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Wonders Great and Small

As heroes travel the lands, they will no doubt encounter items wondrous and mundane. Whether seeking the treasures of a lost dungeon or simply buying supplies for their next journey, much of an adventurer’s life revolves around using and acquiring treasure.

This chapter details many of the wonders, great and small, which heroes will chance upon during their journeys. This is far from an exhaustive list and serves more as a guide to the types of items that can be found and used in the game.

Your Race, Class, Background, and Feature selections all add to your pool of starting Crowns. The Crowns from these sources are dedicated to purchasing gear from three of the categories below: Armaments, Items, or Wonders. Half of your unspent Crowns becomes on-hand cash when the game begins, the other half is lost. Bear in mind that, depending on the nature of the story, you may not have the opportunity to purchase items until some time after the game begins.

Buying & Selling

The prices given in this section are the median prices for these items. Prices may be lower or higher (as determined by the GM) depending on regional supply and demand.

If PCs successfully haggle over price using their Skills, GMs should increase or decrease the offer appropriately by 5% per bump. Haggling cannot take place when players purchase equipment during character creation.

Typically, shops will buy used items in good condition at 10% of their base value in order to make a profit. GMs should use their discretion as not all shops will purchase all items (a bakery probably would not buy used armor, for example) and some shops may simply be unwilling to buy used goods or unable to pay the full 10% of the item’s value.

Item Rarity

Generally speaking, the rarer an item is, the more powerful its effects are. There are five degrees of rarity, each color-coded for convenience. They are: 
  • Common: the item is readily available almost anywhere items of its kind are sold or found.
  • Uncommon: the item is available in large cities but takes some searching to find.
  • Scarce
  • Rare
  • Mythic

Coin of the Realm

A powerful union of bankers and merchants known as the Trade Imperium has established a near-universal currency for inter-planetary commerce. No matter where the heroes venture, the coin of the Trade Imperium is likely to hold value.

Crowns 
The standard by which all other coins are compared. Common laborers in a strong economy earn about 10-20 Crowns a day. Crowns come in various coins and paper notes denoting 1, 5, 10, 50, and 100 Crowns worth of value.

​In modern American currency, a single Crown would be worth about $10.


Marks & Rubes
Marks are silver coins worth .25 Crowns; this makes 4 Marks equal to 1 Crown.

Rubes are copper coins worth .01 Crowns; this makes 100 Rubes equal to 1 Crown.


Plats 
Platinum coins worth 
1,000 Crowns each. Plats are rarely used among common folk, and are more commonly traded amongst banks, merchants, and nobility.
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Basic Items

Every character starts with a certain amount of Crowns to spend in the following three categories: Armaments (weapons and armor the character will use in combat), Items (special tools and survival equipment), and Wonders (magical and mundane goods that give the user an edge and help solve problems.)
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Armaments

Weapons, armor, and a myriad of tools for war. There's a perfect weapon for every occasion, a killing implement for every foe.
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Items

Various goods, tools, and sundry. Items offer the means to survive in the wild and explore the depths of dangerous dungeons.
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Wonders

​Specialized tools, enchanted items, and bits of lost technology that can give heroes an edge in challenging situations.
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Civilization's Best

As characters venture through The Sphere, they are likely to enter into places where civilization has taken root and towns, cities, and sprawling metropoli have grown up. Here, characters can find a myriad of new services to hire out, trained animals to keep as helpers and companions, and even a place to call home.
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Animals

There are a host of exotic animals to be found in every corner of The Sphere. And chances are, if mortals have discovered it, they've also tried to tame it.
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Services

Things people do for money. Services are available wherever people gather; the more people, the wider the variety and better the quality of services.
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Real Estate

Every adventurer who lives long enough to become established eventually needs somewhere to operate from. Homes of every size and style are available.
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Magical Items

Those with the courage to plunder ancient ruins, confront dreaded monsters, and venture where Mortals fear to tread are likely to find rare and powerful treasures touched by the power of Mana. These items are the heart and soul of an adventurer's arsenal, an ever-growing treasure trove of the strange and magnificent.
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Magical Arms

Imbued with the power of Mana, these Mysterious weapons are much more durable and dangerous than standard implements of war.
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Magical Armor

These suits of armor have been enchanted to empower the wearer with not only greater protection, but extraordinary new abilities.
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Magical Trinkets

From worn accessories like rings and amulets to strange and macabre artifacts, this menagerie of the Mysterious offers heroes a host of new options.

ITem Creation

There are four Proficiencies related to item creation. Alchemy is the art of mixing magical ingredients together to create an assortment of strange and wondrous potions. Runeweaving allows one to imbue mundane objects with special, persistent enchantments and unlock the potential of magical items. Smithy focuses on the creation of weapons, armor, and other material goods made from wood and metal. Salvage supports the other three crafting Proficiencies, allowing one to scavenge for crafting materials and break down existing items into useful parts.

​So, which craft do you practice?
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Alchemy

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Runeweaving

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Salvage

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Smithy

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  • Main
  • Sphere
    • How to Play >
      • Game Flow
      • Actions
      • Task Resolution
      • Your Character Sheet
      • Combat
      • Movement
      • Health and Status
      • Destiny
      • Running the Game
    • Setting
    • Worlds >
      • Arcadia >
        • Mara
      • Helios
      • Thera
    • Character >
      • Race
      • Arcanum
      • The Mystery >
        • Rotes
        • Abjuration
        • Animancy
        • Artifice
        • Augury
        • Confluence
        • Conjuration
        • Ecologism
        • Glamour
        • Thaumaturgy
        • Transmutation
      • Features
      • Background
      • Assets
      • BASIC and Stats
      • Character Growth >
        • Keys
    • Wonders Great and Small >
      • Armaments
      • Supplies
      • Services
      • Wonders
      • Real Estate
    • Adventure >
      • The Journey
      • Encounters
      • NPCs
      • Monsters
      • Other Dangers >
        • Disease
      • Rewards
  • Madness
  • Dungeon Storm
  • R3L1C