Expanded Gear And Goods - General Equipment

General Equipment

Item Cost Weight
Barbed wire (per yd.) $0.05 5/50 ft.
Bed roll $4 10
Blanket $3 5
Books
- Average hard cover $0.50 2
- Encyclopedia Britannica , 9th edition (24 volumes and index) $20 100
- Pulp novel $0.10 1
- Webster’s Unabridged Dictionary (1,840 pages) $12 4
Brush, hair $0.50 1
Candles (12) $0.10 3
Cane, hickory $0.50 4
Case, bow & quiver $3 3
Chair $1.25 20
Comb $0.10 1/5
Compass $1.15 1/5
Containers
- Backpack (holds 3.5 ft. 3) $2 3
- Basket, wicker (14 in. × 16 in. × 6 in.) $2 2
- Bucket, wooden (holds 3 gal.) $0.75 35 (full) / 10 (empty)
- Canteen (holds 2 qt.) $1 5 (full) / 1 (empty)
- Cup, tin $0.10 1/2
- Flask (holds 1 pt.) $0.05 3/2 (full) / 1/2 (empty)
- Pie plate $0.05 1/4
- Saddle bags (hold 5 ft. 3) $5 5
- Spittoon $0.25 2
- Wheelbarrow (holds 6 ft. 3) $2.25 22
- Wine glasses (box of 12) $0.50 7
Coup stick $6 1
Door knob $0.20 1
Fish hooks (100) $0.05 -
Fishing line, cotton (per 25 ft.) $0.05 -
Fishing rod, bamboo $1.05 10
Games
- Checkers $2.50 2
- Chess $5 2
- Dice $0.25 -
- Dice, loaded $5 -
- Playing cards $0.25 -
- Playing cards, marked $2 -
- Tarot cards $0.50 -
Handcuffs $3.50 3
Handkerchiefs
- Plain $0.05 -
- Silk $0.25 -
Ink, black (2 oz. bottle) $0.10 -
Iron skillet (10 in.) $0.50 5
Jewelry
- Cuff links (pair) $0.75 -
- Earrings, gold (pair) $4 -
- Earrings, gold-filled (pair) $1.50 -
- Necklace, gold $7.50 -
- Ring, gold with multiple diamonds $23 -
- Ring, gold with small diamond $8.50 -
- Ring, gold $5 -
- Ring, gold-filled $2 -
- Watch case, silver-plated $6 1/2
- Watch, gold pocket $10 1/2
- Watch, pocket $2.50 1/2
Lantern $2.50 4
Lantern oil (per gal.) $0.10 6
Matches (100) $0.50 1/4
Mess kit $2 3
Mirror, wooden-framed (7 in. × 9 in.) $0.35 1
Musical instruments
- Drum, hide $8 6
- Banjo $5.75 6
- Case, banjo $3 18
- Case, guitar $3 18
- Flute, wooden $10 2
- Guitar $8 6
- Harmonica $0.50 -
- Piano, upright $125 350
Needles, sewing (12) $0.10 -
Newspaper $0.10 -
Opera glasses (3x magnification) $4 1/2
Paint (per 2 oz.) $0.25 1/6
Parasol, silk $1 3/4
Pens, fountain (12) $0.10 1
Pencils (12) $0.30 -
Perfume, lilac blossom (4 oz. bottle) $1 1/4
Photographic equipment
- Camera $3 5
- Camera tripod $3 4
- Photo-graphic plate $1 1/2
Precious metals & ores
- Ghost rock (per lb.) $100 1
- Gold (per oz.) $5 -
- Silver (per oz.) $1 -
Rope (per 50 ft.) $5 8
Saddle $25 30
Scissors $0.50 1/2
Sealing wax (4 oz. stick) $0.15 1/3
Soap (bar) $0.10 1/3
Tents
- Tipi $15 -
- Wall $14 75
- Wedge $4.50 50
Thread (spool) $0.50 -
Tobacco
- Chewing tobacco (tin) $0.50 1
- Cigar $0.05 -
- Cigars (box of 25) $1.10 3/4
- Pipe $2 3/4
- Smoking tobacco (pouch) $0.50 1
Tools
- Ax, wood $2 5
- Brush, paint $0.85 1/2
- Chisel $0.25 1/4
- Drill, hand $2 2
- File $0.25 1
- Hammer $0.50 2
- Hatchet $1 5/2
- Hoe $2.50 1
- Livestock marker $1.25 1
- Lockpicks $50 1
- Nails (per 2 lb.) $0.05 2
- Oil can (holds 3 qt.) $0.85 13/2 (full) / 2 (empty)
- Pick $2 12
- Pliers $0.15 1
- Repair kit $50 20
- Saw, hand $1.25 2
- Screwdriver $0.20 1/5
- Shovel $1.50 5
- Wrench $0.75 1/2
Umbrella $1.50 3/2
Wigs
- Ladies’ wig $18 1/2
- Toupee $15 1/4
Whistle, dog $0.25 -

Gear Notes

Bow & quiver case: Per The Last Sons, this case may hold one bow and 10 arrows.

Camera: According to the Deadlands Player’s Guide, this is an old-fashioned box camera. Unlike the Epitaph Camera, the photographer’s subject must remain still for several minutes for a clear picture.

Chair: A wooden chair has been used in many a bar fight. It is a clumsy weapon, requiring two hands and at least Strength d6 to wield, and causing a -1 to Parry and Fighting rolls. A chair inflicts d6 damage but is smashed and rendered unusable after dealing damage.

Coup stick: A practice of the Plains Indians, “counting coup” generally means showing extraordinary bravery in battle. Probably the most-respected sort of coup is when a warrior gets close enough to touch his enemy with the ornate, decorated coup stick before escaping unharmed.

According to The Last Sons, counting coup requires a successful Touch Attack (Fighting +2) with the stick. This “attack” must do no damage to count for coup. It is only considered counting coup by the tribe if the opponent is armed and dangerous, and it never works on the same enemy twice. Touching a sleeping warrior is only a coup if the stick wielder wakes him first.

Counting coup bestows upon the hero a higher status among her tribe. In the next encounter with her tribe after successfully counting coup, the Initial Reaction of NPC tribe members is automatically increased by one step. This is a one-time bonus for each successful coup, and multiple coups are not cumulative.

Hammer: Treat this as a club when used as a weapon.

Hatchet: Per the Deadlands Player’s Guide, treat this as a knife when used as a weapon.

Hickory cane: Treat this as a club when used as a weapon.

Hoe: When used in combat, a hoe requires two hands and the user suffers a -1 to Parry and Fighting rolls. Although awkward, it does provide Reach 1 and inflicts d4 damage.

Iron skillet: Iron skillets are not properly balanced for combat and cause a -1 to Parry and Fighting rolls. They inflict d4 damage.

Lantern: According to the Player’s Guide, a lantern provides light in a 4" radius for three hours per pint of oil. There is a 50% chance the lantern breaks if dropped, and a 1 in 6 chance it sets normal combustibles alight.

Livestock marker: This marker is used to tattoo a brand onto an animal. It is fitted with three interchangeable letters or other figures. For branding, tattoo oil is smeared onto the letters and then the animal’s ear is punched with the marker. It takes three to five days for the ear to heal and the brand to be clear and distinct.

Lockpicks: According to the Deadlands Player’s Guide, a scofflaw who tries to pick a lock without these tools suffers a 2 penalty to his Lockpicking roll.

Pick: According to the Deadlands Player’s Guide, picks make poor weapons, largely due to their weight and poor balance for the task. The user suffers a -1 to Parry and Fighting rolls while using a pick, and must have at least Strength d8. Picks inflict d6 damage.

Repair kit: This tool set is equipped with screwdrivers, wrenches, grease, oil, spare parts, and other tools useful in making common repairs.

Rope: According to the Player’s Guide, this rope can safely handle 300 pounds without difficulty. For every 50 pounds over that, roll 1d6 every minute, or whenever the rope suffers sudden stress. On a 1, the rope snaps.

Shovel: A shovel makes an awkward weapon. If used in combat, it requires two hands to use and a d8 minimum Strength, and inflicts d6 damage. If the user rolls a 1 on his Fighting die, he whacks himself. Snake eyes means he takes damage as if he had rolled a raise.

Tipi: As defined in The Last Sons, a tipi is a large, conical tent used for centuries by the Indians of the Great Plains. The structure consists of several poles lashed together at the top, and a large piece of cured, decorated hide stretched around them to provide shelter. A hole at the top allows the smoke of a campfire to escape. A tipi holds up to eight sleepers comfortably, but will shelter as many as 12 in a pinch.

Wall tent: Wall tents have a 9-foot-length and width and 3-foot-tall side walls. The angled roof is supported by a 7.5-foot-tall center pole. The tent sleeps four people comfortably and a fifth can be added in emergencies.

Wedge tent: This tent has a 9-foot-length and width. The roof is 7 feet tall at its highest point. Wedge tents are also called “A-shaped” tents. Three people can sleep comfortably in this wedge tent but up to five people can squeeze into it if required.

Wood ax: Per the Deadlands Player’s Guide, this ax is intended for chopping lumber, and makes an awkward weapon. If used in this fashion, it acts like a tomahawk with a d8 minimum Strength, but requires two hands to use. Further, if the would-be lumber-jack rolls a 1 on his Fighting die, he whacks himself. Snake eyes means he takes damage as if he had rolled a raise.

Expanded Gear And Goods - General Equipment

Deadlands: The Way of the Brave Aahz Aahz