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Start with a Value of o and follow the guidelines below.
  • Melee Weapon: +0 or +1 (your choice)
    • Big: +1, requires two hands to use
  • Ranged Weapon: +1
    • Gun: +2
  • Armor: +1
    • Heavy: +1©
  • Tool: +1
As you see, making a melee weapon big means it requires two hands to use (no matter how heavy it is!), and making armor heavy gives the armor the Consequence tag – I imagine players burning off Consequence from their armor on Strength or Speed rolls since it's weighing them down.

Any one of these can also be Excellent, which gives its Value a +1.

You can list items however you want, but it's probably a good idea to put the item's keywords in parentheses so you know what it's about, like so:


Value Description
1 Throwing knife (ranged) 
2 Greatsword (melee, big)
3 9mm (ranged, gun)
Platemail (armor, heavy)
2 Fine lockpicks (tool, excellent)

If the total Value is 0, it's of no mechanical benefit to you; a knife with Value 0 can still cut things, it just won't provide dice to bid.


Cost = Value X GL.  Multiply by two if your item's Excellent or a Gun, or by five if it's both.

You don't have to list the price with the item, since it's directly derived from the item's keywords.

In the examples above (and assuming GL 10), the knife costs 10, the sword costs 20, the gun costs 60, the armor costs 20, and the lockpicks cost 40.  If the gun were Excellent, it would instead cost 150.

For simple or stylistic items like costumes and whatnot, rate it on a scale of 1 to 5 for coolness and it costs that much.  If it's so good it can be considered a Tool (like a costume that's so imposing or inspiring it's Value could be applied to a conflict using Charisma), build it the way you would any tool.