Items
Basic vs Advanced
Winter of Wolves is a Rule-based RP, but that doesn't mean we want players to have to crunch numbers and learn the whole system to play. Pretty much all of the game can be played with basic rules, for which you only need to know the information written out here. Sometimes, there will be advanced rules which can be handled back stage by the GM, whenever you see text Written like this, these are advanced rules and you can feel free to ignore them if you don't want to get into the mechanics of the RP.
Small Machine-heart
Machine-hearts are at the center of all the engineering knowledge of Daguerre and the Royal School of Engineers. These strange items, resembling a gold and brass sphere with plugs on all sides so they can connect with engineered constructs and objects. At its core, the Machine-heart provides both power and a sort of 'intelligence' to constructs. No one outside the highest echelons of the Royal School of Engineering even knows how Machine-hearts are made or how they function. As long as they the secret is kept, all engineers must buy them from the school and the school controls the world.
Special Qualities: Required for Small Constructs and Light Prosthetics.
Cost: 25 Guerrmarks
Weight: 2
Medium Machine-heart
Whereas the smallest machine-hearts are the size of a golf ball, regular ones are about the size of a human fist. The output of power and the intelligence these grant to constructs and prosthetic machines is many times greater than that of small Machine-hearts
.
Special Qualities: Required for Medium Constructs and Heavy Prosthetics.
Cost: 75 Guerrmarks
Weight: 4
Large Machine-heart
About the size of a human head, these machine hearts are capable of powering such things as walking tanks and massive mechanical constructs. As such, they are heavily regulated and never to be sold without express permission from the Royal School.
Special Qualities: Required for Heavy Constructs.
Cost: 250 Guerrmarks
Weight: 6
Torch
A good, albeit primitive way to light one's way, a torch will usually work rather well for anywhere from 4 and up to 6 hours. The radius of light it provides is not the best, though.
Special Qualities: n/a
Cost: 2 Guerrmarks
Weight: 1
Lamp
Electric lamps are much more powerful than torches, being able to project better light much farther away and will run as long as they have batteries to power them.
Special Qualities: Requires batteries to function, each battery will last 12 hours.
Cost: 10 Guerrmarks
Weight: 2
Bedroll
A simple bedroll, provides little protection from the elements but will offer a soft surface on which to sleep within the city.
Special Qualities: n/a
Cost: 4 Guerrmarks
Weight: 2
Tent
Composed of four posts, stakes and two tarp layers, tents provide adequate protection from the merciless cold when out in the eternal snows
Special Qualities: Has a set-up time of one hour.
Cost: 20 Guerrmarks
Weight: 12
Compass
A compass is a pocket-watch like device which includes a magnetic arrow, this allows one to always discern where the true north is, making getting lost a lot harder.
Special Qualities: -1 Difficulty to Orientation
Cost: 16 Guerrmarks
Weight: 1
Writing Implements
Notepads, paper, ink-pens, fountain pens or ink vials can all be found under this .
Special Qualities:
Cost: 5 Guerrmarks
Weight: 2
Lock
Need to keep something safe? Then a lock is the answer for you. The more expensive the lock, the harder it is to pick.
Special Qualities:n/a
Cost: 10-40 Guerrmarks
Weight: 2
Flask
A small metal flask, complete with a cap, can be used to safely store any liquids.
Special Qualities: n/a
Cost: 5 Guerrmarks
Weight: 1
Backpack
A backpack or knapsack is an effective way to transport gear for long trips. It's made out of leather with an inner lining to keep things from getting wet.
Special Qualities: n/a
Cost: 5 Guerrmarks
Weight: 3
More to come...
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