Items
Guns
Pistol
$Pistol
Pistol
Pistol
Sidearm
2
DR
2
Brk
/
6
Untrained:
6 Only
on Hit and Reload Checks.
Shoot
Full
Proj
Dex
+
Sense
+
1
D
1S:
+
,
Bypass:
1
D
Pierce
3
S
+
8
D
Bleed 1
Reload
Full
Dex
+
Int
1S:
Put a new Magazine into the Gun.
Aim
Full
Sense
+
1
D
to Hit next Round.
Ammo
/
10
$Revolver
Revolver
Pistol
Sidearm
2
DR
2
Brk
/
6
Untrained:
6 Only
on Hit and Reload Checks.
Shoot
Full
Proj
Dex
+
Sense
+
1
D
1S:
+
,
Bypass:
1
D
Pierce
4
S
+
7
D
Bleed 1
Reload
Full
Dex
+
Int
+
1
D
1S:
Put a bullet into the Gun.
Aim
Full
Sense
+
1
D
to Hit next Round.
Ammo
/
6
$HandCannon
Hand Cannon
Pistol
Sidearm
3
DR
2
Brk
/
6
Untrained:
6 Only
on Hit and Reload Checks.
Shoot
Full
Proj
Dex
+
Sense
+
1
D
1S:
+
,
Bypass:
1
D
Pierce
5
S
+
7
D
Bleed 1
Recoil
Str
+
Fort
1S:
Can’t shoot next round.
0S:
Gun goes out of your hand
3
D
in random direciton.
Reload
Full
Dex
+
Int
+
1
D
1S:
Put a bullet into the Gun.
Aim
Full
Sense
+
1
D
to Hit next Round.
Ammo
/
8
$PistolMag
Pistol Magazine
Ammo
1
Consolidate
Interim
Move bullets from multiple Magazines into one.
Ammo
/
10
$RevolverBullet
Revolver Bullet
Ammo
⅕
$RevolverAmmoBox
Revolver Ammo Box
Ammo
1 Per 12
Consolidate
Interim
Move bullets from multiple Magazines into one.
Ammo
/
12, 24, 48
$Holster
Holster
Accessory
1
Location
Torso
Can Sidearm a gun. Carries up to 2 Magazines.
Over the sholder holster for holding a pistol.
Price:
3G
$Buscadero
Buscadero
Accessory
1
Location
Torso
Can Sidearm a gun. Carries up to 6 Bullets.
Hip holster worn by cowboys.
Price:
3G
$Handcuffs
Handcuffs
Pistol
Sidearm
1
DR
1
Brk
/
4
Untrained:
6 Only
to use.
Cuff
Grapple
Str
+
Dex
2S:
(Target has no arms in handcuffs) Get one arm in a handcuff.
1S:
(Target has one arm in handcuff) Get one arm in a handcuff.
Booze
$Ale
Ale
Alcohol
1
Prevent 1 Thirst, or 1 Thirst becomes Fatigue.
Drink
Full
Gain +
1
D
Morale.
Resist 1 Fatigue per Ale w/
Str
/
Fort
/
Spirit
+
2
D
.
6 Only
on Checks that use Agility after recently drinking.
Amount
/5
Common alcholic beverages found throughout the land.
Price:
1G for 5
$Booze
Booze
Alcohol
1
Prevent 1 Thirst, or 1 Thirst becomes Fatigue.
Drink
Full
Gain +
1
D
Morale.
Resist 1 Fatigue per Ale w/
Str
/
Fort
/
Spirit
+
2
D
.
6 Only
on Checks that use Agility after recently drinking.
Amount
/5
Common alcholic beverages found throughout the land.
Price:
1G for 5
$Wine
Wine
Alcohol
1
Prevent 1 Thirst, or 1 Thirst becomes Fatigue.
Drink
Full
For each Drink gain
+
2
D
Morale.
Resist 1 Fatigue w/
Str
/
Fort
/
Spirit
+
2
D
.
6 Only
on Checks that use Agility after recently drinking.
Amount
/5
Expensive alcoholic beverage favored by the wealthy.
Price:
3G for 5
Medical (Modern)
$FirstAidKit
First Aid Kit
2
Uses
/5
Dress/
Treat
Wound
Interm
1 Use:
2
D
:
1S:
Dress Wound.
Trained:
1 Use:
Dress Wound or upgrade Dressed to Treated.
Trained:
2 Uses:
Treat Wound.
Hemorrhages
1 Use:
Stop Bleeding
(Bandages):
Untrained:
+
1
D
to Resist end of Day Blood Loss.
Trained:
+
First Aid Bonus
to Resist end of Day Blood Loss.
2 Use:
Stop Bleeding
(Stitches): Roll
Int
+
Dex
(
6 Only
if Untrained)
0S:
+
3
D
Blood Loss.
1S:
+
1
S
+
First Aid Bonus
to Resist end of Day Blood Loss.
Infections
1 Use:
Treat Infection
Remove
1
D
(Untrained) /
2
D
(Trained) Rot (Con). May use once per day.
1 Use:
Treat Mortal Wound
+
1
D
to Give Treatment. (Once per day.) (Trained may reroll.)
Price:
$100
$Medicine
Medicine
⅕
Remove
4
D
+
First Aid Bonus
Illness.
Remove
2
D
+
First Aid Bonus
Infection/Mortal Wound.
Expended on use, can only take one per day
A unique combination of herbs and healing power
Price:
$200
$Syringe
Syringe
Accessory
1/5
Can be used to inject substances into people.
Price:
1G
Medical (Historical)
$FirstAidKitHistorical
First Aid Kit
2
Uses
/5
Dress/
Treat
Wound
Interm
1 Use:
2
D
:
1S:
Dress Wound.
Trained:
1 Use:
Dress Wound or upgrade Dressed to Treated.
Trained:
2 Uses:
Treat Wound.
1 Use:
Stop Bleeding
(Bandages):
Untrained:
+
1
D
to Resist end of Day Blood Loss.
Trained:
+
2
D
to Resist end of Day Blood Loss.
2 Use:
Stop Bleeding
(Stitches): Roll
Int
+
Dex
(
6 Only
if Untrained)
0S:
+
3
D
Blood Loss.
1S:
+
1
S
to Resist end of Day Blood Loss.
1 Use:
Clean Wound
Remove
2
D
Rot (Con). (Removes 1 Max). May use once per day. (Trained may reroll.)
1 Use:
Treat Mortal Wound
+
1
D
to Resist Death Points. (Once per day.) (Trained may reroll.)
Price:
100C
$HerbalRemedy
Herbal Remedy
⅕
Remove (
1
D
/ First Aid Bonus) Illness.
Expended on use, can only take one per day
A unique combination of herbs and healing power
Price:
3C
Money
$Shilling
1C: Shilling
⅕
Faceted Coin with an engraved head on one side.
$Pound
10C: Pound
⅕
Faceted Coin with an engraved head on one side.
$Crown
100C: Crown
⅕
Faceted Coin with an engraved head on one side.
Total Execution Time:
0.12683510780334 Seconds