GEAR
Every culture of Roshar has its own intoxicating traditions, such as beers, mudbeers, ciders, honu, shiki, juices, and lagers. In Vorin society, almost all forms of alcohol are referred to as wine regardless of their ingredients. Such wines are known by their distinct colors, which are infused into each beverage so they can be distinguished at a glance.
0.5-50 mk
Every culture of Roshar has its own intoxicating traditions, such as beers, mudbeers, ciders, honu, shiki, juices, and lagers. In Vorin society, almost all forms of alcohol are referred to as wine regardless of their ingredients. Such wines are known by their distinct colors, which are infused into each beverage so they can be distinguished at a glance.
1-300 mk
Usually made from fathom bark or winterwort, you can apply a dose of anesthetic ointment to an injury after a short or long rest to reduce its recovery time by 1d4 days. Each injury can be treated with anesthetic only once per day.
75 mk
Antiseptic (potent, 5 doses)
Knobweed milk, fourleaf sap, and lister's oil can all be used to make a strong antiseptic. A dose can be applied to a character after a short rest to restore 2d6 health.
50 mk
Antiseptic (weak, 5 doses)
A dose of weak antiseptic, such as that made from larmic mucus, can be applied to a character after a short rest to restore 1d6 health.
25 mk
Each reference book contains information on a particular topic, such as a historical era, engineering, biology, architecture, or crafting a particular type of fabrial. When you have time to reference a book while making a related test using your Intellect attribute, you're considered to have an expertise in the topic.
10-500 mk
While lit, the candle sheds light in a 15 foot radius. It burns for up to 6 hours before becoming unusable.
0.2 mk
A sealable, cylindrical case that can store up to ten pages of paper or parchment and protect them from the weather.
4 mk
This sturdy chain can be used in securing cargo, shackling prisoners, and other situations where strength is essential. This chain can be broken by succeeding on a DC 30 Athletics test or by dealing 15 damage to it.
20 mk
This thin chain is often used in jewelry and Soulcasters, usually made of precious metals in fine links. This chain can be broken by succeeding on a DC 20 Athletics test or by dealing 5 damage to it.
20 mk
This clothing may have once been of fine or common make, but it's now barely holding together. While wearing these clothes, you gain an advantage on spiritual tests made to convince others you're destitute.
0.5 mk
Plain clothes are made of affordable materials and are generally undyed, helping you fit in among the commonfolk. While wearing these clothes, you gain an advantage on spiritual tests made to convince others you're from the lower class.
2 mk
Fine clothes are made of silks or other high quality materials, colored using expensive dyes, and often stitched with fine embroidery. Wearing fine clothes helps you to blend into high society, such as noble banquets, without arousing suspicion. While wearing these clothes, you gain an advantage on spiritual tests made to convince others you're from the upper class.
50-200 mk
You can use a crowbar to gain an advantage on Athletics tests where the crowbar's leverage can be applied.
10 mk
Distant sounds heard through an ear trumpet can be perceived as though at half the distance. At the GM's discretion, more powerful ear trumpets may be available at higher values.
50 mk
A flint and steel can be used as 1 action to light abundant fuel within reach. Starting a fire under more challenging circumstances can take 1 minute or more. Herdazians often wear a tool called a sparkflicker as jewelry or other ornamentation; they can use this like flint and steel by quickly running their crystalline fingernails along it.
4 mk
Rations are foods created for extended travel, such as jerky and hard baked lavis cakes. They generally lack flavor, but if kept dry, they remain edible indefinitely.
0.2 mk
Every culture of Roshar has its own street confections, ranging from loaves of bread to more specific cultural foods like Herdazian chouta.
3 mk
Fine food can be found in high class restaurants and on the tables of nobles' feasts.
25 mk
A grappling hook is typically attached to the end of a rope to aid in scaling or descending from walls and cliffs. A securely anchored grappling hook grants an advantage on Acrobatics and Athletics tests made to climb using its attached rope. You can use an Interact action to attach the grappling hook to an anchor within reach without making a test. Alternatively, you can throw and attach it to a suitable anchor within 20 feet of you by succeeding on an Athletics or Agility test (DC set by the GM).
10 mk
While lit, this lantern sheds light in a 30-foot radius. It burns for up to 6 hours per pint of oil.
20 mk
This lantern includes a locked cage, usually just under 1 foot in diameter, into which infused spheres can be placed to shed light. Depending on how full the lantern is, it sheds a different radius of light: 60 feet when entirely filled with spheres, 30 feet when half full, 15 feet when quarter-filled, and 5 feet when at least 1 mark or broam is within it. The lock can be opened with its included key or a successful DC 15 Thievery test.
20 mk
This sturdy lock can be opened with its included key or a successful DC 20 Thievery test. At the GM's discretion, locks that require higher DCs may be available at higher values.
50 mk
You can use a lockpick to gain an advantage on Thievery tests made to pick a lock. After this test is resolved, the GM can spend C to cause the lockpick to break.
5 mk
You can use a magnifying lens to gain an advantage on skill tests made to appraise or inspect a small or highly detailed item.
400 mk
These metal restraints, which come with a key, can bind the wrists or ankles of a Large or smaller character. They can be escaped with a successful DC 25 Agility test, broken by succeeding on a DC 25 Athletics test or by dealing 15 damage to them, or lockpicked by succeeding on a DC 20 Thievery test. At the GM's discretion, manacles that require higher DCs may be available at higher values.
10 mk
Every culture of Roshar has its preferred instruments and musical stylings. Instruments are often used for enjoyment, passing time, or busking for chips. When playing an instrument, you can determine the quality of your performance by making a skill test using a related skill (such as Agility for a stringed instrument, Athletics for drums, or Discipline for an instrument with many keys). If you have an expertise in that instrument, you gain an advantage on the test.
1-50 mk
This net of thick rope can ensnare animals or enemies. While holding this net, you can use 1 action to make an Athletics test against the Physical defense of a Large or smaller character within 15 feet of you. On a hit, the character is Restrained and knocked Prone. That character or another within reach can use the Interact action to make a DC 15 Athletics test, freeing the trapped character on a success. If a character is Restrained by multiple nets, they must be freed from each separately.
4 mk
This net of fine mesh is used to ensnare fish. You can use this net to gain an advantage on physical tests related to fishing.
10 mk
Oil generally comes in a 1-pint flask made of dried crem. Oil is flammable and can be used to fuel oil lanterns, to create dangerous terrain in a space, or as an improvised weapon (sling). When you hit or graze a target with this improvised weapon, you coat the target in oil in addition to the normal damage. Following the attack, regardless of the result, the crem flask breaks and any unused oil is lost.
1 mk
Paper or parchment (1 sheet)
0.5 mk
Often manufactured using Roshar's deadly blackbane plant, poison comes in single-dose glass vials. As 1 action , you can pour it into food, liquid, or a container, or you can apply the poison to a melee weapon or a piece of ammunition you're holding. When you do, the GM may require you to make a Stealth test to avoid discovery. When a character ingests the poison or is hit by an attack using the poisoned weapon or ammunition, the poison is expended, and the character suffers the following effects: The target must succeed on a DC 12 Athletics test or take 1d6 vital damage.
20 mk
Poison (effectual, 1 dose)
Often manufactured using Roshar's deadly blackbane plant, poison comes in single-dose glass vials. As 1 action , you can pour it into food, liquid, or a container, or you can apply the poison to a melee weapon or a piece of ammunition you're holding. When you do, the GM may require you to make a Stealth test to avoid discovery. When a character ingests the poison or is hit by an attack using the poisoned weapon or ammunition, the poison is expended, and the character suffers the following effects: The target must succeed on a DC 14 Athletics test or take 2d8 vital damage and be Stunned for 1 hour.
50 mk
Often manufactured using Roshar's deadly blackbane plant, poison comes in single-dose glass vials. As 1 action , you can pour it into food, liquid, or a container, or you can apply the poison to a melee weapon or a piece of ammunition you're holding. When you do, the GM may require you to make a Stealth test to avoid discovery. When a character ingests the poison or is hit by an attack using the poisoned weapon or ammunition, the poison is expended, and the character suffers the following effects: The target must succeed on a DC 16 Athletics test or take 3d10 vital damage and be Stunned for 1 hour. While Stunned in this way, the target is Immobilized.
120 mk
Most commonly used by engineers and artifabrians, this system includes four pulley wheels, 30 feet of rope, and a hook. When you have time to set up a pulley apparatus before lifting an object, you treat the object as being a quarter of its normal weight.
100 mk
Rope is usually made of seasilk (or less commonly, lavis grain or rockbud fibers) and sold in 50-foot lengths that can be cut and tied to change its length as needed. It can be cut by dealing 2 damage to it, or it can be ripped apart with a successful DC 20 Athletics test.
30 mk
Most commonly used by scholars, ardents, appraisers, and gem cutters, a scale can accurately determine the weight of an object (to a maximum of 2 pounds).
20 mk
Distant objects viewed through a spyglass can be perceived as though at half the distance. At the GM's discretion, spyglasses that allow distant objects to appear even closer may be available at higher values.
500 mk
This satchel contains enough bandages, salves, splints, and other medical supplies to be used 10 times. When you make a Medicine test to treat a wounded character (or to similarly use these medical supplies), you can expend one of these uses to gain an advantage on the test.
20 mk
Treatment (medical, 1 dose)
Rosharan surgeons treat ailments with a variety of treatments, generally made from bitterleaf or bloodivy. During a short rest, you can use a dose of such a treatment to cure a character of one of the following conditions, given that its source isn't a permanent injury: Disoriented, Exhausted (reduces the penalty by 1), or Stunned.
10 mk
A tuning fork can transfer Stormlight from one sphere or gemstone to another. While using a tuning fork, you can use spheres to recharge fabrials, Shardplate, and half-shards as if the spheres were unencased gemstones.
50 mk
Unlike spheres with gemstones encased in glass, unencased gems leak Stormlight quickly, going dun within several days depending on their cut. This permeability allows unencased gems to recharge fabrials and Shardplate. Radiants can also breathe in Stormlight from unencased gems as if they were spheres, gaining the same benefit.
2 mk