothes, fine 5A 3 lbs.
Crowbar 50c 5 lbs.
Flamethrower 30A 20 lbs.
Flashlight 5A 2 lbs.
Fuel 2A 6 lbs.
Glass bottle 50c 2 lbs.
Grappling hook 75c 4 lbs.
Grenade 10A 3 lbs.
Gunpowder 10A 1 lb.
Hammer 50c 3 lbs.
Holy symbol, amulet 1A 1 lb.
Holy symbol, emblem 1A 1 lb.
Holy symbol, reliquary 5A 5 lbs.
Hourglass 1A 1 lb.
Hunting trap 1A 20 lbs.
Item Cost Weight
Ink, 1 ounce 15c -
Lamp, electric (20 hours) 25A 10 lbs.
Lamp, electric (100 hours) 100A 10 lbs.
Lamp, electric (1000 hours) 250A 10 lbs.
Lamp, oil 2A 4 lbs.
Lock 75c 1 lb.
Magnifying glass 1.5A ¼ lbs.
Manacles 1A 3 lbs.
Meal/Rations Varies 2 lbs.
Merchant’s scale 1A 3 lbs.
Miniball, 10 2A 3 lbs.
Mirror, small 3A 3 lbs.
Mirror, large 15A 50 lbs.
Molotov 25c 2 lbs.
Net 50c 4 lbs.
Parachute 25A 25 lbs.
Parchment/Paper, 1 sheet 1c -
Pen/Quill 25c -
Perfume vial 2A 1 lb.
Pickaxe 1.5A 10 lbs.
Piton 30c 1 lb.
Pocket watch 5A -
Pole, 3m 1A 5 lbs.
Portable ram 2A 30 lbs.
Pouch 15c 1 lb.
Quiver 50c 1 lb.
Rations Varies 1 lb.
Rope, 20m 50c 5 lbs.
Rope Ladder, 3m 2A 10 lbs.
Sack 30c -
Saddlebag 50c -
Scroll case 50c 1 lb.
Silencer 25A ½ lb.
Shovel 1A 5 lbs.
Sledgehammer 1.5A 10 lbs.
Speedloader 3A 1 lb.
Spyglass 5A 1 lb.
Tent, large 10A 50 lbs.
Tent, medium 5A 30 lbs.
Tent, small 1.5A 10 lbs.
Tinderbox/Flint 25c 1 lb.
Torch 25c 1 lb.
Whetstone 5c 1 lb.
Whistle 75c -

Below is a description of all the gear listed in the table above that requires it.

Acid Vial. A vial of acid can, using 1 second, be thrown at an enemy to deal damage to them or poured over a mechanism such as a lock or simple machine to burn through some of it and possibly destroy it. When throwing it at an enemy, the acid vial can be considered a Throwing weapon that deals 1d4 caustic base damage and has a range/long range of 10/20m with the DEX* property.

Ball Bearings. A bag of 1000 ball bearings can be spread over a 3x3m space to create a mild obstacle for creatures that pass through that space; until the ball bearings are cleared, a creature that passes through that space must succeed on a DR 20 Reflex save or be knocked prone. If they do succeed, that area is still difficult terrain for them.

Barrel. A barrel is a cylindrical wooden container, bound by bolted-on metal rings. It can hold up to 60 gallons of any liquid.

Blunderbuss. A blunderbuss is a special type of firearm that fires a spray of miniballs in a cone in front of it; it is listed here and not in Chapter 2 because its damage is not dependent on the user's Firearm proficiency, and instead it will always deal 3d8 physical damage in a 5/10m cone in front of it (1.5 seconds required to fire it). A blunderbuss requires 5 miniballs, 3 oz. of gunpowder, and 2 minutes to be reloaded.

Bola. Bolas are a type of throwing weapon consisting of two weights linked together by a length of durable cord, usually rope or chain, with a range of 20/60m. When you use 1.5 seconds to throw it at a target, they must make a Reflex save contested against your DEX check or be grappled as the bola wraps around them. They can escape by either using 3 seconds to destroy the cord (assuming they have a means of doing so, i.e. a weapon) or by making a STR check to wrestle their way out of it, which also takes 3 seconds.

Bucket. A bucket can hold up to 2 gallons of a given liquid.

Caltrops. A score of caltrops can be used to cover a 2x2m space, turning the area into difficult terrain and causing anyone who steps in the area to take 1 physical final damage until the caltrops are cleared.

Camera. A person using a camera can use 1.5 seconds to take a snapshot of anything it is pointed at, printing it out automatically at the start of the user’s next turn. A camera comes with a single roll of film and can take 10 snapshots with each roll. It takes 3 seconds to unload a roll and another 3 to insert a new one.

Canteen/Waterskin. A canteen can hold ½ of a gallon of any liquid.

Crowbar. An iron rod about 50cm long, a crowbar gives one advantage on STR checks to pry two objects apart, or allows them to pull nails out of another object; it can also be used as a Small weapon (same properties as a club).

Flamethrower. A flamethrower belches flames in a 6/10m line in front of it, dealing 4d6 burn damage to all creatures caught therein. If a creature takes final damage from a flamethrower, there is an 80% chance they will be lit on fire.

Flashlight. A flashlight creates a 10m cone of bright light and an additional 5m of dim light beyond that. It requires a free hand to use, can be pointed in any direction at will, and lasts for 12 hours before the battery expires. A new battery can be purchased for 2 Aeons.

Fuel. Gasoline that machines need to operate, fuel can be used for a myriad of things, namely: Automata, vehicles, an Artificer’s Creature, a flamethrower, etc. Additionally, drenching a creature in half a gallon of fuel increases the burn damage they take from all sources by 2d6 and makes it 100% certain that the victim will light on fire if exposed to flame or sparks; this will also make it nearly impossible to extinguish the flames and extend the duration they are lit on fire by 5 minutes. 2 Aeons purchases 1 gallon of fuel.

Grappling Hook. When attached to a length of rope, a grappling hook can be thrown or placed onto a location to allow one to scale the rope up to that location much more easily, granting advantage on Climb checks.

Grenade. A grenade is an explosive designed to be thrown (using an 1.5 seconds), with a range of 10/20m. It deals 2d10 + your DEX burn damage to all creatures within a 2m radius of where it was thrown, and goes off at the end of your next turn.

Gunpowder. Gunpowder is a special alchemical creation that is extremely flammable and volatile, allowing for the creation of explosives, bullets, cannons, and other weapons of the modern age. It must be handled with care, lest the user horribly maim/kill themselves and/or others. Reloading a flintlock uses 1 ounce of gunpowder, while reloading an arquebus takes 2 (there are 16 ounces to a pound). The ingredients for gunpowder are sulfur, charcoal, and saltpeter, and enough of these to craft a pound of it (using Alchemy Supplies) can be purchased for 1 Aeon.

Holy Symbol, Reliquary. A reliquary is a container for holy symbols, relics, and artifacts, like a shrine.

Hunting Trap. See here.

Lamp, Electric. The electric lamp is a true wonder of invention. Using an electric arc, a glass-contained vacuum, and an internal filament, electric lamps are able to shed bright light in a 10m radius and dim light for an additional 10m for varying numbers of hours, depending on the materials used, which is usually reflected in the price of the lamp. A simple, basic electric lamp usually has about 20 hours of light before the filament burns out, while a far more expensive one can burn for 1000 hours. Electric lamps can be switched on and off to extend their usefulness.

Lamp, Oil. Unlike electric lamps, the far older oil lamp burns with a good old-fashioned fire and uses ½ a gallon of fuel, making it reusable, unlike its modern counterpart. For each ½ gallon of fuel, the lamp sheds 5m of bright light and 5m of dim light for 6 hours.

Magnifying Glass. Using a magnifying glass grants advantage on Perception and Appraisal checks when examining a particular object.

Manacles. Manacles are used to bind one’s arms or legs together, severely restricting one’s movement accordingly. Each set of manacles comes with one key, or they can be slipped out of on a successful DR 20 Sleight of Hand check, broken with a successful DR 25 STR check, or picked with a successful DR 22 Thieving Tools check.

Molotov. A molotov cocktail is a thrown weapon (range 10/20m) that deals 3d6 burn damage to the target. If the target takes final damage, they have a 75% chance of being lit on fire.

Net. Nets function much the same way bolas do, though their appearance is quite different and their range is only 2/4m. When you use 1 second to throw it at a target, they must make a Reflex save contested against your DEX check or be restrained as the net entangles them. They can escape by either using a 3 seconds to destroy the net (assuming they have a means of doing so, i.e. a weapon) or by making a STR check to wrestle their way out of it, which also takes 3 seconds.

Parachute. A parachute slows a creature’s falling speed to 3m/sec, allowing them to land safely.

Pickaxe. A pickaxe primarily allows for one to mine ore, but can also be used as a Medium weapon that deals 1d6 physical base damage.

Pitons. Pitons make climbing much safer; if you drive one into a surface you are climbing and tie a rope around one end while it is wrapped around your person, you will only fall by an amount equal to the amount of slack you put on the rope.

Portable Ram. A portable ram gives advantage on STR checks to break or knock down an object. It can also be used as a Medium weapon (with the Two-Handed property) that deals 1d6 physical base damage.

Quiver. A standard quiver can hold up to 20 arrows.

Rations. Lower-class rations restore 5 Health, lower-middle, middle, and upper-middle-class rations restore 10, and upper-class rations restore 15.

Silencer. A silencer can be attached onto the end of a firearm to severely dampen the sound of up to 6 gunshots, making them audible up to only 4m.

Shovel. Primarily used for digging, a shovel can also be wielded as a Medium weapon (with the Two-Handed property) that deals 1d6 physical base damage.

Sledgehammer. Like mining picks and shovels, a sledgehammer can be used as a Medium weapon (with the Two-Handed property) that deals 1d6 physical base damage.

Speedloader. Speedloaders allow repeaters and revolvers to be fully reloaded using only 2 seconds, assuming the speedloader itself was loaded with bullets.

Spyglass. A spyglass allows one to make Perception checks on targets up to 1/2km away; Perception checks made on targets <500 meters away have advantage.

Tent, Large. A large tent is big enough to hold a large gathering of people relatively comfortably.

Tent, Medium. A medium tent can hold perhaps a dozen people comfortably.

Tent, Small. A small tent can hold 2-3 people comfortably.

Torch. A torch sheds 5m of bright light and an additional 5m of dim light for 1 hour upon being lit. It can also be used as a Small weapon that deals 1d4 physical/burn base damage.

Whetstone. A whetstone sharpens bladed weaponry, repairing burrs or blunted edges, granting a +1 bonus on your first 5 attacks with the weapon after using the whetstone. This bonus takes 5 minutes to apply, and a single whetstone can be used indefinitely.

Whistle. A whistle emits a high-pitched shrieking sound audible out to 100m for Sentients and 200m for animals.

Tools

Listed here are all sets of tools used by adventurers in Iron & Aether. For a thorough description of each set of tools and what they can be used for, see Part 1, Chapter 2. The exception to this is Alchemy Supplies, most of the uses for which are detailed here.

Tool Cost Weight
Alchemy Supplies 10A 10 lbs.
Art Supplies 4A 8 lbs.
Blacksmithing Tools 5A 5 lbs.
Carpentry Tools 5A 15 lbs.
Cartography Tools 3A 3 lbs.
Cooking Supplies 2A 10 lbs.
Disguise Kit 1A 8 lbs.
Explosives Kit 10A 10 lbs.
Forgery Kit 5A 2 lbs.
Gaming Set (Cards) 1A -
Gaming Set (Dice) 75c -
Gaming Set (Juggling) 1A 3+ lbs.
Gunsmithing Tools 5A 5 lbs.
Tool Cost Weight
Herbalism Kit 3A 10 lbs.
Jeweling Tools 5A 5 lbs.
Leatherworking Kit 2A 3 lbs.
Masonry Tools 3A 5 lbs.
Medicine Kit 2A 3 lbs.
Musical Instrument (Drum) 5A 5 lbs.
Musical Instrument (Flute) 1A 1 lb.
Musical Instrument (Lute) 5A 3 lbs.
Musical Instrument (Viola) 5A 2 lbs.
Navigation Tools 5A 5 lbs.
Thieving Tools 3A 3 lbs.
Tinkering Tools 10A 20 lbs.
Woodcarving Kit 2A 6 lbs.

Crafting Resources

Below is a list of all the ordinary crafting resources, along with their costs per unit and the tool(s) they are typically used with. Other special resources may be encountered on your travels, but they have their own descriptions and are not detailed here. To see what each resource is used for, refer to its related tool(s) in the chapter on crafting.


Resource Cost/unit Associated Tool(s) Weight
Adamantite Ingot 3A Blacksmithing Tools 5 lbs.
Beast Hide 20c Leatherworking Tools 1 lb.
Charcoal, Saltpeter, and Sulfur 3A Alchemy Supplies 1 lb.
Clay 2A/30 cubic cm Art Supplies 100 lbs.
Dragon scales 6A Blacksmithing Tools 1 lb.
Gunpowder 5A Alchemy Supplies, Explosives Kits, Gunsmithing Tools 1 lb.
Leather 50c/30 square cm Leatherworking Tools 4 lbs.
Mithril Ingot 5A/ingot Blacksmithing Tools 7½ lbs.
Monster Hide 50c Leatherworking Tools 1 lb.
Monster Scales 2A Blacksmithing Tools 1 lb.
Paint 50c/gallon Art Supplies 12 lbs.
Scrap Metal 2c Tinkering Tools 1 lb.
Steel Ingot 1A Blacksmithing Tools 5 lbs.
Timber 25c/cord-foot Carpentry Tools, Woodcarving Tools 10 lbs.

Mechanical Prosthetics

Adventuring is a dangerous profession by its very nature, and though an adventurer may not always lose their life, it is not uncommon for them to lose something almost as precious: a limb, or an eye, or some other piece of themselves. Thankfully, thanks to advancements in medical science, this does not have to be the end of their life as they know it, as they can replace what they lost with a mechanical alternative - provided they have the funds to do so. However, this endeavor is almost always worth it, as while what was lost can never truly be replaced, there are benefits to becoming part machine, not the least of which being the ability to return one's life to relative normalcy.

Costly Replacement. Mechanical body parts are expensive, in both time and money. While your GM has final say on the financial and temporal cost of each body part, a good starting point is for each part to cost 200 Aeons and take 15-30 days to make.

Limbs of Steel. For every two limbs replaced, increase your Natural Armor score by 1.

Maintenance. As with all machines, mechanical body parts require regular upkeep; generally, oiling and cleaning the appendage once every few days with Tinkering Tools (requiring >1 proficiency) should keep it running just fine. Otherwise, it will rust and fall into disuse, becoming useless, though reparable; repairs for broken body parts generally require half as much time and money as making the prosthetic. An extended period of time without maintenance will cause the machinery to break and become wholly unusable, requiring either a replacement or very costly repairs (equal in cost, in both time and money, as it took to create the prosthetic). For the exact DRs required to repair broken prosthetics, refer to the description for Tinkering Tools.

Eletric Eyes. If one or both of your eyes is replaced by machinery, you gain the Electric Eyes trait that Automata have.

Always Armed. If one or both of your arms is replaced by machinery, you have the option of having a weapon seamlessly integrated into it, allowing you to change between the limb’s standard form and its weapon form using 1 second, much like changing the forms of a mechanical weapon. However, doing so is even more costly; to have a weapon implanted into your artificial limb is an additional 100 Aeons + the normal cost of the weapon. Additionly, you can choose for the arm to either transform fully into the weapon, or for the weapon to fit inside of the arm, allowing you to take the weapon out and continue using both hands. If you take the latter option, that arm does not benefit from the Limbs of Steel trait.