Items 082019

Standard Equipment / Common Items

Alchemical Slag

Currency

Category: Items

Item Rarity: Common

Weight: –

‘Alchemical Slag’ refers to an unspecific ratio of materials with potential ingression properties which have been moderately refined down into a more transportable form.   It can be made through a rather odd-series of melting and ‘half-ingression’ in most circumstances, and can be utilized in the creation of many relics and most types of ingression.  Such is usually valued at roughly ten times its weight in less-refined ‘currencies’ of the trenches.  As an example, it would take only a hundredth of a kilogram (0.01kg) of Alchemical Slag (in most circumstances) to be traded for a flask (0.1kg) given the effort necessary to reduce the flask down to the same level of ‘usefulness’ for most forms for ingression.


Alcohol

Uncommon Item – Luxury, Consumable

Category: Items

Item Rarity: Uncommon

Weight: 0.5kg

Alcohol has existed in many forms practically as long as humanity has, from simple beers to distilled spirits, and has sometimes even been credited with being one of the main reasons for the uplifting of civilization through farming.  On the battlefield, it often lives up to its reputation for the simple fact that it is one of the few vices that can be allowed to those in the trenches as some small comfort and memory of home.  On the relatively rare occasion that it can be acquired, it can easily be stored in flasks for later consumption (usually exclusive to more potent spirits).  In small quantities, alcohol is surprisingly a combat-enhancing drug.  Allowing for soldiers to be just a little more fearless, a little bit more daring.  Their hands slightly steadier, allowing them a +1 bonus to any ranged attacks and a +1 bonus to the damage of any melee strikes for a duration of 2 hours.  However, when taken in anything less than moderation these bonuses are inverted, and potentially to a far lesser degree.  The below table describes the likely effects of alcohol.

Endurance Roll

Effect

Critical success

+3 to range attack rolls

+2 melee damage rolls

+2 to charisma rolls

That perfect buzz, where everything seems to be just exactly as it should be. A place that few are able to balance out, but one that certainly is worth trying for.  This status manages to counter indicate practically everything usually said about the drunken soldier on the battlefield.

19+

+2  to range attack rolls

+1 melee damage rolls

+1 to charisma rolls

The character is in what could simply be defined as a ‘good place’.  A little calmer, and more able to go into combat with a surprising amount of clarity compared to what might be expected after a few good drinks

14-18

+1 to range attack rolls

+1 to charisma rolls

At best, perhaps a little bit more able to socialize, having gotten past the point where anxieties of any type have quite the impact that they might upon a character.  Not, however, able to claim any sort of increased combat effectiveness that most can easily discern.

8-13

No bonuses, no negatives

The alcohol didn’t really seem to agree with you in the way of getting you drunk, or even particularly buzzed.  A little bit of a disappointment, especially given the value of it in the trenches. 

2-7

-2 to range attack rolls

-1 to charisma rolls

-1 to wisdom rolls

Drunk, and in the sort of way that very few are willing to deal with to an extensive degree.  Judgement has been thrown off, and despite being somewhere between affable and combative, very few people are willing to deal with such a character for very long.

1-

-4 to range attack rolls

-2 to melee attack rolls

-2 to intelligence rolls

-2 to charisma rolls

-2 to wisdom rolls

Drunk as a skunk is how most would describe any character who has either critically failed judging the strength of a drink and over imbibing.  Dramatically reduced in combat effectiveness, intelligence, judgement, and charisma. A classic example to be made of the ‘drunken soldier’.

Critical Failure

Incapacitated

Drunk to the point of falling unconscious or otherwise incapacitated.  Can be awoken by a splash of water to the face and precious little else. Will wake up with a hangover equivalent to a 1 or lower roll that will last for six hours after drinking rather than the usual effect of two hours.


Ammunition (Standard)

Ammunition

Category: Items

Item Rarity: Standard

Weight: –

Various forms of ammunition can be used by various weapons.  As a sweeping generalization each type of weapon is generally relegated to using an ammunition specifically made for it.  Revolver ammunition being incompatible with shotgun ammunition, and the larger rounds of break-action shotgun or rifle ammunition being incompatible with the smaller-caliber rounds of their bolt or pump-action counterparts.  Common ammunitions such as these can be found in a multitude of places in the trenches, however carrying them in significant quantities can be difficult.


Ammunition (Standard) – Container

Standard Gear

Category: Items

Item Rarity: Standard

Weight: 5kg

75 Rounds of Revolver Ammunition

-or-

50 Rounds of Bolt-Action Rifle Ammunition

-or-

40 Shells of Pump-Action Shotgun Ammunition

-or-

30 Shells of Breech-Action RifleAmmunition

-or-

25 Rounds of Break-Action Shotgun Ammunition

The standard munitions container is a requirement of the battlefield for infantry.  It ensures that rounds do not react with one another.  Made of a number of impression-resistant materials, these boxes are generally quite heavy and are one of the exceptionally rare few pieces of equipment that the modification of is incredibly frowned upon.  Modification to a standard or imbued munitions container is oftentimes a punishable offense due to the potential rather violent reaction of it if it is compromised.  A standard munitions container can hold the above quantities of ammunition.


Ammunition (Imbued)

Ammunition

Category: Items

Item Rarity: Uncommon

Weight: –

Various forms of ammunition can be used by various weapons.  As a sweeping generalization each type of weapon is generally relegated to using an ammunition specifically made for it.  Revolver ammunition being incompatible with shotgun ammunition, and the larger rounds of break-action shotgun or rifle ammunition being incompatible with the smaller-caliber rounds of their bolt or pump-action counterparts.  The difference between these ammunitions and more ‘standard’ rounds is in regards to imbuement.  These rounds carry significantly higher levels of alchemical energies, which can make them far more powerful in the field to their standard counterparts.  However, this also means that they are rarer, found or created in far lesser quantities, and oftentimes more dangerous and volatile.  Many of these ammunitions can only be used in medium or heavy weapons secondary to their almost corrosive alchemical nature, though some are still capable of being used in even light weapons with modification or by their initial and intentional designs.


Ammunition (Imbued) – Container

Standard Gear

Category: Items

Item Rarity: Standard

Weight: 2.5kg

The imbued munitions container is a requirement of the battlefield for infantry who have been issued any sort of imbued munition.  It ensures that rounds do not interact with one-another in a violent manner, to potentially catastrophic response.  Made of a number of impression-resistant materials, these boxes are generally quite heavy for how few rounds they house and are one of the exceptionally rare few pieces of equipment that the modification of is incredibly frowned upon.  Modification to a standard or imbued munitions container is oftentimes a punishable offense due to the potential response of such.  An imbued munitions container is, regardless of the weapon used able to hold 10 rounds of imbued ammunition in individually sealed ‘blocks’.


Antibiotics

Uncommon Item

Category: Items

Item Rarity: Uncommon

Weight: 0.5kg 

An uncommon supply used to help with diseases that are sometimes so prevalent in trench-life.  When used for the duration of a diseases’ course, allows the user to make all rolls to resist the negative effects of the disease with advantage.


Bandages (10)

Standard Gear

Category: Items

Item Rarity: Common

Weight: 0.5kg 

Sterilized cloth strips which can be used to bind wounds and ensure that bleeding out is even less likely than with the mere presence of a relic or artifact.  By using an action and passing a medical check (DC 12) when an ally has been reduced to 0 HP, you can stabilize a character.


Barbed Wire Coil

Common Item

Category: Items

Item Rarity: Common

Weight: 10kg 

A coiled roll of barbed wire which can be deployed over the course of 10 minutes into a 10m long straight barrier.  This barrier halves the movement speed of any creature that attempts to pass through it, and any creature that attempts to pass through the deployed barbed wire takes 2d4 damage and must pass a DC14 dexterity check -OR- a DC12 endurance check to pass through the wire to the other side.  If the creature fails this check they are repelled and must make another attempt to get through.  The barbed wire can take damage from explosions, or can be cut into segments with wire-cutters to be moved out of the way.  If it is damaged it has 16HP before it is no longer considered a barrier.


Bear Trap

Common Item

Category: Items

Item Rarity: Common

Weight: 10kg

A bear trap is a device made with a clamping set of ‘jaws’ that are activated with a pressure-plate.  It is a trap made to restrain creatures weighing up to several hundred kilograms when attached to a chain or other tethering device and has seen widespread use in the hunting of big game.  Any creature which steps onto the pressure plate must make a DC16 saving throw or take 1d8 piercing damage as the trap closes around a leg.  Afterwards, the creature may make one DC18 strength saving throw to attempt to break free of the trap each hour if not in combat, with each attempt to break out of the trap causing an additional 1d4 piercing damage.  A creature restrained by such a device cannot kill itself through this damage, though it can incapacitate itself.  Movement when trapped by a bear trap is restricted to whatever length of chain has been tethered to some other static object or if the trap is not tethered to ? the creature’s movement speed.


Book

Uncommon Item

Category: Items

Item Rarity: Uncommon

Weight: 1kg

Somewhat uncommon in the trenches for the simple fact of how dirty they can often be, books can contain any sort of information that can be written out and stored within its pages.  Most often, they contain information about historical accounts, information about a particular subject, personal accounts, theories, or any other number of more scholarly accounts that might be found in the world.  They can vary wildly in value within a trench for the knowledge of things of interest that they might contain.  A book can even be written by a character, provided enough time and supplies are invested into it.  Such a process should take no less than 30 days of free-time, however- and such a book will largely be a unique object.


Bowl-helmet

Common Armor

Category: Armor

Item Rarity: Common

Weight: 1.5kg

The so-called ‘bowl-helmet’ is a vaguely representative of a half-hundred different variants of simple helmets that have been issued to the front-lines of many nations in their time of need, most-often very simple affairs with very few fixtures or features that might contribute to their comfort in any way, shape, or form.  They do provide some limited benefit against shrapnel, indirect head-injuries from rounds, and can help prevent trauma in melee combat.  These simple helmets are not always standard issue and due to the discomfort that many of them have on being worn are sometimes ‘forgotten’ by soldiers in a myriad of locations.  They provide a +1 AC to all incoming types of damage.

As with any other type of helmet, cannot be used in conjunction with another type of helmet for stacking bonuses.


Box of Matches

Common Item

Category: Items

Item Rarity: Common

Weight: 0.1kg

A box of matches contains 20 matches, which can be struck against the side of the box.  These will light in almost any condition, even if made wet thanks to the material of the box and the easy ignition of the coating of the matches themselves.  They will burn for 30 seconds, and provide a bright light in a 5m radius and dim light for an additional 5m.


Breastplate

Uncommon Armor

Category: Armor

Item Rarity: Uncommon

Weight: 6kg

The breastplate is an exceptionally common sort of armor that examples of going back hundreds of years.  A single piece of conventional ‘plate-mail’ which has been used strictly in an effort to try to deflect or at least lessen the impact of firearms while providing good protection against incoming melee attacks towards their center of mass.  This increases AC against incoming fire by +1 and AC against any melee attacks made by a creature by +2.  

Non-standard issue equipment – due to the cost, weight, and use of supplies in many other processes such armor is uncommon.  As with any other type of armor, cannot be used in conjunction with another type of armor for stacking bonuses.


Bullseye Lantern

Common Item

Category: Items

Item Rarity: Common

Weight: 1kg

A bullseye lantern casts bright light in a 35-meter cone and dim light for an additional 35 meters. Once lit, it burns for 8 hours on a flask (0.5L) of oil.  The lens of the bullseye lantern can be broken in a harsh fall, which will reduce the distance that the light is cast from 35/35 to 20/15 meters.  The bullseye lantern can be extinguished as an action, so long as the character attempting to extinguish it has some sort of dampening material with which to snuff out the flame.


Caltrops

Common Item

Category: Items

Item Rarity: Common

Weight: 1kg

As an action, a bag of caltrops can be spread of a 5m square area.  Any creature that enters the area must make a DC16 dexterity saving throw or stop moving and take 1d4 piercing damage.  The creature loses 10m of movement speed per turn until the end of combat or until it recovers at least 1hp.  A creature can carefully move through the area (at ? normal speed) and not need to make this saving throw.  If placed when the creature does not see them being thrown, the creature must make a DC16 wisdom saving throw to see that caltrops have been placed prior to moving through the area and being given the opportunity to see that they have been placed.  If the creature has seen the caltrops being placed, they do not need to make this throw.  Caltrops may be recovered from the area at the end of combat if 10 minutes are taken to collect them all.


Canteen

Standard Gear – Consumable holder

Category: Items

Item Rarity: Common

Weight: 0.5kg

The canteen is a standard piece of kit that can be found among most soldiers and is to be kept with a supply of fresh, potable water at any opportunity that a soldier has.  Most militaries would rather not risk the possibility of their frontline combatants potentially getting dehydrated and exhausted. A full canteen is able to hold roughly 2L of water (and increases in weight from 0.5kg to 2.5kg) which can in most cases at least allow for a character to have a good chance of finding another fresh water source from which to draw.


Card Set

Common Item- Gaming Set

Category: Items

Item Rarity: Common

Weight 0.5kg

A set of playing cards which can be used to pass the time in a variety of methods.  The most common of which tend to involve gambling, a practice that is on paper strictly monitored by many military officers, though tends to be overlooked to almost an extreme in the field thanks to the morale boost that they can provide.  Most used in military conditions are well-veneered.


Chain

Common Item

Category: Items

Item Rarity: Common

Weight: 1kg/2m

Chains are interlocked forged pieces of metal that are most commonly used in some sort of tethering application.  Either to restrain prisoners, animals, or objects which would require significantly more strength than rope, or simply to ensure that the restraint was not cut by any sharp instrument.  Breaking a section of chain requires a DC20 strength check.  Damaging a chain through more conventional means requires rolling an attack against 20AC.  The chain has 10HP and is resistant to piercing, slashing, and bludgeoning damages.


Chain shirt

Uncommon Armor

Category: Armor

Item Rarity: Uncommon

Weight: 3kg

The chain shirt is an old technology, but one that has proven rather effective even on the trenchline for its focus on melee weapons in so many scenarios.  Interlocking rings that are backed by another padding material, chain shirts are at least something in the way of defense against shrapnel and deflecting any melee attacks made by an enemy.  In melee combat a +2 to AC when a creature attacks.  No bonuses against incoming firearms.

Non-standard issue equipment – due to the cost, weight, and use of supplies in many other processes such armor is uncommon.  As with any other type of armor, cannot be used in conjunction with another type of armor for stacking bonuses.


Chalk

Common Item

Category: Items

Item Rarity: Common

Weight: 0.01kg

Chalk is an exceptionally simple marking material used in any number of capacities on the battlefield or in other situations.  It can be used on any surface harder than itself and will leave a bright white line when used.  This can be used to identify certain areas.  It washes off exceptionally easily.


Cigarettes 

Uncommon Item – Luxury, consumable

Category: Items

Item Rarity: Uncommon

Weight: 0.1kg

Filtered cigarettes are a luxury in the trenches, for the mild buzz that most feel off of them thanks to the mildly stimulating effect, aroma that absolutely beats out the general smell of the trench, and social aspect that can be enjoyed while smoking them.  There’s an unspoken rule of the trenches, that those with such ‘premium’ cigarettes who are willing to share them are to be given at least the benefit of the doubt on some small aspects of what they might say or do.  Any humanoid creature may choose to use cigarettes as a consumable item.  When a player uses cigarettes, they may choose to ask up to 4 other characters or NPCs on a ‘smoke break’, which takes one hour, where they will discuss mostly menial topics.  After a ‘smoke break’ the characters / NPCs will doubtless be grateful towards whoever shared the cigarettes with them, as well as potentially being at least a little more open to social interactions with the others they smoked with so long as they were in at least reasonable standing with them before.  Any player who has shared cigarettes with another character / NPC in the past 2 days can have any charisma roll on advantage one time when interacting with that character / NPC.  


Dice Set

Common Item- Gaming Set

Category: Items

Item Rarity: Common

Weight 0.5kg

A set of dice that can be used to pass the time in a variety of methods.  The most common of which tend to involve gambling, a practice that is on paper strictly monitored by many military officers, though tends to be overlooked to almost an extreme in the field thanks to the morale boost that they can provide.  Most are made of wood, stone, bone, or metal of some kind.


Dogtags

Common Item – Loot

Category: Items

Item Rarity: Common

Weight 0.01kg

Dogtags have quickly become a rather universally used item by most militaries to better identify the dead so as to distinguish them from the missing in action as warfare has become so much larger-scale.  These are standardized amongst militaries, but vary in shape, size, color, and many other aspects entirely depending upon which army one might find themselves within.  The collection of dogtags, enemy and friendly with which to confirm kills, the dead, and those who have been captured in combat is a universally accepted practice for the sake of ensuring there is at least some civility to war in the knowledge of what has happened to those participating in in them.  In order to ensure that those who might be interested in the deaths of are duly notified, most every military structure has standardized ‘payouts’ for dogtags brought back from the front.


Field Gear

Standard Gear

Category: Items

Item Rarity: Standard

Weight: 20kg

An array of various useful items that are given to all soldiers of practically any origin to ensure that they can enact their various secondary duties to combat in the field.  From something to sleep on to mess-kits, some small toiletries, and a number of other important pieces of gear and ‘kit’ are so often considered the standards that are necessary for battlefield life of any type.  The kit allows for field-camps to be made in most situations with an hour’s preparation to become at least somewhat suitable.  This gear also contains most of the necessities for combat upkeep such as weapon maintenance and some limited ability to maintain one’s uniform.


Flask

Common Item – Loot, Consumable holder

Category: Items

Item Rarity: Common

Weight 0.1kg

A small container for drinks, most usually spirits of some type.  Can be stored in a large variety of locations on one’s person, from within an interior pocket to a hidden boot-compartment and a hundred places between, depending on the size.  Generally made of metals which can be used in alchemical processes given the lack of reactions of such metals with most liquids.  They can also be used in their intended purposes of storing spirits, holding up to 0.5L (0.5kg) of most alcohols without degrading over time.  Such is usually a valuable commodity on the battlefield however, sometimes even more valuable than the metal of the flask itself.


Full-helmet

Uncommon Armor

Category: Armor

Item Rarity: Uncommon

Weight: 3kg

The ‘full-helmet’ of the battlefield is a helmet that can range in shape wildly depending upon the styles that it draws inspiration from, the intended ‘benefits’ that it might have compared to some other style, and the general level of competence from a craftsman.  Usually thicker than a bowl-helmet, and with an extended visor that covers most, if not all of the face and potentially even portions of the neck, the full-helmet is an extension upon the more-common bowl-helmets to try to make the protection offered by such devices at least a little bit more extensive.  As such, they provide +2 to all AC thanks to the extended protection.  However, due to the restricting nature of the helmet’s field of vision, they also impose disadvantage on any perception checks, as well as on any firearm attacks made at a range of over 50m.  Even rarer are variants of this sort of helmet that can be used in conjunction with a gasmask, sometimes making this something more of a hindrance than a tool to those who find themselves facing foes eager to force them to choose one weakness over another.

Non-standard issue equipment – due to the cost, weight, and use of supplies in many other processes such armor is uncommon. As with any other type of helmet, cannot be used in conjunction with another type of helmet for stacking bonuses.


Gasmask

Standard Gear

Category: Items

Item Rarity:  Standard

Weight: 1kg

A clunky apparatus that filters out harmful chemicals from the surrounding air.  Claustrophobic, hot, and heavy, limiting vision while wearing it.  As an action, you can put this gas-mask on yourself or anyone within 5m of you who would not resist.  When worn, the gas-mask reduces perception rolls by 5.  Any ranged attack made with a firearm past 50m is also rolled on disadvantage while wearing a gasmask even in clear conditions, while that range drops to 25m in any otherwise poor visual conditions.  (ie. when within gas, heavy fog, etc.)


Glowing Alchemical Slag

Currency

Category: Items

Item Rarity: Uncommon

Weight: –

‘Alchemical Slag’ refers to an unspecific ratio of materials with potential ingression properties which have been moderately refined down into a more transportable form.   It can be made through a rather odd-series of melting and ‘half-ingression’ in most circumstances, and can be utilized in the creation of many relics and most types of ingression.  Glowing Alchemical Slag is a more-refined still variation of its more well-known cousin.  As an example, it would take only a hundredth of a kilogram (0.01kg) of Alchemical Slag (in most circumstances) to be traded for a flask (0.1kg) given the effort necessary to reduce the flask down to the same level of ‘usefulness’ for most forms for ingression.  It is named such for the fact that many soldiers and alchemists who have been on the front for a significant period of time report ‘a glow’ to it.  Despite the fact that most less-hardened soldiers or less-experienced alchemists require to other checks to ensure that it is truly the more valuable variant.


Harmonica

Common Item – Loot

Category: Items

Item Rarity:  Standard

Weight: 0.1kg

A small instrument that can be used to pass the time in the trenches, stored reasonably easily away, and often reminiscent for many of better times.  A personal item for many in the trenches, it can be an easy way to strike up a conversation based on the model or the engravings one may have etched into theirs.  They are often made of a variety of metals, and can in a pinch be melted down into more useful base alchemical ingredients.


Heavy Trench Coat

Common Armor

Category: Armor

Item Rarity: Common

Weight: 1.5kg

The ‘heavy trench coat’ is something of a misnomer in the minds of many in the trenches.  Standard-issue trench coats are, of course, in abundance on the front-lines, but a ‘heavy’ trench-coat is something that has been modified somewhat more for armoring purposes rather than merely staving off rain or cold.  By filling the coat with some additional padding, though cumbersome, it can function at least somewhat in the role of improvised armor when in melee combat- though it does nothing to improve survivability against firearms or directly impacting shrapnel.  This armor provides a +1 AC against melee attacks due to the padding and the relatively heavy fabric weave.

As with any other type of armor, cannot be used in conjunction with another type of helmet for stacking bonuses.


High Explosive Grenade

Uncommon Item – Consumable Imbued Munition

Category: Items

Item Rarity:  Uncommon

Weight: 0.2kg

An explosive device with a timer mechanism set for five seconds that can be used by infantry in at a range with a radius area-of-effect.  When thrown after the fuse explodes, will detonate and do damage to the surrounding creatures and objects around it.  These come in a variety of different shapes and sizes depending on their countries of origin, from ‘potato masher’ to simple spherical styles.


High Explosive Landmine

Uncommon Item – Consumable Imbued Munition

Category: Items

Item Rarity:  Uncommon

Weight: 0.2kg

An explosive device with a pressure-plate mechanism that can be embedded into soft ground or even blatantly laid-out on harder ground, and potentially have camouflage added to it to make it less obvious.  Operating on a similar principle as to the high-explosive grenades, when the fuse of this weapon is engaged by the pressure-plate being engaged, a very short timer is allowed to count down before exploding.  These weapons, like so many other ‘standards’ of the trenchlines, come in a variety of shapes and sizes, though remain largely uniform in their weights and explosive payloads as being relatively effective.


Hooded Lantern

Common Item

Category: Items

Item Rarity: Common

Weight: 1kg

A hooded lantern casts bright light in a 15-meter radius and dim light for an additional 20 meters. Once lit, it burns for 8 hours on a flask (0.5L) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-meter radius.  The lantern can be extinguished as an action, so long as the character attempting to extinguish it has some sort of dampening material with which to snuff out the flame.


Improvised Incendiary Grenade

Uncommon Item – Consumable Imbued Munition

Category: Items

Item Rarity:  Uncommon

Weight: 0.2kg

The improvised incendiary grenade is less a well-put-together device than so many other grenades, and more a crude construction of oftentimes a bottle of alcohol, some other flammables, and a rag which has been soaked in the aforementioned substances to act as a rudimentary fuse.  The improvised weapons go by a number of names, and have as many shapes and sizes as the bottles that come from the home-countries of the participants of any conflict.  The main reason for the relative cost in barter for such weapons comes from the simple fact that alcohol or other fuels are oftentimes a reasonably rare and precious commodity in the trenches.


Incendiary Grenade

Uncommon Item – Consumable Imbued Munition

Category: Items

Item Rarity:  Uncommon

Weight: 0.2kg

Incendiary grenades are a close-cousin to the high-explosive grenades used on the field and in the trenches.  Composed of a simple fuse-timer mechanism and a somewhat more complex mechanism to let out a stream of some sort of fuel into a wider area before igniting, these are particularly hated weapons by most.  Similar in most aspects to their cousins, they are oftentimes marked with red symbols to distinguish them from either smoke or high explosive grenades that they may closely resemble.  The possession of these weapons amongst captured soldiers has been reported as sometimes an excuse for executions.


Jewelry

Common Item – Loot

Category: Items

Item Rarity: Common

Weight: 0.01kg, 0.05kg, 0.10kg

Jewelry of a variety of types can be found and looted off of the dead of the trenches.  From rings to earrings to necklaces and a large variety of other more exotic such items, jewelry tends to be made of precious metals that can be used in alchemical reactions or for bartering exceptionally readily.  It can be found any practically any quantity on the dead, from simple wedding or engagement rings alone to reasonably impressive amounts of gold or silver.  


Lighter

Common Item – Loot

Category: Items

Item Rarity: Common

Weight: 0.1kg

The common lighter is a little bit more of a luxury than its cousin- the trench-lighter.  Made of semi-precious metals and with a great deal more uniformity in construction than their cousins, the lighter is oftentimes a reasonably prized trinket among those in the trenches for both the often unique aesthetics of them as well as their functionality.  If used in their capacity and purpose they can be used to provide up to two hour’s continuous light, and provide a bright light in a 5m radius and dim light for an additional 5m.  After this they will need to be refilled with oil.


‘Lobster Plate’

Uncommon Armor

Category: Armor

Item Rarity: Uncommon

Weight: 10kg

‘Lobster Plate’ is a relatively new type of armor to the field, consisting of multiple interlocking ‘plates’ of armor that are fitted across the torso of a soldier, allow for some reasonable mobility, and provide protection against both melee weapons and the majority of firearms in a way that is far more likely to keep one alive on the battlefield than more archaic armor-types for bygone eras.  Rather expensive, heavy, and sometimes impractical to be wearing at all times it is nonetheless something that many a soldier strives to own.  If only for the fact that it makes it that much more likely for them to return home after the war.  ‘Lobster Plate’ provides a +2 bonus to AC for both firearms and melee attacks.  However, given the weight of the armor it also imposes a -5m movement speed penalty on the wearer due to its cumbersome nature.

Non-standard issue equipment – due to the cost, weight, and use of supplies in many other processes such armor is uncommon.  As with any other type of armor, cannot be used in conjunction with another type of armor for stacking bonuses.


Map Case

Uncommon Item

Category: Items

Item Rarity: Common

Weight 0.2kg

Maps are generally made of vellum or some other weatherproofed material, and will show everything that is known of defenses, traps, or positions of troops, equipment, and whatever else of relevance is known within an area.  They are exceptionally valuable for this fact, and captured maps of enemy positions of any sort can be extraordinary finds for command.  Captured maps are exceptionally valuable finds most of the time, and for the same reason few maps with explicit details on defenses and force-positions are allowed to potentially fall into enemy hands.  Possession of a map for one’s own use detailing a trench, position, or any other sort of purpose that has not been strictly given to the individual or squad is grounds for a court-martial if discovered.


Medical kit (4)

Uncommon Item

Category: Items

Item Rarity: Uncommon

Weight: 2kg 

Sterilized cloth strips soaked in clotting agents, various medications, disposable scissors and a number of other such resources that would certainly help to save a life in a desperate medical situation, the medical kit is somewhat less-common than perhaps it should be on the battlefield due to the shortages of so many of the supplies that are within them.  The proper medical kit allows the stabilization and the bringing back from incapacitation of one character (per use) of the medical kit without the use of a skillcheck. It may be used to recover creatures from wounds that would, even with the use of basic bandages, otherwise likely be fatal.


Mirror

Common Item

Category: Items

Item Rarity: Common

Weight 0.2kg

A mirror can serve a number of purposes, mostly egocentric… however on the battlefield of a trenchline its most useful are those of serving as an indirect means by which to observe the battlefield or transmit simple signals by reflecting light.  Given their brightly reflective surfaces, they can however be something of a detriment.  When used, they can be noticed with a DC8 perception check.  If those who notice them then pass a DC14 intelligence check, it can generally be determined for what use they are being used.  A mirror which is being used to survey an area has an AC of 13 due to its small size, and 1HP.


Navigational equipment

Uncommon Items

Category: Items

Item Rarity: Uncommon

Weight 0.2kg

Navigational equipment is often composed of simply a few additional small instruments meant for orienteering on land or limited sea-navigation based on various astronomical bodies.  A compass, sextant, and a few pieces of specific marking equipment for a map are largely what is used in order to make navigation outside of well-known land possible as well as the seas provided that there are no storms.  In order to make use of this equipment, a character must have at some point at least been instructed in its use.  A process that will take the better part of a day for the most-basic of proficiency, and the better part of a week to become accustomed enough to retain the skill for a longer period of time.  If a character uses such a device for at least a period of week knowing how to use the various devices and in a situation where it might be necessary to do so, he or she becomes proficient for it indefinitely and can teach another how to use it in turn.


Oil

Common Item

Category: Items

Item Rarity: Common

Weight: 1kg

Oil usually comes in a simple flask or jug that holds half a liter. As an action, you can splash the oil in this flask onto a creature within 5 meters of you or throw it up to 20 meters, shattering it on impact. Make a ranged Attack against a target creature or object, treating the oil as an Improvised Weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 10 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-meter-square area, provided that the surface is level. If lit, the oil burns for 1 round and deals 10 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.  Any creature taking this damage must save a DC16 Endurance saving throw to not be incapacitated for the turn.

As an improvised weapon:

Damage: 10

Type: Fire

Properties: Consumed Weapon, Light, Range, One-Handed, Improvised Weapon

Range: 5/20

Weight: 2kg


Officer’s Sword 

Standard Weapon / Uncommon Item – Loot

Category: Items

Damage: 1d8Damage (+str)

Type: Slashing –or– stabbing

Item Rarity: Standard

Properties: Light, Melee, One-Handed, Multiattack (2 / Attack)

Weight: 2kg

The officer’s sword is a weapon that can be found, unsurprisingly, on most any commissioned officer on the field.  While it may certainly serve in its capacity as a weapon, it is also valuable for the simple fact that it may be returned to practically any army’s command in return for a bounty.  This bounty can be obtained regardless of if it is a friendly or enemy officer’s sword.  Most such weapons are serialized, and though they can certainly be stolen are generally regarded as something which can be akin to the more common soldier’s dog-tags.  Returning such weapons is generally seen as proof of either dispatching enemy officers or recovering (at least very partially) the body of friendly ones.  If a weapon is found to have been stolen from a friendly officer’s possession and turned in for a bounty, the bounty is usually revoked.  If this happens multiple times, ‘corrective action’ is usually administered.

The bounties vary depending on the ‘tier’ of officer that the weapon is retrieved from.  A T1 officer is most generally regarded as a common field officer, a platoon leader.  A T2 officer is seen as a potentially higher ranked officer in charge of a specialized platoon or a company.  A T3 officer is seen as a potential tactical-level resource in charge of a larger company or potentially even a battalion.  A T4 officer, in charge of a battalion or larger and most certainly a tactical-level resource if not a strategic-level one.  A T5 officer is any officer who is a part of the generality or admiralty.  A definitive strategic-level resource whose death might potentially change the course of the entire war by itself. 

T1 Officer

T2 Officer

T3 Officer

T4 Officer

T5 Officer

~1kg alch slag

~2.5kg alch slag

~10kg alch slag

~40kg alch slag

~200kg alch slag


Pocket Watch

Common Item – Loot

Category: Items

Item Rarity: Common

Weight 0.05kg

A pocket watch is a common item on the battlefield.  It can be used to either tell the time or as a stop watch for any number of things.  Most on the battlefield are made of reasonably common metals, though the number of gears and intricate internal mechanisms often means that they can be put to great use in any number of applications, even if they aren’t made of particularly alchemically valuable materials.


Portable Ladder

Common Item

Category: Items

Item Rarity: Common

Weight 10kg

A portable ladder is a rather niche piece of equipment that is seen with surprising frequency in the trenches.  Sometimes used to scale interior walls of one’s own trench, and sometimes brought out onto the field in order to scale enemy fortifications, it is a cumbersome piece of gear that can be exceptionally helpful in certain situations.  When placed against a vertical face, it stands 2m tall and will allow anyone to climb it in a turn to scale it and potentially scale up to a 3m tall object within a single action.  If such an action brings an individual within melee distance of an enemy or has them leave the melee distance of an enemy, they take an attack of opportunity in that enemy’s reaction.  Up to 3 portable ladders may be ‘combined’ over the course of 1 action per additional ladder segment to allow for single-turn scaling of up to 6m vertically.  A ladder may be tipped if an enemy spends an action to do so, after which it must be reset.


Rations

Common Item – Consumable

Category: Items

Item Rarity: Common

Weight: 1kg

A day’s worth of field-rations, which can be eaten in any reasonable conditions of even a battlefield.  Composed most frequently of dried breads and meats with the occasional dehydrated fruits or vegetables these meals are filling but generally tasteless (or worse).  These stave off hunger, though are almost always kept in reserve to any sort of more ‘real’ food in field-camps or any sort of fallback positions.


Rope

Common Item

Category: Items

Item Rarity: Common

Weight: 1kg/20m

Rope is an exceptionally utilitarian tool on the battlefield.  Being potentially used as a tethering device, restraint, tripwire, or in any number of other applications as seen fit by the user.  Most of those found in the trenches are reasonably lightweight and durable- if somewhat vulnerable to slashing from any sharpened objects.  Rope may be used as a restraint on most incapacitated creatures, though it can be burst with a DC16 strength check.  If such a strength check is failed, it can usually be noticed by any who were watching nearby with a DC12 wisdom check.  If it is attacked, rope has an AC of 12 and a health of 2HP.  Rope is immune to bludgeoning damage.


Sandbags (20)

Common Item

Category: Items

Item Rarity: Common

Weight: 2kg/20

Empty sandbags are bags made of burlap or some other easy to manufacture material.  Light when not filled, they become reasonable ballistic protection when filled with earth, sand, and rocks on-site.  It takes at least 20 sandbags to create a line for ? cover across an entire five-meter square, or 40 sandbags to provide ? cover over the same area with some reinforcements.  It takes roughly 2hrs of labor to fill 20 sandbags with one person, which can be reduced based on the number of people working on filling and placing the sandbags.  Sandbags cannot be used to create full cover without already existing structures or other features which would add stability to them.  Sandbags cannot be emptied and re-used or re-collected, though they can be transported short distances (100m or less) to be repositioned into other fortifications.  Full sandbags weigh 25kg each.  Sandbags will degrade and no longer be considered as fortifications within roughly 6 months of being filled and placed due to degradation of the materials.


Scale

Uncommon Item – Trade

Category: Items

Item Rarity: Common

Weight: 2kg

A scale is a staple of many transactions even in the trenches given the inherent value of so many metals and other secondary compounds to alchemical reactions.  While somewhat uncommon given the conditions of the trenches, there are often communal scales that can be used within the trenchline to ensure that weights and quantities of the usually-traded materials are at least approximately correct to within a reasonable estimation.  Containing a set of standardized weights, a personal scale set can be used outside of the trenches to ensure the same level of fairness is achieved when dealing without outsiders.  It can be used to weigh any object up to 1kg with exceptional accuracy.


Shackles

Common Item

Category: Items

Item Rarity: Common

Weight: 2kg

A set of shackles, bound together with a short length of iron chain and provided with a fitting key which can be used to restrain an individual.  Shackles are generally uncomfortable for prisoners to wear for any particularly long length of time.  When restrained by a pair of shackles and left unsupervised for at least an hour, an attempt can be made to break or free oneself from the restraints with either a DC20 strength or dexterity throw.


Shovel

Common Item

Category: Items

Item Rarity: Common

Weight: 2kg

While the entrenching tool is a standard piece of every soldier’s kit, the simple shovel is something that is just a little too difficult to transport en-masse with a soldier.  Somewhere between a meter and a meter and a half in length, a full shovel is a tool that is surprisingly sought-after on the trenchlines for the simple fact that it can effectively halve most of the work that would be generally done with an entrenching tool.  The extra length and broader head of the tool often just a little bit better-suited for the purpose of digging entrenchments, fortifications, or even sapping tunnels than the standard-issue piece of kit.  While it can be cumbersome to transport in addition to other gear, it can certainly be put to good use.  Most commonly, they are given out in entrenching or fortifying operations.  In a pinch, a shovel can also function as a reasonably effective weapon with the following stats.

Standard Weapon

Damage: 1d10Damage (+str)

Type: Bludgeoning

Item Rarity: Standard

Properties: Melee, two handed


Signal Whistle

Common Item

Category: Items

Item Rarity: Common

Weight: –

A signal whistle used by an officer or noncommissioned officer on the battlefield.  Such can generally be heard up to even 250m even over the din of the battlefield.  They are often used with prearranged signals to order advances, retreats, or various other tactics.  The ‘variants’ of such used by most militaries are distinct from one another in sound, as are the codes used for the various tactics.


Smoke Grenade

Uncommon Item – Consumable Imbued Munition

Category: Items

Item Rarity:  Uncommon

Weight: 0.2kg

A device with a timer and chemicals within it that will release a thick cloud of smoke after the device is primed and thrown.  This cloud of smoke can be used for signaling or to provide cover for an advance, retreat, or any other tactical scenario that it can be utilized in.  The smoke provides concealment in a direct line-of sight up until two individuals are within 5m of one another.  Like High Explosive Grenades, they come in a variety of forms, though are visually distinct from their explosive brethren by the indications of bright white lettering or other such visually distinct markings.


Spyglass

Common Item

Category: Items

Item Rarity: Uncommon

Weight: 1kg

Spyglasses can be used to survey an area in more detail than most without incredible natural perception would otherwise be able to.  They are most often in the hands of scouts and officers, surveying either active battlefields or potential battlefields for any advantages or disadvantages that a situation has to offer.  Perception or investigation checks to a distant area can be rolled with advantage if using a spyglass.  As an action, a spyglass can be used to attempt to identify targets at even great distances.


String

Common Item

Category: Items

Item Rarity: Standard

Weight: —

String is, in most ways, identical to rope but on a significantly smaller scale.  It can be used to bind small objects together using knots, or potentially used in a number of other applications only limited by the ingenuity.  Unlike rope however, string does not require any sort of a check on behalf of a creature or character to break.  Simply by virtue of not being careful, it can oftentimes be broken with the application of pressure if it is taut.


Torch

Common Item

Category: Items

Item Rarity: Common

Weight: 0.5kg

A torch is made from a stick of some sort which is usually wrapped in cloth, some sort of flammable liquid (most usually oil) and is then used for illumination.  On average, they burn for a period of at least two hours.  They provide bright light in a 10m radius around themselves, as well as dim light another 10m beyond.  They can be extinguished with a sufficient dousing of water, or by a lack of air.


Trench Lighter

Common Item – Loot

Category: Items

Item Rarity: Standard

Weight: 0.05kg

A trench-lighter is a generally cobbled-together, improvised lighter made of bullet casings or other ‘on-hand’ materials in the trenches for the purpose of holding a cotton wick and some sort of fluid fuel to be ignited by a sparking mechanism.  They vary in quality greatly, but are generally a piece of kit that most soldiers have a great deal of pride in.  They often have some slight decorations, intricate mechanisms, or simple utility which makes them useful for either bartering or base alchemical purposes.  If used in their ‘real’ capacity and purpose they can be used to provide up to one hour’s continuous light, and provide a bright light in a 5m radius and dim light for an additional 5m.  After this they will need to be refilled with oil.


Uniform

Standard Gear

Category: Items

Item Rarity: Standard

Weight: 1kg

The standard method of identification of any member of any formal (and even many informal) militaries.  A uniform is an immediate identification of loyalties, and therefore can be met with either extreme in form of judgement when noted.  To not be in uniform while serving in a military capacity is to be potentially regarded as attempting desertion or implicated in a number of other crimes by many different authorities. 


Wire Cutters

Common Item

Category: Items

Item Rarity: Standard

Weight: 2kg

Wire-cutters are a reasonably standard piece of equipment that can be commonly found for the assaults on enemy entrenchments.  They can be used as an action to remove key points from a 5m long area of barbed wire or razor wire, and allow for the movement into such a space without the penalties that would otherwise be imposed upon them.  When used on any sort of wire impediment, it requires a DC12 dexterity or DC 10 endurance roll to successfully remove enough of the wire to allow for the space to be considered largely cleared.  A failed roll will result in 1d4 damage as the creature slips slightly and cuts themselves on the wire.

Standard Container Capacities

Container

Capacity

Field-pack

35kg

Uniform

10kg

Misc. pouches

5kg

Barrel

160L liquid, 1.5m3 solid

Basket

0.75m3 / 15kg of gear

Bucket

10L liquid

Chest

4m3 / 100kg of gear

Flask

0.5L liquid

Canteen

2L liquid

Jug / Pitcher / Pot

4L liquid

Additional Pouches

2.5kg / ea

Sack

10kg

Vial

0.1L liquid

Leave a Comment

Your email address will not be published. Required fields are marked *

/* add by OCEANUS */