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TheriapolisV3/theriapolis-rpg-equipment.md
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# Theriapolis — Equipment Catalog
### RPG Character Creation Reference Vol. III (5e Adjacent)
---
## Design Philosophy
Equipment in Theriapolis is not human equipment with fur. Every item exists because
someone with claws, hooves, paws, or a tail needed it to work for *their* body. Weapons
account for grip variance. Armor accounts for fur, size, and natural weapons. Gear
accounts for the fact that scent is a primary sense and that a ferret-folk and a
bear-folk cannot share a backpack.
**Size Variants:** Most equipment comes in Small, Medium, and Large variants. Prices
are identical unless noted. Using equipment not sized for your body imposes disadvantage
on relevant checks unless it has the **Adaptive** property.
**Clade-Fit:** Some items are designed for specific Clade anatomies (hoof-grip, claw-lock,
paw-pad interface). These are noted. Cross-Clade use is possible but may require a
Claw-Wright's modification (1 hour, tinker's tools, DC 12 INT check).
**Currency:** The standard unit is the **fang** (f), subdivided into **claws** (c).
10 claws = 1 fang. Roughly equivalent to 5e gold/silver for pricing intuition.
---
---
# SECTION I: WEAPONS
---
## Natural Weapon Enhancers
These don't replace your natural weapons — they augment them. The philosophy: why hold
a sword when you already have knives bolted to your skeleton?
| Item | Cost | Damage Mod | Weight | Properties |
|------|------|-----------|--------|------------|
| Fang Caps (steel) | 15f | +1 damage to bite | 0.2 lb | Clade-fit: Canidae, Felidae, Mustelidae. Steel sheaths fitted over canines. Removable. |
| Fang Caps (serrated) | 40f | +2 damage to bite | 0.2 lb | As above, serrated edge. Bite attacks cause 1 bleed damage per round for 2 rounds. |
| Claw Sheaths (iron) | 20f | +1 damage to claw | 0.3 lb | Clade-fit: Felidae, Mustelidae, Ursidae. Iron caps over natural claws. Retractable models for Felidae cost 35f. |
| Claw Sheaths (razored) | 50f | +2 damage to claw | 0.3 lb | Honed to surgical sharpness. Claw attacks score critical hits on 19-20. |
| Hoof Plates (iron) | 15f | +1 damage to kick | 1 lb | Clade-fit: Cervidae, Bovidae, Equidae. Bolted or strapped to hooves. |
| Hoof Plates (spiked) | 35f | +2 damage to kick | 1.5 lb | Iron spikes welded to hoof plates. Kick damage type changes to piercing. |
| Antler Tips (steel) | 25f | +1 damage to antler | 0.5 lb | Clade-fit: Cervidae (antlered). Steel points capped over antler tines. Seasonal — must be refitted after shed cycle. |
| Antler Tips (barbed) | 60f | +2 damage to antler | 0.5 lb | Backward-facing barbs. On a critical hit, the barbed tip lodges and deals 1d4 damage per round until removed (DC 12 STR to extract). |
| Horn Rings (iron) | 20f | +1 damage to horn | 0.8 lb | Clade-fit: Bovidae. Iron bands reinforcing the horn base, preventing fracture on impact. |
| Horn Rings (bladed) | 55f | +2 damage to horn | 1 lb | Sharpened outer edge transforms a bludgeoning horn into a slashing weapon. Damage type becomes slashing. |
| Tail Blade | 30f | 1d6 slashing | 0.5 lb | Clade-fit: species with prehensile or muscular tails (Felidae, some Canidae). A slim blade strapped to the tail's last third. Allows a tail attack as a bonus action (DEX-based). Requires 1 week training to use without disadvantage. |
| Tail Mace | 25f | 1d6 bludgeoning | 1 lb | Clade-fit: species with thick, strong tails (Ursidae, Bovidae, large Canidae). Weighted ball attached near the tail tip. Bonus action attack (STR-based). |
---
## Melee Weapons — Standard
Designed for paw-grip, hoof-grip, or claw-lock depending on the wielder.
### Simple Melee
| Item | Cost | Damage | Weight | Properties |
|------|------|--------|--------|------------|
| Fang-knife | 2f | 1d4 piercing | 0.5 lb | Finesse, light, thrown (20/60). Curved blade mimicking a canine tooth. Universal grip. |
| Hoof-club | 1f | 1d6 bludgeoning | 3 lb | Hoof-grip standard. Thick handle with weighted head, designed for split-hoof hands. |
| Claw-pick | 3f | 1d6 piercing | 2 lb | Claw-lock compatible. Short hafted pick that locks between extended claws. Felidae and Mustelidae weapon. |
| Antler-staff | 5f | 1d8 bludgeoning | 4 lb | Versatile (1d10). A shed antler rack mounted on a hardwood shaft. Cervidae cultural weapon. |
| Scruff-knife | 3f | 1d4 slashing | 0.3 lb | Light, finesse, concealed. A short curved blade designed to be drawn from a neck-sheath. "Scruffing" someone with this in your paw is a statement. |
| Tusk-club | 1f | 1d8 bludgeoning | 5 lb | Heavy, two-handed. Massive weighted club. Ursidae standard-issue patrol weapon. |
### Martial Melee
| Item | Cost | Damage | Weight | Properties |
|------|------|--------|--------|------------|
| Rend-sword | 25f | 1d8 slashing | 3 lb | Versatile (1d10). Curved, single-edged blade with a claw-guard hilt. The standard sidearm of Canid military. |
| Thorn-blade | 30f | 1d6 piercing | 2 lb | Finesse, light. Needle-thin thrusting sword. Felidae dueling weapon. Designed for precision targeting of joints and soft tissue. |
| Gore-lance | 35f | 1d12 piercing | 6 lb | Heavy, two-handed, reach. A reinforced lance designed for Bovid and Cervid charge attacks. When used in a charge (20+ feet of movement), add 1d6 damage. |
| Paw-axe | 20f | 1d8 slashing | 3 lb | Versatile (1d10). Broad-headed axe with an oversized grip accommodating padded paws. Ursidae and Canidae weapon. |
| Weasel-blade | 35f | 1d6 slashing | 1 lb | Finesse, light. Extremely thin, flexible blade designed for Mustelid proportions. Can be used in spaces too tight for conventional weapons (tunnels, crawlspaces). No disadvantage in confined environments. |
| Twin-fang | 40f pair | 1d6 piercing each | 1 lb each | Finesse, light. Paired curved daggers mimicking canine teeth. When wielding both: if you hit with one, the second attack on the same turn gains +2 to hit. Canidae dual-wielding tradition. |
| Herd-hammer | 30f | 2d6 bludgeoning | 10 lb | Heavy, two-handed. Massive maul with a flat striking face. Bovid siege weapon. On a critical hit, the target is knocked prone automatically. |
| Rack-blade | 45f | 1d10 slashing | 4 lb | Two-handed. A crescent-shaped blade mounted between two antler-like handles. Cervid ceremonial weapon with practical applications. Grants +1 AC while wielded (the rack-shape can catch incoming blades). |
| Wolverine-jaw | 50f | 1d8 piercing | 2 lb | Finesse. A hinged, spring-loaded device worn over the forearm that snaps shut like a jaw. Grapple check on hit (bonus action): on success, the jaw locks and deals 1d4 piercing at the start of each of the target's turns until they escape (DC 14 STR). |
---
## Ranged Weapons
| Item | Cost | Damage | Weight | Properties |
|------|------|--------|--------|------------|
| Short bow | 15f | 1d6 piercing | 2 lb | Ammunition (80/320), two-handed. Standard. |
| Long bow | 30f | 1d8 piercing | 2 lb | Ammunition (150/600), heavy, two-handed. |
| Hoof-crossbow | 25f | 1d8 piercing | 5 lb | Ammunition (80/320), loading. Designed for split-hoof operation — lever-cock mechanism requiring no fine dexterity. Cervidae and Bovidae standard ranged weapon. |
| Claw-bow | 35f | 1d6 piercing | 1.5 lb | Ammunition (80/320), light. Wrist-mounted crossbow that fires when claws are extended in a specific position. Felidae design. Allows a free hand. |
| Sling-staff | 5f | 1d6 bludgeoning | 3 lb | Ammunition (60/240). Long-handled sling. Usable by any Clade, favored by Leporidae (good range, no grip issues). |
| Bola | 3f | — | 2 lb | Thrown (30/60). On hit, target must DEX save (DC 12) or be restrained. Small creatures are knocked prone. Canidae hunting tool. |
| Thorn-dart | 1f (5) | 1d4 piercing | 0.1 lb each | Thrown (20/60), finesse, light. Felidae throwing needles. Can be coated with one dose of poison or pheromone compound per dart. |
| Scent-bolt | 2f each | — | 0.2 lb | Ammunition (crossbow). On impact, releases a 10-foot cloud of concentrated pheromone (type chosen when crafted: fear, calm, arousal, nausea). Creatures in the cloud must CON save (DC 12) or suffer the effect for 1 round. |
---
## Firearms (if setting includes post-industrial technology)
| Item | Cost | Damage | Weight | Properties |
|------|------|--------|--------|------------|
| Paw-pistol | 75f | 2d6 piercing | 3 lb | Ammunition (40/120), loading. Oversized trigger guard fits any paw. Recoil-dampened grip. |
| Hoof-pistol | 80f | 2d6 piercing | 3.5 lb | Ammunition (40/120), loading. Trigger mechanism replaced with a squeeze-plate operable by hoof. |
| Long rifle | 100f | 2d10 piercing | 8 lb | Ammunition (200/800), heavy, two-handed, loading. Adaptive stock adjustable for shoulder width from Mustelid to Ursid. |
| Scatter-cannon | 120f | 3d6 piercing | 12 lb | 15-foot cone, heavy, two-handed, loading. Hits all creatures in cone (DEX save for half). Ursidae weapon — the recoil would dislocate a smaller Clade's shoulder. |
---
---
# SECTION II: ARMOR
Fur is the baseline. Armor supplements it — and must work around it. Heavy plate on a
double-coated wolf-folk causes overheating. Full coverage on a Cervid blocks antler
movement. Tail-slots, ear-cutouts, and muzzle-guards are standard features, not
aftermarket modifications.
---
## Light Armor
| Item | Cost | AC | Weight | Properties |
|------|------|----|--------|------------|
| Hide vest | 5f | 11 + DEX | 4 lb | Fur-lined interior for thin-coated species. Ventilated panels for thick-coated. |
| Leather harness | 10f | 11 + DEX | 5 lb | Chest-and-shoulder coverage, tail-slotted, designed for maximum mobility. Standard Mustelid and Leporidae armor. |
| Studded leather | 25f | 12 + DEX | 8 lb | Reinforced with metal studs. Tail-slot, ear-cutouts, muzzle-guard optional (+2f). |
| Silk-weave | 40f | 11 + DEX | 2 lb | Extremely light layered-silk armor. Advantage on saves vs. slashing. Popular among Felidae for not restricting movement. |
| Warren-mesh | 35f | 12 + DEX | 3 lb | Leporidae design. Interlocking rings of lightweight metal sized for Small frames. Won't snag on tunnel walls. |
---
## Medium Armor
| Item | Cost | AC | Weight | Properties |
|------|------|----|--------|------------|
| Chain shirt | 30f | 13 + DEX (max 2) | 15 lb | Tail-slotted standard. Disadvantage on Stealth. |
| Scale coat | 40f | 14 + DEX (max 2) | 25 lb | Overlapping metal scales over leather. Tail-slot, hoof-compatible boots included. Bovidae standard military. |
| Breastplate | 50f | 14 + DEX (max 2) | 18 lb | Covers torso only, leaves limbs free for natural weapon use. No Stealth disadvantage. Favored by Feral class. |
| Antler-guard | 60f | 14 + DEX (max 2) | 20 lb | Cervidae-specific. Chest armor with reinforced neck and shoulder plates that do NOT restrict antler range of motion. Includes antler-compatible helm. |
| Bear-coat | 55f | 14 + DEX (max 2) | 30 lb (Large) | Ursidae-sized reinforced leather and chain. Accommodates bulk, ventilated for heat management. Stealth disadvantage. |
---
## Heavy Armor
| Item | Cost | AC | Weight | Properties |
|------|------|----|--------|------------|
| Chain mail | 50f | 16 | 40 lb | Full chain suit. Tail-slotted, ear-cutouts. STR 13 required. Stealth disadvantage. Overheating risk for double-coated species (CON save DC 10 per hour of strenuous activity or gain 1 exhaustion). |
| Splint | 75f | 17 | 45 lb | Metal strips riveted to leather. STR 15 required. Stealth disadvantage. |
| Herd-plate | 100f | 18 | 55 lb | Bovidae full plate. Reinforced horns incorporated into helm. Hoof-boots with traction spikes. STR 15 required. Stealth disadvantage. Overheating for non-Bovidae. |
| War-plate | 150f | 18 | 65 lb (Large) | Ursidae full plate. Custom-fitted for massive frames. Integrated claw-ports allowing full claw extension. STR 16 required. Stealth disadvantage. Only fits Large creatures. |
| Siege-plate | 200f | 19 | 80 lb (Large) | Experimental. Full articulated plate with integrated shock absorption. STR 18 required. Speed reduced by 10 feet. Resistance to bludgeoning damage while worn. Only fits Large creatures. Ursidae and Bovidae only. |
---
## Shields
| Item | Cost | AC Bonus | Weight | Properties |
|------|------|----------|--------|------------|
| Buckler | 5f | +1 | 3 lb | Strapped to forearm. Allows use of the attached paw (at disadvantage for fine tasks). |
| Standard shield | 10f | +2 | 6 lb | Round, kite, or tower depending on Clade. Paw-grip or hoof-brace options. |
| Horn-guard | 15f | +2 | 4 lb | Bovidae/Cervidae. Mounts between or around horns/antlers, protecting the head and redirecting impacts into the horn structure. Frees both hands/hooves. |
| Tower shield | 30f | +3 | 15 lb | Three-quarter body coverage. STR 14 required. Disadvantage on attack rolls. Provides three-quarters cover when planted. |
| Tail-shield | 20f | +1 | 4 lb | Mounted on the tail base. Provides rear coverage. Doesn't require a hand. Attacks from behind have disadvantage against you. Clade-fit: species with thick muscular tails. |
---
## Barding (for four-legged movement)
Some species can drop to all fours for speed or combat. Barding covers this posture.
| Item | Cost | AC | Weight | Properties |
|------|------|----|--------|------------|
| Light barding | 20f | +1 AC (stacks with worn armor, max +2 total from barding) | 10 lb | Leather flanks and belly coverage for quadrupedal posture. |
| Medium barding | 50f | +2 AC (stacks, max +3) | 25 lb | Chain and scale coverage. Speed reduced by 5 feet while quadrupedal. |
| Heavy barding | 100f | +3 AC (stacks, max +4) | 45 lb | Full plate barding. STR 15. Speed reduced by 10 feet. Cervidae war-barding from the Territorial Age, still manufactured. |
---
---
# SECTION III: ADVENTURING GEAR
---
## Scent Technology
The single largest equipment category unique to this world. Scent is truth, currency,
weapon, and vulnerability. Technology around it is closer to intelligence tradecraft
than personal care.
| Item | Cost | Weight | Description |
|------|------|--------|-------------|
| Scent-mask (basic) | 5f | 0.1 lb | Topical compound. Suppresses natural scent for 4 hours. Breaks under heavy exertion, fear, or arousal. Casual-grade. |
| Scent-mask (military) | 25f | 0.2 lb | Holds for 8 hours. Resists moderate stress. Breaks only under extreme duress (combat injury, panic, intense arousal). Shadow-Pelt standard issue. |
| Scent-mask (deep cover) | 75f | 0.2 lb | Holds for 24 hours. Resists all but the most extreme stress. Requires Perfumer's kit proficiency to apply correctly. Noseblind and Passer essential. |
| Scent-profile kit | 50f | 2 lb | Allows creation of a false scent identity. Contains reagents for 5 profiles. Each profile lasts 8 hours. WIS DC 15 to detect the forgery casually, DC 20 for trained Scent-Brokers. Requires Perfumer's kit proficiency. |
| Pheromone vial (fear) | 10f | 0.1 lb | Throwable. 10-foot radius. Creatures must WIS save DC 12 or be frightened for 1 round. Single use. |
| Pheromone vial (calm) | 10f | 0.1 lb | Throwable or applied. 10-foot radius. WIS save DC 12 or become docile for 1 minute (breaks on damage). Single use. |
| Pheromone vial (arousal) | 15f | 0.1 lb | Throwable or applied. Single target or 5-foot radius. WIS save DC 12 or experience involuntary arousal response for 1 minute. Scent-based. Deeply invasive. Illegal in most jurisdictions. Single use. |
| Pheromone vial (nausea) | 8f | 0.1 lb | Throwable. 15-foot radius. CON save DC 12 or poisoned for 1 minute. Overwhelms scent-sensitive species. |
| Pheromone vial (aggression) | 12f | 0.1 lb | Throwable. 10-foot radius. WIS save DC 12 or hostile to nearest creature (friend or foe) for 1 round. Riot-starter. Extremely illegal. |
| Scent-ward stone | 30f | 1 lb | Alchemical device. When activated, creates a 15-foot radius where all scent is neutralized for 1 hour. No creature can scent-read, scent-track, or detect emotional scent within the zone. Used for private negotiations and illicit meetings. |
| Nose-plug (alchemical) | 3f | — | Inserted nasally. Completely blocks scent for 2 hours. Wearer loses all scent-based abilities and communication but is immune to pheromone attacks. Cheap but socially equivalent to wearing earplugs during a conversation — rude. |
| Scent journal | 15f | 1 lb | Treated paper that absorbs and preserves scent samples. 20 pages. Each page holds one scent indefinitely. Used by Trackers, investigators, and Scent-Brokers for identification. Press the page to a surface, person, or open air to capture the ambient scent. |
| Estrus suppressant (30-day) | 10f | — | Standard pharmaceutical. Suppresses estrus scent and symptoms for 30 days. Widely used. Over-the-counter in progressive regions, prescription in conservative ones. Side effects: headaches, mood swings, scent-sensitivity dulling. |
| Estrus suppressant (emergency) | 3f | — | Single-dose rapid suppressant. Takes effect in 10 minutes, lasts 48 hours. Stronger side effects. Sold in transit stations, bars, and pharmacies. |
---
## Adaptive Equipment
Technology designed for body diversity. The Claw-Wright's bread and butter.
| Item | Cost | Weight | Description |
|------|------|--------|-------------|
| Hoof-grip gloves | 8f | 0.5 lb | Prosthetic grip-assists for Cervidae and Bovidae. Strap to the foreleg/wrist area and provide articulated digit-analogues. Negates Hooves, Not Paws penalty for fine manipulation. Requires 1 week of practice. |
| Size-adaptive pack | 15f | 15 lb | Adjustable backpack with extendable straps, variable harness points, and modular capacity. Fits Small through Large creatures. Tail-vent standard. |
| Multi-height bedroll | 5f | 38 lb | Expandable sleeping surface. Compressed: fits Leporidae/Mustelid. Fully extended: fits Ursidae. Temperature-regulating lining (cooling mesh for thick-furred, insulating for thin-furred). |
| Tail-sheath (protective) | 5f | 0.5 lb | Armored tail cover for species with vulnerable tails. Prevents tail injury in combat and rough terrain. Hinged for expressive movement. |
| Ear-guards | 3f | 0.2 lb | Padded covers for large-eared species (Leporidae, fox-folk, Cervidae). Protection against cold, wind, and sonic attacks. Grants resistance to thunder damage affecting ears specifically. |
| Muzzle-guard | 5f | 0.3 lb | Open-cage guard protecting the muzzle and jaw. Does not restrict biting or speech. Prevents muzzle injury. Grants +1 AC against attacks specifically targeting the face. |
| Claw-maintenance kit | 2f | 0.5 lb | Files, oils, sheaths, and guards for claw care. 10 uses. Maintaining claws grants +1 to natural claw attack damage for 24 hours per use (representing peak sharpness). |
| Hoof-care kit | 2f | 0.5 lb | Picks, files, oils, protective sealant. 10 uses. Maintained hooves grant advantage on checks involving traction and stability for 24 hours per use. |
| Shedding brush (powered) | 8f | 1 lb | Clockwork-powered grooming tool for heavy shedders (wolf-folk, Ursidae, thick-coated Cervidae). 15 minutes of use prevents shedding-related discomfort and social embarrassment for 48 hours. A minor luxury with genuine practical value. |
---
## Medical Supplies
| Item | Cost | Weight | Description |
|------|------|--------|-------------|
| Healer's kit (standard) | 5f | 3 lb | 10 uses. Stabilize creatures at 0 HP without a Medicine check. Calibrated for purebred physiology. |
| Healer's kit (hybrid) | 15f | 4 lb | 10 uses. As standard, but includes reagents and dosing charts for hybrid biology. Healing checks on hybrids do not suffer the Medical Incompatibility penalty when using this kit. Rare, expensive, essential. |
| Poultice (Canid-calibrated) | 2f | 0.1 lb | Topical healing compound. Restores 1d4 HP. Optimized for Canid metabolism — heals 1d6 on Canidae. Single use. |
| Poultice (Felid-calibrated) | 2f | 0.1 lb | As above, optimized for Felidae. Includes pain-suppression compound that grants advantage on CON saves for 10 minutes. |
| Poultice (Cervid-calibrated) | 2f | 0.1 lb | As above, optimized for Cervidae. Includes anti-anxiety compound that grants advantage on WIS saves vs. fear for 10 minutes. |
| Poultice (Bovid-calibrated) | 2f | 0.1 lb | As above, optimized for Bovidae. Includes anti-inflammatory for joint stress. Grants +5 feet movement for 1 hour. |
| Poultice (universal) | 5f | 0.1 lb | Works on any Clade. Heals 1d4. No bonus effects. The compromise option. |
| Anti-venom (broad) | 10f | 0.1 lb | Neutralizes most ingested and injected poisons within 1 minute of administration. |
| Bone-set compound | 8f | 0.2 lb | Applied to fractures. Accelerates bone healing from weeks to days (1d4 days for minor fractures, 2d4 for major). Requires immobilization during healing. |
| Blood-stop powder | 3f | 0.1 lb | Thrown onto a wound. Immediately stops bleeding. Negates ongoing bleed damage. Burns intensely for 1 round (1d4 fire damage to the patient). |
| Sheath-calm | 5f | — | Topical medication that prevents involuntary sheath emergence for 8 hours. Used by hybrids with unpredictable arousal responses and by anyone in formal or high-stress situations where "jumping the sheath" would be catastrophic. Over-the-counter. No stigma. |
---
## General Adventuring Gear
| Item | Cost | Weight | Description |
|------|------|--------|-------------|
| Torch (scent-neutral) | 1f | 1 lb | Burns for 1 hour. Produces light without smoke or scent. Essential in a world where standard torches blind every nose in the party. |
| Lantern (scent-neutral) | 8f | 2 lb | Oil lantern with scent-filtered exhaust. Burns 6 hours per oil flask. |
| Rope (claw-braid) | 3f | 5 lb (50 ft.) | Braided to provide grip texture for clawed paws. Advantage on Athletics checks to climb when using this rope (Felidae, Mustelidae, Canidae). |
| Rope (hoof-grip) | 3f | 5 lb (50 ft.) | Knotted at 1-foot intervals with rigid loop-grips. Climbable by hooved species without disadvantage. |
| Pitons (oversized) | 1f (5) | 1.5 lb | Heavy pitons driven by hoof or paw-pad strike rather than hammer. Sized for large paw-grips. |
| Grappling hook (tail-launch) | 5f | 2 lb | Spring-loaded grapple deployed from a tail-mounted bracket. Fires 30 feet. Frees both paws. Clade-fit: species with muscular tails. |
| Tent (multi-size) | 10f | 8 lb | Expandable shelter accommodating 1 Large or 2 Medium or 4 Small creatures. Scent-sealed interior option (+5f) prevents scent leakage, useful for covert camps. |
| Rations (predator, 1 day) | 5c | 1 lb | Dried fish, smoked poultry, insect protein bars, pickled eggs. Supplemented with grain crackers and dried fruit. Balanced for modern Canid/Felid/Mustelid/Ursid diet. |
| Rations (prey, 1 day) | 3c | 1.5 lb | Grain cakes, dried fruit and vegetables, nut butter, seed mix, root chips. Bulkier but cheaper. |
| Rations (Mustelid, 1 day) | 8c | 2 lb | Double rations. High-calorie, high-protein, calorie-dense formulation. Mustelid metabolic needs are not optional. |
| Rations (Ursid, 1 day) | 8c | 3 lb | Large-creature rations. Volume is the issue — Ursidae eat a lot. |
| Rations (Polar Ursid, 1 day) | 1f | 4 lb | Triple rations. Calorie-dense, high-fat formulation. Polar bear-folk die without this intake. Expensive to maintain in the field. |
| Warren-map | 5f | 0.2 lb | Leporidae-produced maps of underground tunnel systems, warren networks, and sub-surface routes in a specific region. Updated quarterly. Invaluable for navigating cities with Leporid undercities. |
| Signal thumper | 3f | 1 lb | Mechanical device that replicates Leporid foot-thumping signals at amplified volume. Transmits coded messages through the ground up to 200 feet. Non-Leporidae can operate it; Leporidae can interpret it. |
| Scent marker (territorial) | 2f | 0.1 lb | Synthetic territorial scent compound. Apply to surfaces to mark a 30-foot perimeter. Wild animals (non-sentient) avoid the area for 24 hours. Sentient creatures detect the marker and understand it as a claim — whether they respect it depends on politics. |
| Scent marker (trail) | 1f | 0.1 lb | Invisible scent trail compound. Apply to the ground or surfaces while walking. Creatures with Superior Scent or equivalent can follow the trail for 48 hours. Undetectable by creatures without scent abilities. 1 vial covers 1 mile of trail. |
| Privacy screen (scent) | 15f | 0.5 lb | Wearable amulet that produces a 5-foot radius scent-deadening field. Your emotional state, arousal, fear — all scent channels are muted within the field. Does not mask Clade identity, only emotional broadcasting. Lasts 8 hours per charge. Rechargeable (Claw-Wright, DC 10, 1 hour). |
---
---
# SECTION IV: CONSUMABLES & SUBSTANCES
---
## Performance Enhancers
| Item | Cost | Duration | Description |
|------|------|----------|-------------|
| Feral Extract | 20f | 1 minute | Concentrated adrenal compound. +2 STR, +2 CON, -2 WIS for the duration. Side effect: WIS save DC 14 or act with aggression for 1 additional minute after the primary effect ends. Military use. Street use. Addictive after 3+ consecutive doses. |
| Stag's Vigor | 15f | 1 hour | Cervid-derived endurance compound. Movement speed +10 feet, advantage on CON saves against exhaustion. Side effect: heightened flight response — disadvantage on WIS saves against fear. |
| Bear's Blood | 25f | 10 minutes | Ursid-derived compound. Resistance to bludgeoning, piercing, and slashing for the duration. Side effect: 1 level of exhaustion when it wears off. Heavy stuff. |
| Rabbit-quick | 10f | 10 minutes | Leporid-derived adrenal compound. DEX +2, reaction time halved (advantage on initiative). Side effect: jittery — disadvantage on Stealth and fine-manipulation checks. |
| Weasel-focus | 12f | 1 hour | Mustelid-derived stimulant. Advantage on INT checks and Investigation. Side effect: inability to sleep for 24 hours. Popular with students and investigators. |
---
## Recreational Substances
| Item | Cost | Duration | Description |
|------|------|----------|-------------|
| Meadow-sweet (smokeable) | 2f | 30 minutes | Mild euphoric. Calming. Disadvantage on Perception, advantage on saves vs. fear and anxiety. Legal in most regions. Prey-Clade cultural tradition, adopted widely. |
| Howl-root (chewable) | 5f | 1 hour | Stimulant. +2 to CHA checks, talkativeness, mild euphoria. Side effect: scent output intensifies — emotional broadcasting at double radius. Canid party drug. Everything you feel, everyone smells. |
| Nightshade tincture | 8f | 2 hours | Mild hallucinogenic. Perception altered — colors brighter, sounds layered, scent becomes synesthetic (you "see" smells as colors). Disadvantage on all checks requiring accurate sensory information. Used in spiritual practices and raves. |
| Predator's Calm | 15f | 4 hours | Suppresses predatory instinct entirely. No dominance reflex, no pursuit drive, no aggression response. Used by predator-Clade individuals in high-stress inter-Clade settings, by therapy patients working on instinct management, and recreationally by predator-Clade folk who want to know what it feels like to not carry the hunger. Mildly addictive. Controversial. |
| Rawmeat (synthetic) | varies | 30 min | Black-market cultured protein engineered to taste like sentient mammalian flesh. Not technically a Covenant violation. Possession is social suicide and legally grey. Effects: intense euphoria in predator Clades (biological reward pathway activation), followed by deep shame in most users. Addictive. Destructive. The worst drug on the market. |
---
## Poisons
| Item | Cost | Application | Description |
|------|------|------------|-------------|
| Sleep-scent | 15f | Inhaled (10 ft. radius) | CON save DC 13 or fall unconscious for 1 minute. Damage wakes the target. |
| Panic musk (concentrated) | 20f | Inhaled (15 ft. radius) | WIS save DC 14 or frightened for 1 minute, with compulsion to flee. Triggers deep prey-response even in predator Clades at this concentration. |
| Numb-tongue | 10f | Ingested or injury | CON save DC 12 or lose the ability to speak for 1 hour. Tongue and muzzle go numb. Effective interrogation tool — they can nod, but they can't warn anyone. |
| Slow-blood | 25f | Injury | CON save DC 14 or movement speed halved and disadvantage on DEX checks for 1 hour. Thickens the blood. Used on bounty targets. |
| Scent-burn | 30f | Inhaled (5 ft.) | Targeted at a single creature. CON save DC 15 or lose all scent ability for 24 hours. For a species that communicates through smell, this is closer to blinding than poisoning. Considered assault in every jurisdiction. |
| Heat-trigger | 35f | Ingested | Artificially triggers estrus-like symptoms (scent, physical response) in any mammalian creature regardless of sex or cycle. Lasts 4 hours. No save (biological, not mental). Used for humiliation, blackmail, and worse. Deeply illegal everywhere. Possession alone carries prison time. |
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# SECTION V: SPECIAL & RARE ITEMS
These items are not available at standard merchants. They are quest rewards, black-market
finds, heirlooms, or Claw-Wright masterworks.
---
| Item | Rarity | Description |
|------|--------|-------------|
| **Covenant Brand** | Rare | A heated iron stamp bearing the Covenant sigil. When pressed to flesh, leaves a permanent scar detectable by scent — the branded creature is marked as a Covenant violator. All Covenant-Keepers within 120 feet can sense the brand. Social death sentence. Carried only by authorized Wardens. |
| **Imperium Collar** | Rare | Artifact from the Imperium era. Iron collar fitted for hybrid chattel. Wearing it suppresses all natural weapon abilities and imposes disadvantage on STR and CHA checks. Historically significant. Museums display them. Some are still found in use in the worst places. |
| **Mask of the Purebred** | Very Rare | Claw-Wright masterwork. A wearable device (concealed under fur at the neck) that projects a flawless scent-identity of any single Clade, maintained for up to 72 hours. Holds under all stress, including combat and arousal. Requires attunement. The passer's holy grail. |
| **Rawfang Tooth** | Very Rare (cursed) | A preserved canine tooth from a convicted rawfang — someone who consumed sentient flesh. Carrying it grants advantage on Intimidation against any creature that detects it by scent (the scent of the crime never fully leaves the tooth). Curse: the carrier must make a WIS save DC 15 each dawn or experience intense hunger that can only be satisfied by meat (any meat, but the craving specifies mammalian). |
| **Howl-stone** | Rare | Natural resonant crystal found in deep Canid territories. When struck, produces a subsonic tone that carries 5 miles and is audible only to Canidae and creatures with Superior Scent. Used for long-range pack communication. A war-horn without the war. |
| **Shedding Cloak** | Uncommon | Cloak made from shed fur of multiple Clades, alchemically treated to confuse scent-tracking. Any creature attempting to track you by scent must make their check with disadvantage, and on failure, follows a random false trail. |
| **Thornback Medal** | Rare | A medal forged by hybrid survivors of the Thornback Expulsions. Grants the wearer +2 to saves against fear and charm, and advantage on death saving throws. When worn openly, it signals hybrid solidarity — recognized instantly by the underground. Also recognized by purist movements, which makes it both shield and target. |
| **Bull-heart Draught** | Very Rare | A single-dose alchemical compound that temporarily grants the drinker Bovid-level CON. For 1 hour: +4 CON, resistance to all physical damage, immunity to fear. When it ends: 3 levels of exhaustion and the drinker cannot benefit from any healing for 24 hours. The body's bill comes due. |
| **Silence Bell** | Uncommon | A small bell that, when rung, creates a 20-foot radius of complete scent-silence for 10 minutes. No scent enters, leaves, or is detectable within the zone. Conversations within are truly private for the first time. Incredibly valuable in diplomatic and criminal circles. |
| **Ancestor Fang** | Very Rare (attuned) | A fossilized fang from the Feral Age — pre-sentient. When attuned and held, grants the ability to enter a deeper Feral Rage: all Feral Rage benefits plus blindsight 30 feet, immunity to charm and fear, and +2 to all damage. Side effect: the user cannot speak, use tools, or recognize allies as anything other than "pack" or "not-pack" for the rage's duration. The old brain doesn't negotiate. |
| **Covenant Tablet** | Legendary | A stone tablet inscribed with the earliest known written version of the Covenant of Claws. When placed in a room, all creatures within 60 feet are affected: predatory instinct is suppressed entirely, no creature can attack another sentient creature willingly (CHA save DC 20 to resist, repeated each round). Lasts as long as the tablet remains in place and undamaged. There are fewer than a dozen known to exist. Wars have been fought over them. |
| **Perfumer's Opus** | Very Rare (attuned) | A master perfumer's life work — a single vial containing a scent compound of extraordinary complexity. When opened, the user can project any scent experience into the minds of all creatures within 30 feet: a memory, an emotion, a place, a person. This is not illusion — it's scent-language elevated to art. Duration: 1 minute. Once used, the vial is empty permanently. What the perfumer chose to encode is unique to each Opus. |
| **Hybrid's Compass** | Rare (attuned) | A small device that vibrates faintly when another hybrid is within 500 feet. Does not identify direction or distance precisely — just presence. In a world where finding your own kind requires risk and exposure, this is survival equipment. Crafted by hybrid Claw-Wrights and distributed through the underground. |
| **Coliseum Sand** | Uncommon | A pouch of sand from an active or historical coliseum arena. When thrown on the ground (bonus action), creates a 10-foot radius where all creatures gain +1 to attack rolls and audiences (if present) become fixated on the combat. Fighters in the sand feel the old pull — the crowd's hunger feeding something primal. Lasts 1 minute. 3 uses per pouch. |
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# APPENDIX: Pricing Quick Reference
## Daily Costs of Living
| Lifestyle | Cost/Day | Description |
|-----------|----------|-------------|
| Wretched | — | Borderland stray, no shelter, scavenged food |
| Squalid | 1c | Flophouse, minimal food, no scent products |
| Poor | 3c | Shared room, basic rations, basic scent-mask |
| Modest | 1f | Private room (sized for your Clade), balanced rations, standard scent-mask |
| Comfortable | 2f | Quality lodging, good food, military-grade scent products, grooming |
| Wealthy | 5f | Private suite, catered food (Clade-specific cuisine), deep-cover scent products, personal grooming |
| Aristocratic | 10f+ | Estate, personal chef, bespoke scent identity, Claw-Wright on retainer |
## Clade-Specific Cost Modifiers
Large-bodied species (Ursidae, Moose-folk, Bull-folk, Bison-folk) pay 1.5× for lodging, rations, and armor due to material requirements.
Mustelidae pay 2× for rations (metabolic requirement).
Polar Bear-folk pay 3× for rations.
Hybrids pay 2× for medical supplies (specialized formulations) and 1.5× for scent products (standard products don't fully work).
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*Document Version 1.0 — Theriapolis RPG Equipment Catalog*
*Compiled by ENI for LO*