Equipment & Currency
Currency
Section titled “Currency”Ithasen uses a five-denomination currency system based on metal value. The primary currency for most transactions is Ve (silver).
| Denomination | Metal | Exchange Rate |
|---|---|---|
| Ga | Copper | 10 Ga = 1 Ve |
| Ve | Silver | 10 Ve = 1 Al |
| Al | Gold | 10 Al = 1 Eo |
| Eo | Platinum | 100 Eo = 1 Te |
| Ryc | Ren Crystals | Variable (material use, not standard exchange) |
Starting Silver
Section titled “Starting Silver”Characters begin with silver equal to 50 × (Realm × 4).
Equipment and Realm
Section titled “Equipment and Realm”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.
Melee Weapons
Section titled “Melee Weapons”| Weapon | Damage Type | Range | Cost (Ve) |
|---|---|---|---|
| Fist | Blunt | Immediate (1) | 0 |
| Shiv | Sharp | Immediate (1) | 0.1 |
| Club, Frying Pan, Table Leg | Blunt | Melee (2) | 0.1 |
| Shield | Blunt | Melee (2) | 50 |
| Dagger | Sharp | Immediate (1) | 2 |
| Shortsword | Sharp | Melee (2) | 10 |
| Warpick | Physical | Melee (2) | 10 |
| Flail | Blunt | Melee (2) | 5 |
| Chain and Blade | Physical | Melee-Close (2-3) | 10 |
| Whip | Sharp | Melee-Close (2-3) | 10 |
| Longsword | Sharp | Melee (2) | 20 |
| Spear | Physical | Close (3) | 3 |
| Mace | Blunt | Melee (2) | 6 |
| Glaive | Sharp | Close (3) | 30 |
| Halberd | Physical | Close (3) | 80 |
| Maul | Blunt | Close (3) | 30 |
| Mountain Blade | Sharp | Close (3) | 50 |
| Sky Hammer | Blunt | Close (3) | 50 |
Ranged Weapons
Section titled “Ranged Weapons”Some ranged weapons also list a melee range. This is their effective band when used up close or in hand before throwing.
| Weapon | Damage Type | Range | Cost (Ve) |
|---|---|---|---|
| Throwing Spike / Needle | Sharp | Immediate (1) or Close-Nearby (3-4) | 0.05 |
| Throwing Knife | Sharp | Immediate (1) or Close-Nearby (3-4) | 2 |
| Chakram | Sharp | Immediate-Nearby (1-4) | 5 |
| Handaxe | Sharp | Melee (2) or Close-Nearby (3-4) | 5 |
| Hand Crossbow | Sharp | Melee-Around (2-5) | 75 |
| Recurve Bow | Sharp | Close-Around (3-5) | 65 |
| Longbow | Sharp | Nearby-Far (4-6) | 50 |
| Crossbow | Sharp | Close-Far (3-6) | 60 |
| War Bow | Sharp | Nearby-Distant (4-7) | 80 |
Ammunition
Section titled “Ammunition”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.
| Material | Type | AS | Cost (Ve, full set) | Notes |
|---|---|---|---|---|
| Cloth Garments | — | 0 | 50 | Cold and Heat environmental protection |
| Leather | Light | 1 | 100 | — |
| Amalgam | Light | 2 | 250 | — |
| Half | Medium | 3 | 500 | — |
| Scale | Medium | 4 | 1,000 | — |
| Splint | Heavy | 5 | 5,000 | — |
| Plate | Heavy | 6 | 10,000 | — |
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.