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

  1. Food
  2. Materials
  3. Clothing
  4. Accessibility Aids
  5. Accessories
  6. Armor
  7. Weapons
  8. Tools
  9. Animals
  10. Vehicles

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