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Equipment & Currency

Ithasen uses a five-denomination currency system based on metal value. The primary currency for most transactions is Ve (silver).

DenominationMetalExchange Rate
GaCopper10 Ga = 1 Ve
VeSilver10 Ve = 1 Al
AlGold10 Al = 1 Eo
EoPlatinum100 Eo = 1 Te
RycRen CrystalsVariable (material use, not standard exchange)

Characters begin with silver equal to 50 × (Realm × 4).


Equipment exists at different Realm tiers. Higher-Realm equipment grants +1 success on relevant actions, but only when the challenge being faced is below the equipment’s Realm. Once the challenge meets or exceeds the equipment’s Realm, the bonus no longer applies.

Equipment cost scales sharply with Realm. The base cost is multiplied by Realm raised to a power. A weapon that costs 20 Ve at Realm 1 costs 400 Ve at Realm 2. Acquiring higher-Realm equipment is a meaningful investment, not routine shopping.


WeaponDamage TypeRangeCost (Ve)
FistBluntImmediate (1)0
ShivSharpImmediate (1)0.1
Club, Frying Pan, Table LegBluntMelee (2)0.1
ShieldBluntMelee (2)50
DaggerSharpImmediate (1)2
ShortswordSharpMelee (2)10
WarpickPhysicalMelee (2)10
FlailBluntMelee (2)5
Chain and BladePhysicalMelee-Close (2-3)10
WhipSharpMelee-Close (2-3)10
LongswordSharpMelee (2)20
SpearPhysicalClose (3)3
MaceBluntMelee (2)6
GlaiveSharpClose (3)30
HalberdPhysicalClose (3)80
MaulBluntClose (3)30
Mountain BladeSharpClose (3)50
Sky HammerBluntClose (3)50

Some ranged weapons also list a melee range. This is their effective band when used up close or in hand before throwing.

WeaponDamage TypeRangeCost (Ve)
Throwing Spike / NeedleSharpImmediate (1) or Close-Nearby (3-4)0.05
Throwing KnifeSharpImmediate (1) or Close-Nearby (3-4)2
ChakramSharpImmediate-Nearby (1-4)5
HandaxeSharpMelee (2) or Close-Nearby (3-4)5
Hand CrossbowSharpMelee-Around (2-5)75
Recurve BowSharpClose-Around (3-5)65
LongbowSharpNearby-Far (4-6)50
CrossbowSharpClose-Far (3-6)60
War BowSharpNearby-Distant (4-7)80

A quiver holds 30 arrows and costs 20 Ve.


Armor is worn per hit location and provides an Armor Strain (AS) value that absorbs incoming Strain from physical attacks on a 1:1 basis. Cloth provides no physical protection but does protect against environmental conditions.

MaterialTypeASCost (Ve, full set)Notes
Cloth Garments050Cold and Heat environmental protection
LeatherLight1100
AmalgamLight2250
HalfMedium3500
ScaleMedium41,000
SplintHeavy55,000
PlateHeavy610,000

Costs listed are for a full set covering all six locations. Individual pieces cost proportionally less — the GM determines fair pricing per location based on coverage area.

Armor breaks when the total Strain it has absorbed equals its maximum AS. A broken piece of armor provides no protection until repaired.

Hit locations covered by armor: Head, Shoulders, Center, Wrists, Legs, Feet.

See Armor and Hit Locations for how hits are assigned to locations and how environmental protection works.