Items
There are a variety of items that you can use in the game. The amount of starting currency you have will be determined by your GM, if any. Your GM may decide to instead start you with a set of equipment. Alternatively… your GM may start you with absolutely nothing, in which case, reading this page is masochism on the player’s part.
Each item’s value is determined based off of a food staple, such as rice, wheat, so on and so forth. The number you will see is not the price in a given currency, but how much it should cost compared to a food staple in a society like our own. Creator’s Confession: To get these costs, I looked them up, then divided the price found by the price for a cup of uncooked rice.
Each item takes up 1 Inventory Space, whether it is worn or not, unless otherwise specified. Some items (like backpacks) will hold additional items for you.
Please note there is not a 1-to-1 ratio between the cost of raw materials and the cost of something already-made.
Lastly, just because the item is listed here does not mean your GM has to use it in their game. A GM can say “my game does not have guns” and that’s the end of it. If they want to, they can say “my game doesn’t have metal” and that’s the end of that, too. Pay attention to your GM’s rules.
Table of Contents
Food
Item | Unit | Cost |
---|---|---|
Food Staple, Raw | 1 cup | 1 |
Food Staple, Cooked | 1 cup | 3 |
Fruit, Common | 1 serving | 12 |
Fruit, Rare | 1 serving | 20 |
Meal, Simple | 1 serving | 30 |
Meal, Modest | 1 serving | 40 |
Meal, Expensive | 1 serving | 220 |
Meat, Domestic, Common, Raw | 1 lb | 20 |
Meat, Domestic, Uncommon, Raw | 1 lb | 25 |
Meat, Domestic, Rare, Raw | 1 lb | 60 |
Vegetable, Common | 1 serving | 8 |
Vegetable, Rare | 1 serving | 16 |
Materials
Item | Unit | Cost |
---|---|---|
Bar of Metal, Gold | 1 lb | 128,000 |
Bar of Metal, Iron | 1 lb | 405 |
Bar of Metal, Silver | 1 lb | 1,440 |
Clay (air dry; not food safe) | 1 lb | 12 |
Cloth, Plant | 1 yard | 237 |
Cloth, Rare (e.g., silk) | 1 yard | 268 |
Cloth, Synthetic | 1 yard | 166 |
Cloth, Wool | 1 yard | 33 |
Hide, Common | 1 pelt | 80 |
Hide, Rare | 1 pelt | 7,200 |
Leather, Common | 1 ft2 | 20 |
Leather, Rare | 1 ft2 | 23 |
Thread, Plant | 1 spool | 24 |
Thread, Rare (e.g., silk) | 1 spool | 30 |
Thread, Synthetic | 1 spool | 3 |
Water, Fresh | 1 liter | 2 |
Water, Fresh | 1 gallon | 6 |
Wood, Common | 1 inch3 | 9 |
Wood, Uncommon | 1 inch3 | 18 |
Wood, Rare | 1 inch3 | 30 |
Yarn, Plant | 1 skein | 38 |
Yarn, Rare (e.g., silk) | 1 skein | 176 |
Yarn, Synthetic | 1 skein | 54 |
Yarn, Wool | 1 skein | 123 |
Clothing
Mass Produced
Item | Cost |
---|---|
Coat, Common | 200 |
Coat, Fancy | 3,200 |
Dress, Common | 60 |
Dress, Fancy | 300 |
Shirt, Blouse, Common | 40 |
Shirt, Blouse, Common | 400 |
Shirt, Button-Down, Common | 40 |
Shirt, Button-Down, Fancy | 400 |
Skirt, Common | 40 |
Skirt, Fancy | 240 |
Slacks, Common | 100 |
Slacks, Fancy | 280 |
Underwear, Common | 10 |
Underwear, Fancy | 200 |
Tailor-Made
Item | Cost |
---|---|
Coat, Common | 2,000 |
Coat, Fancy | 32,000 |
Dress, Common | 600 |
Dress, Fancy | 10,000 |
Shirt, Blouse, Common | 500 |
Shirt, Blouse, Fancy | 750 |
Shirt, Button-Down, Common | 500 |
Shirt, Button-Down, Fancy | 750 |
Skirt, Common | 300 |
Skirt, Fancy | 450 |
Slacks, Common | 900 |
Slacks, Fancy | 1,580 |
Underwear, Common | 100 |
Underwear, Fancy | 2,000 |
Accessibility Aids
By default, if a character requires an accessibility aid at the start of the game, it should be available to them for free and not count against their starting money.
Item | Cost | Effect |
---|---|---|
Cane, Metal | 80 | Allows for Walking Speed as if having the Legs trait while the item is in use. |
Cane, Wooden | 140 | Allows for Walking Speed as if having the Legs trait while the item is in use. |
Crutches | 140 | Allows for Walking Speed as if having the Legs trait while the item is in use. |
Hearing Aid | 10,000 | Allows for hearing better in noisy and quiet situations. |
Prosthetic, Arm | 40,000 | Allows for arm use as if having the Arm trait while the item is in use. |
Prosthetic, Leg | 40,000 | Allows for Walking Speed as if having the Legs trait while the item is in use. |
Walker | 160 | Allows for Walking Speed as if having the Legs trait while the item is in use. |
Wheelchair, Metal | 600 | Allows for Walking Speed as if having the Legs trait while the item is in use. |
Wheelchair, Wooden | 7,000 | Allows for Walking Speed as if having the Legs trait while the item is in use. |
Accessories
As previously stated, each of the following takes up 1 Inventory Space… but wearing them and storing items in them can allow you to go over your Inventory Space cap. For example, if you have a 10 Inventory Space maximum, are using 9 Inventory slots, and put on a hiking backpack… you have used all 10 Inventory Space slots, but you have 7 more slots inside your hiking backpack!
Item | Cost | Additional Inventory Space |
---|---|---|
Pouch | 24 | 3 |
Purse | 132 | 4 |
Carrier Bag | 192 | 5 |
Backpack, Casual | 200 | 6 |
Backpack, Hiking | 300 | 7 |
Armor
Each piece of armor can be purchased for the following slots:
- Head
- Chest
- Arms
- Hands
- Legs
- Boots
Please keep in mind that synthetic armor may not be available in all settings. As always, talk to your GM.
Item | Cost Per Piece | Challenge Score Increase to Hit |
---|---|---|
Hide | 800 | 1 |
Leather | 1600 | 2 |
Leather, Studded | 3000 | 3 |
Mail, Chain | 3250 | 4 |
Mail, Ring | 3500 | 5 |
Splint | 13,250 | 6 |
Plate | 1,000,000 | 7 |
Synthetic, Soft | 1,100 | 8 |
Synthetic, Hard | 1,800 | 9 |
Synthetic, Trauma | 2,500 | 10 |
Shields
Increases the Challenge Score to hit the user when they take the Defend action.
Shield | Cost | Challenge Score Increase |
---|---|---|
Round, Iron or Steel | 800 | 10 |
Round, Leather | 600 | 7 |
Round, Leather, Studded | 700 | 8 |
Round, Wooden | 400 | 6 |
Tower, Iron or Steel | 2,000 | 20 |
Tower, Leather | 1,500 | 12 |
Tower, Leather, Studded | 1,750 | 13 |
Tower, Wooden | 1,000 | 11 |
Weapons
Assuming you don’t want to rely on your fists or incorporeal means for fighting, there are weapons. Your GM may deem any of these weapons as not part of their game… and you should respect that.
Composition
There may be other materials weapons may be made of - speak to your GM!
Material | Additional Damage | Cost | Effect |
---|---|---|---|
Wood | -1 | 0.25x | May break on a Failure |
Gold | -1 | 5x | May break on a Caveat |
Plastic | -1 | 0.1x | May break on a Caveat, takes up 0.5 Inventory Space |
Iron or Steel | +0 | 1x | Unlikely to break on a Failure |
Silver | +0 | 2x | Unlikely to break on a Failure |
Titanium | +0 | 1.5x | Takes up 0.5 Inventory Space |
Shell | +1 | 0.25x | May break on a Caveat |
Ceramic | +2 | 0.5x | May break on a Caveat |
Gemstone | +5 | 2.5x | May break on a Caveat |
Obsidian | +10 | 5x | Will break on a Caveat |
Melee
Melee weapons do a variable amount of damage depending on their composition. As they are not thrown weapons, throwing one will cause them to do 0.5x damage and you must using Aiming without a sub-skill (Aiming+Aiming) to attempt a throw.
Item | Cost | Damage | Two-Handed Effects |
---|---|---|---|
Axe | 160 | 2d8 | 1.5x damage |
Club | 340 | 2d6 | Aiming Action Score +5 |
Morning Star | 880 | 3d8 | Aiming Action Score +5 |
Scythe | 500 | 3d6 | 5x damage |
Sickle | 60 | 2d6 | Aiming Action Score +5 and 1.5x damage |
Sword, Broad | 1,640 | 6d4-5 | Aiming Action Score +5, +5 damage, x5 damage |
Sword, Thin (e.g., Rapier) | 800 | 3d4 | Aiming Action Score -5 and 1.5x damage |
Polearms
These melee weapons have a range of 10 ft. and can hit up to two targets in a line from the combatant.
Item | Cost | Damage |
---|---|---|
Glaive | 840 | 4d6 |
Halberd | 412 | 2d8 |
Trident | 800 | 3d8 |
Ranged, Gun
This… is up to your GM unless I, Gab, do some heavy research. Even with research, your GM may have their own ideas. Trust in your GM.
Ranged, Other
Throwing Weapons
Range is Movement Speed + (Dexterity or Strength x 5) of the thrower.
Item | Cost | Ranged Damage | Melee Damage | Two-Handed Effects |
---|---|---|---|---|
Axe, Throwing | 480 | 2d8+2 | 1d8 | Aiming Action Score +5 |
Chakram | 287 | 3d4 | 1d12 | Aiming Action Score -10 |
Dagger | 240 | 2d2 | 2d2-1 | Aiming Action Score +5 and 2x damage |
Knife, Paring | 360 | 3d2 | 1d6-1 | Aiming Action Score +5 and 1.5x damage |
Spear | 500 | 2d8 | 2d8 | 1.5x damage |
Throwing Star, Small | 20 | 1d8 | 1d4-2 | Aiming Action Score -10 |
Throwing Star, Medium | 40 | 2d4 | 1d4-1 | Aiming Action Score -10 |
Throwing Star, Large | 80 | 2d6 | 1d4 | Aiming Action Score -10 |
Throwing Star, Extra Large | 160 | 3d4 | 2d4-2 | Aiming Action Score -10 |
Ammo-Using Ranged Weapons
Range is 1x to 10x Movement Speed of the shooter. Shooting outside of that range incurs a Challenge Score increase of 5 per 5 ft outside of that range. Example: 20ft Movement Speed character. The range of one of the ranged weapons would be 20 ft to 200 ft. If the character tried to shoot at 5 ft range… 20-5 = 15. Challenge Score increase of 15. If the character tried to shoot at 215 ft range, 215-200 = 15. Challenge Score increase of 15.
Recharging one of the following uses an action.
Item | Cost | Ranged Damage | Melee Damage | Ammo |
---|---|---|---|---|
Bow, Long | 1,320 | 1.5x | 1d6 | Arrow |
Bow, Recurve | 1,080 | 1x | 1d4 | Arrow |
Bow, Self | 1,000 | 0.5x | 1d2 | Arrow |
Arbalest | 3,200 | 1.5x | 2d2 | Bolt |
Crossbow | 1,440 | 1x | 1d4 | Bolt |
Blowpipe | 740 | 1x | 1 | Dart |
Ammo
Ammo takes up 0.01 Inventory Space. Attempting to use them without their proper weapon will do a maximum of 1 damage. The material composition of the ammo plays a role in its damage as well.
Item | Cost | Damage |
---|---|---|
Arrow | 160 | 1d6 |
Bolt | 28 | 1d8 |
Dart | 2 | 1d4 |
Tools
These tools can be used for making other items. Speak to your GM to determine which ones you’ll need for a given craft.
Item | Cost | Inventory Space |
---|---|---|
Anvil | 340 | 10 |
Beaker | 8 | 1 |
Crucible | 100 | 2 |
Hammer | 80 | 1 |
Knife, Butcher’s | 80 | 1 |
Knife, Wood Carving | 80 | 1 |
Ladle | 36 | 0.5 |
Mortar and Pestle, Wooden | 60 | 1 |
Mortar and Pestle, Stone | 120 | 1 |
Needles, Crochet (2 total) | 1 | 0.25 |
Needles, Knitting (2 total) | 9 | 0.25 |
Needles, Sewing (7 total) | 1 | 0.25 |
Pliers | 6 | 1 |
Pan, Iron, Small | 56 | 0.5 |
Pan, Iron, Medium | 80 | 1 |
Pan, Iron, Large | 100 | 1.5 |
Pot, Iron, Small | 100 | 0.5 |
Pot, Iron, Medium | 180 | 1 |
Pot, Iron, Large | 600 | 1.5 |
Spatula | 28 | 0.5 |
Tongs | 120 | 1 |
Vial (10) | 8 | 1 |
Animals
Animals are not items, but they are purchased like them often.
Kind | Cost | Functionality |
---|---|---|
Pet, Mixed Breed | 400 | None |
Pet, Purebred, Common | 4,000 | Can be used in shows |
Pet, Purebred, Uncommon | 10,000 | Can be used in shows |
Pet, Purebred, Rare | 40,000 | Can be used in shows |
Burden, Mixed Breed | 2,000 | Have an additional 10 Inventory Space |
Burden, Purebred | 10,000 | Have an additional 10 Inventory Space, can be used in shows |
Domesticated, Mixed Breed | 400 | Produces either milk, wool, or fur, and/or can be slaughtered for meat |
Domesticated, Purebred, Common | 2,000 | Produces either milk, wool, or fur, and/or can be slaughtered for meat, can be used in shows |
Domesticated, Purebred, Uncommon | 8,000 | Produces either milk, wool, or fur, and/or can be slaughtered for meat, can be used in shows |
Domesticated, Purebred, Rare | 160,000 | Produces either milk, wool, or fur, and/or can be slaughtered for meat, can be used in shows |
Mount, Mixed Breed | 12,000 | Have an additional 5 Inventory Space and add their base Movement Speed to their primary Speed |
Mount, Purebred, Common | 60,000 | Have an additional 5 Inventory Space, add their base Movement Speed to their primary Speed, can be used in shows |
Mount, Purebred, Uncommon | 100,000 | Have an additional 5 Inventory Space, add their base Movement Speed to their primary Speed, can be used in shows |
Mount, Purebred, Rare | 400,000 | Have an additional 5 Inventory Space, add their base Movement Speed to their primary Speed, can be used in shows |
Wild, Common | 100,000 | +1d damage, will try to attack on a Failure for Critter Control: Wild |
Wild, Uncommon | 250,000 | +1d damage, will try to attack on a Failure for Critter Control: Wild |
Wild, Rare | 1,000,000 | +1d damage, will try to attack on a Failure for Critter Control: Wild |
Vehicles
Vehicles vary by setting amd additions. Your setting may not have wheels, for example. Speak with your GM. The cost of a vehicle also varies by setting and timeframe. Again, speak to your GM. Below are vehicles that take 10 people or less. For larger vehicles, such as ships of the sea and space faring kind… reconsider. Please reconsider. Please don’t make me price it out. Your GM may be willing, but I am begging you as the COSMOS’s creator, have mercy.
Pre-Industrialization
Vehicle | Cost | Maximum Non-Object Entitities | Beasts of Burden | Inventory Space |
---|---|---|---|---|
Carriage, Small | 100,000 | 2 | 1 | 50 |
Carriage, Medium | 500,000 | 6 | 2 | 75 |
Carriage, Large | 10,000,000 | 10 | 2 | 100 |
Early Industrialization
Vehicle | Cost |
---|---|
Car, Small, New | 60,000 |
Car, Medium, New | 105,000 |
Car, Large, New | 250,000 |
Carriage, Small | 10,000 |
Carriage, Medium | 50,000 |
Carriage, Large | 100,000 |
Late Industrialization
Vehicle | Cost |
---|---|
Car, Small, New | 60,000 |
Car, Medium, New | 120,000 |
Car, Large, New | 240,000 |
Carriage, Small | 12,000 |
Carriage, Medium | 24,000 |
Carriage, Large | 48,000 |
Space Age Cusp
Vehicle | Cost |
---|---|
Car, Small, New | 25,000 |
Car, Medium, New | 50,000 |
Car, Large, New | 100,000 |
Carriage, Small | 10,000 |
Carriage, Medium | 20,000 |
Carriage, Large | 40,000 |
Spaceship, Small | 8,800,000 |
Spaceship, Medium | 40,000,000 |
Spaceship, Large | 2,000,000,000 |