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.
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 each battery lasts for 12 hours.
Flashlight Battery. Flashlight batteries provide flashlights with 12 hours' worth of power.
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.
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: Skills. 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 Part 6: Crafting.
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.