Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

2016/09/08

Classy XP for Wizards, Thieves and Fighters

WTF the 5E light game doesn't really do XP, but maybe it should. So, here's a simple system. Based off this a bit. Hey, we're heading back to the Rainbowlands, so it's cool.

When you perform "deeds" and return to a safe haven and boast of them / prove them you gain XP as a die that you roll on the relevant XP table.
  1. Discover ancient and forbidden lore - roll on the Seeker of Secrets XP table (Wizard table).
  2. Retrieve treasure and loot from a 'dungeon' - roll on the Treasure Hunter XP table (Thief table).
  3. Defeat / study a nemesis or new type of creature and bring back a trophy - roll on the Warrior table (Fighter table).
  4. Invest proceeds in carousing / study / temple parties / foolish business ventures - i.e. the character's wealth gold is gone save for some change (Goldburner table).
Ideally, the difficulty / glory of the deed would determine the die. Basically, the deed has to be cool enough that telling the tale in a tavern would at least get the "heroes" a round of drinks and bed for the night. Something like this might work.
  • Drinks are on the house - 1d4
  • Hero of the hour - 1d6
  • Memorable - 1d8
  • They shall sing songs - 1d10
In practice, this is overcomplicated, so just a roll a 1d10, and the result also shows how impressed the townsfolk are.

Seeker of Secrets XP Table (Wizard)

  1. +1 to arcana or science or medicine, 
  2. +1 to religion or history or insight,
  3. learn new spell (1-3: 1st level, 4-5: 2nd level, 6: 3rd level),
  4. +1 to DC of one spell or +1d4 to effect of one spell,
  5. +1 to Intelligence or Wisdom or Charisma,
  6. +1 spell slot of (1-3: 1st level, 4-5: 2nd level, 6: 3rd level) or double scope of one spell,
  7. new familiar or increase die of one spell,
  8. learn new spell (1-4: 4th level, 5-6: 5th level),
  9. gain 1 bonus spell per short rest,
  10. +1 proficiency

Treasure Hunter XP Table (Thief)

  1. +1 to acrobatics or athletics, 
  2. +1 to perception or deception,
  3. +1 to mechanics (thieves' tools) or sleight of hands,
  4. +1 to investigation or stealth,
  5. +1 to Dexterity or Intelligence
  6. +2 to hp or sneak attack damage
  7. new expertise or +1 to AC in light armor
  8. gain advantage on surprise checks or +1 to hit with daggers or pistols
  9. gain 1 bonus action per short rest
  10. +1 proficiency

Warrior XP Table (Fighter)

  1. +1 to acrobatics or athletics, 
  2. +1 to animal handling or survival or an additional inventory slot,
  3. +1 to one save (roll 1d10: 1-3: Str, 4: Dex, 5-7: Con, 8: Int, 9: Wis, 10: Cha),
  4. +2 to attack or defence vs. one enemy type,
  5. +1 to Strength or Constitution,
  6. +4 to hp or +1 to damage with one weapon type,
  7. +1 to hit with one weapon type or +1 to AC in medium or heavy armor
  8. gain additional second wind
  9. gain 1 bonus action per short rest
  10. +1 proficiency

Goldburner Table (To Do)

  1. acquire a random and unusual potion (think purple lotus powder) or gain a boon that gives advantage to 1d6 checks with an ability of choice.
  2. +1 to a random save
  3. acquire a property, it is (1: a house, 2: an apartment, 3: a farm, 4: a house boat, 5: a house wagon, 6: a deed to a ruin)
  4. acquire a loyal henchperson (1: a wizard, 2: a thief, 3: a fighter, 4: a slave, 5: a fop, 6: an intelligent animal or plant)
  5. become inducted into a secret society of (1: inept amateur magicians, 2: corporate rogueish merchants, 3: dashing heroes, 4: underhanded navigators and adventurers, 5: local nobles, 6: local revolutionaries)
  6. acquire a masterful and possibly magical (1: weapon, 2: armor, 3: book, 4: steed or vehicle, 5: trinket, 6: toolkit or dice)
  7. +1 to a random stat
  8. acquire a stake in a business such as a (1: local brewery, 2: local food joint, 3: local metalworker, 4: local alchemical shop or druggist, 5: local protection racket, 6: local affiliated corporate security outfit)
  9. obtain a promise from a local shady cult of a (1: free reincarnation, 2: greater metachemical healing, 3: stored clone body, 4: teleportal intervention when you break this totally safe gas-filled bauble, 5: a one-use summoning figurine, almost certain to summon a demon under your control, 6: a single-use ten-hour sanctuary amulet)
  10. gain a bonus HD for hit point recovery or acquire a bonus feat or an additional bonus fatigue rank.

2016/09/04

Healerrior - The Healing Warrior

A player joined our group and asked to play a healing warrior. So we made one. These were the notes:

HD - like thief
Armor & Weapons - like warrior
Spells - like wizard, remove one ... (2nd level) - 3 cantrips, 4 level 1, 2 level 2 - spell slots: 3, 3, 1

Spells cost: 2 hit points, cantrips count as level 1

subtype - rustumani leveller / breaker of chains
no chains,
chosen weapons: hammer and sickle

spells

Now lets turn that into the ... Healerrior?

Class Features:
  • Hit Dice: 3d8
  • Hit Points: 16 + 3 * Con modifier
  • Spells: cost 2 hit points or ability points per spell level, cantrips count as level 1 for cost, rituals vary.
    • Spells Known: 3 cantrips, 4 L1, 2 L2
    • Spell Slots: 3 cantrip, 3 L1, 1 L2
  • Armor proficiency (roll d6): 1: light and shields, 2: light, shields and medium, 3: all organic armors and shields only, 4: all metal armors and shields, 5–6: all armors and shields.
  • Weapon proficiency: all weapons.
  • Tools: healer's kit and (roll d6) 1: barber's kit, 2: herbalist's kit, 3: surgeon's kit, 4: scribe's kit, 5: thief's tools, 6: musical instrument (1d4: 1: bongo drums, 2: flute, 3: harmonica, 4: lute).
  • Saving Throws (roll d6): 1–3: Con and Wis, 4: Str and Wis, 5: Str and Con, 6: Dex and Wis.
  • Skills (roll d6 twice): 1: History, 2: Dialectics (Persuasion), 3: Insight (Clairvoyance), 4: Psychological Opiates and Religion, 5–6: Medicine and Opiates.
Class Features:
  • Fighting Style (roll d6): 1: archery (+2 ranged), 2: defense (+1 AC w armor), 3: dueling (+2 dmg with 1h weapon and no shield), 4: great-weapon fighting (reroll 1 and 2 with 2h weapon), 5: protection (reaction to Disadvantage an attack against an adjacent target), 6: two-weapon fighting (add ability mod to second attack damage).
  • Forbidden Weapons by the Grace of Reason and Faith (roll d6): 1: blunt weapons, 2: edged weapons, 3: chain weapons, 4: ranged weapons, 5: melee weapons, 6: magic weapons.
  • Chosen Weapons (roll d6): 1: hammers and sickles, 2: quarterstaffs, 3: swords, 4: pistols, 5: great axes, 6: scythes and polearms — grant (roll d4): 1: +2 to hit, 2: +1 AC, 3: +2 to damage, 4: greater critical range (19–20).
  • Healing (roll d6): 1: kiss, 2: touch, 3: whisper, 4: bite, 5: strike, 6: blood. Functions as Lay on Hands (PHB p.84), restore 15hp per long rest. Neutralize poison or disease = 5 hp.
  • Second Wind: self heal for 1d10+3 hp once per short rest.
  • Action Surge: take additional action 1/turn, use twice per short rest.
Level Up (roll d20):
  1. +1 proficiency,
  2. gain 2 hp,
  3. gain 2 hp,
  4. gain 3 hp,
  5. gain 3 hp,
  6. +1 cantrip spell slot
  7. improve 1 ability score by 1,
  8. improve 1 ability score by 1,
  9. extra attack,
  10. gain +1 L1 spell slot,
  11. gain +5 to healing pool,
  12. learn new skill or become expert in existing skill,
  13. learn new weapon,
  14. gain +2 to hit with existing weapon,
  15. d6: 1–4: +1 level 2 spell slot, 5–6: +1 level 3 spell slot
  16. gain +1 AC with armor type (light, medium or heavy)
  17. gain one feat (see PHB),
  18. improve 1 ability score by 2
  19. healthy as a mule, gain advantage on all saves vs. poison and magical disease, gain immunity to regular disease,
  20. healing discharge: every time you use a healing spell, an additional 2 + spell level hit points are restored to you or another adjacent creature of your choice.

2016/03/08

More Fighters (bit by bit)

In the post entitled, succinctly, "The Fighter", I described the basic Fighter of WTF and a few subtypes. I'm adding another subtype here.

Speed Freak
The speed freak's mind is like a compass, stopping at nothing. He's got fire in his pocket and he's lit up like a rocket, veins ablaze with the scurrying, urging, demanding need for speed.

  • HD: 3d10
  • HP: 20 + 3 * Con modifier
  • Spells: cost 3 hit points or ability points per spell level, cantrips count as level one, rituals vary.
  • Armor proficiency (roll d6): 1: light, 2: light and medium, 3: light and shields, 4: light, medium and shields, 5: shields only, 6: metal armors and shields only,
  • Weapon proficiency: all weapons with a single damage die (so no great swords, they deal 2d6),
  • Tools (roll d6): 1: mechanic's tools, 2: instrument (drums, bass guitar, trumpet or harmonica), 3: tinker's tools, 4: carpenter's tools, 5: gambling tools, 6: druggist's tools
  • Saving Throws (roll d6): 1–2: Str and Dex, 3: Dex and Con, 4: Dex and Int, 5: Dex and Wis, 6: Dex and Cha,
  • Skills: as per PHB (p. 72)

Starting abilities:

  • Fighting Style (roll d6): 1: archery (+2 ranged), 2: dueling (+2 dmg with 1H weapon and no shield), 3: two-weapon fighting (add ability mod to second attack damage), 4: spear-fighting (+2 to hit with polearms), 5: dirty fighting (+1d6 sneak attack damage as thief), 6: pistolero (+2 dmg with pistols).
  • Second Wind (as PHB 72) - self heal for 1d10 + 3 hp per short rest,
  • Super Surge - two additional actions in a round, 1 times per short rest,
Speed Freak abilities:
  • Faster and Faster - every time the speed freak rolls maximum damage on damage dice (e.g. 4 on a 1d4 or 13 on a 1d13), the speed demon gets an extra attack.
  • Death Shot - can use reaction to make one final attack on being dropped to 0 hp, the death shot is an automatic critical if it hits.
Level up as fighter.

https://www.youtube.com/watch?v=R7tTZTF2CyY

2016/01/20

The Fighter

_last of the classes I'll be needing ... hammering this out_

Class Features:
  • Hit Dice: 3d10
  • Hit Points: 20 + 3 * Con modifier
  • Spells: cost 3 hit points or ability points per spell level, cantrips count as level one, rituals vary.
  • Armor proficiency (roll d6): 1: light and shields, 2: light, shields and medium, 3–6: all armors and shields
  • Weapon proficiency: all weapons,
  • Tools (roll d6): 1: none, 2: iron chess set, 3: instrument (guitar, banjo, flute or fiddle), 4: smith's tools, 5: fletcher's tools, 6: leatherworker's tools,
  • Saving Throws (roll d6): 1–3: Str and Con, 4: Str and Dex, 5: Con and Dex, 6: Str and Cha
  • Skills: 2 skills, as per PHB (p. 72)
Starting abilities:
  1. Pick a fighting style (archery (+2 ranged), defense (+1 AC w armor), dueling (+2 dmg with 1h weapon and no shield), great-weapon fighting (reroll 1 and 2 with 2h weapon), protection, two-weapon fighting (add ability mod to second attack damage), 
  2. Second Wind (as PHB 72) - self heal for 1d10 + 3 hp per short rest,
  3. Action Surge (as PHB 72) - additional action, 2 times per short rest,
  4. Per subtype ...
Champion
  1. Improved Critical (19-20),
  2. Get up again, attack that reduces you to 0 hp reduces you to 1 hp instead, once per long rest,
Battle Master
  1. Combat Superiority (as PHB 73-74), 4d8 combat dice, 3 maneuvers, save DC 10 + modifier,
  2. Proficiency with one more tool set,
Weirding Knight
  1. blood-bound weapon, counts as magical, +2 damage for every 1 point of hit points or ability score burned,
  2. advantage on saves vs. fear and mind-affecting effects,
Wild Warrior
  1. Danger Sense (as barbarian, PHB 48), advantage on Dex saves vs. effects you can see,
  2. Reckless Attack (as barbarian, PHB 48), advantage on attacks, attacks against you also have advantage for rest of turn,
Martial Artist
  1. Unarmed Attacks deal 1d4 damage,
  2. Unarmored Defense (add Con or Wis modifier to AC when not wearing armour),
  3. Fast (+10' speed) when not wearing armour,
Slow-motion Sniper
  1. Sniper, no penalty on ranged attacks at long range,
  2. Bullet Time, can use reaction to dodge an incoming ranged attack (can declare before or after attack dice are rolled, but before damage is rolled),
Shield Maiden
  1. Shield Bash, can use reaction to shield bash attack an adjacent enemy, or an enemy that melee attacks the shield maiden (whether the attack hits or not),
  2. Turtle Up, the opposite of reckless attack: disadvantage on attacks, attacks on the shield maiden also have disadvantage for rest of turn,

... and then eventually you level up (sort of):
  1. +1 proficiency,
  2. gain 3 hp,
  3. gain 3 hp,
  4. gain 3 hp,
  5. gain 3 hp,
  6. increase movement speed by 5',
  7. improve 1 ability score by 1,
  8. improve 1 ability score by 1,
  9. extra attack,
  10. gain uncanny dodge (if already have uncanny dodge, can now also use bonus action for uncanny dodge),
  11. become expert in existing skill,
  12. learn new skill,
  13. learn new weapon,
  14. gain +2 to hit with existing weapon,
  15. increase damage die with existing weapon,
  16. gain +1 AC with armor type (light, medium or heavy)
  17. gain one feat (see PHB),
  18. improve 1 ability score by 2
  19. indomitable, twice per short rest you can reroll a saving throw that you fail,
  20. guided strike (as war cleric, PHB 63), once per rest add +10 to attack roll after seeing the result.

The Thief

... _again, basically third level_

Class Features:
  • Hit Dice: 3d8
  • Hit Points: 16 + 3 * Con modifier
  • Spells: cost 2 hit points or ability points per spell level, cantrips count as level 1, rituals vary.

  • Armor proficiency (roll d6): 1: none, 2: leather, 3–5: all light armors, 6: light and medium armors
  • Weapon proficiency: simple weapons and (roll d6) 1: 1-handed swords and crossbows, 2: whips and pistols, 3: halberds and rifles, 4: short swords, wands and warhammers, 5: great swords, 6: all gunpowder weapons,
  • Tools: thief's tools and (roll d6) 1: barber's kit, 2: artist's kit, 3: gunsmith's kit, 4: navigator's kit, 5: prospector's kit, 6: mechanic's kit,
  • Saving Throws (roll d6): 1–3: Dex and Int, 4: Dex and Cha, 5: Dex and Str, 6: Dex and Wis
  • Skills: as per PHB (p. 95)

Starting abilities:
  1. Expertise (as PHB 96)
  2. Sneak Attach, +2d6 damage with advantage or flanking (PHB p. 96)
  3. Cunning Action (dash, disengage hide).
  4. Per subtype ...
Thief
  1. Fast Hands (as PHB 97),
  2. Climb fast, jump far (Second-Story Work, PHB 97),
Killer
  1. Proficient with poisoning kit,
  2. Advantage on first-strike (if win initiative),
  3. Auto-crit surprised enemies,
Bounty Hunter
  1. +2 to hit with gunpowder weapons,
  2. Favored enemy: humans (as ranger PHB 91),
  3. Natural explorer (forest and mountains),
Dandy Duelist
  1. +2 bonus to damage with single-handed weapon and no shield (can drop damage bonus and +1 AC from off-hand dagger),
  2. uncanny dodge (reaction to halve attack's damage, as PHB 96),
  3. jack of all trades (as PHB 54), +1 proficiency bonus to all untrained skill checks,
... and then eventually you level up (sort of):
  1. +1 proficiency,
  2. gain 2 hp,
  3. gain 3 hp,
  4. gain 3 hp,
  5. increase movement speed by 5',
  6. improve 1 ability score by 1,
  7. improve 1 ability score by 1,
  8. increase sneak attack by 1d6,
  9. gain uncanny dodge (if already have uncanny dodge, can now also use bonus action for uncanny dodge),
  10. become expert in existing skill,
  11. become expert in existing skill,
  12. learn new skill,
  13. jack of all trades +1 (if already has jack of all trades, increase to +2),
  14. learn new weapon,
  15. gain +2 to hit with existing weapon,
  16. learn new armor,
  17. gain one feat,
  18. gain a 6th level ability,
  19. gain evasion (PHB 96), Dex save for half damage results in no damage instead,
  20. unarmored defense (as monk, PHB 78), gain Wisdom modifier to AC when unarmored.

What Are These PCs? Species and Monsters

They are humans, and by humans ...

  1. Tsarists (imperialists, ducksmen, truefolk, landsmen, the many-shaded), bonuses to Str and Wis, Talents: lucky critical hits (x3 damage like half-orcs), advantage on saves vs. one type of attack (1: poison, 2: disease, 3: charm, 4: curses, 5: paralysis, petrification and polymorph, 6: death magic),
  2. Shkraets (wholemen, engineers, ratmen, lead-sniffers), bonuses to Con and Int, Talents: advantage to one skill, night vision,
  3. Potniks (travellers, thieves, gypsies, merchants, crafters), bonuses to Dex and Cha, Talents: lucky (re-roll 1s like halflings), expertise on one skill or kit,
There are also some inhuman monsters ...
  1. Weird Viles (skinchangers, soulbearers), bonuses to Int, Dex and Cha, penalties to Wis, Con, Talents: immortal, shapeshift, soul shift,
  2. Divyaks (wildlings, wolfmen, totemist monsters, natural slaves), bonuses to Str and Con, penalties to Int and Cha, Talents: totem, skin change, survival (like orcs, may recover from killing blow),
  3. Kentauri (bio-engineered warmachines, monsters of the steppes, related to harpies, satyrs, merfolk, trolls and giants), bonuses to Str and Con, penalties to Charisma and Wisdom, Talents: warmachines, fearless, rage, may be large, fast

The Wizard ...

... _and like all the dashing heroes, is basically third level_

Class Features:

  • Hit Dice: 3d6
  • Hit Points: 12 + 3 * Con modifier
  • Spells: as third level wizard (see PHB). Casting additional spells beyond the spell slot limit costs 1 hit point or ability point per spell level. Cantrips count as level 1. Rituals vary.


  • Armor proficiency (roll d6): 1–4: none, 5: leather, 6: all light armors,
  • Weapon proficiency: dagger, staff and (roll d6) 1: slings, darts, light crossbows, 2: pistols, 3: rifles, 4: short swords, 5: maces, 6: axes and pole arms,
  • Tools: calligrapher's kit and (roll d6) 1: alchemist's kit, 2: dentist's kit, 3: gunsmith's kit, 4: archaeologist's kit, 5: doctor's kit, 6: herbalist's kit,
  • Saving Throws (roll d6): 1–3: Int and Wis, 4: Int and Cha, 5: Wis and Cha, 6: Int and Con
  • Skills: as per PHB


Starting abilities:

  1. Opening the Valves of the Soul (arcane recovery) - every short rest cast 3 hit points worth of spells for free,
  2. Spell Slots (restored per long rest): Cantrips: 4, 1st Level: 4, 2nd Level: 2
  3. Choose an arcane school: 1: soul magic, 2: forced magic, 3: biomancy, 4: skin changing, 5: arcane polytech, 6: black magic
Soul Magic (similar to enchantment)
  1. Hypnotic Gaze (as PHB 117),
  2. Starting spells: Minor Illusion, Charm Person, Disguise Self, Illusory Script, Tasha's Hideous Laughter, Hold Person
Forced Magic (similar to abjuration)
  1. Arcane Ward (slightly modified from PHB 115) - lasts for a day, has 6 + Int modifier hit points, regains 1 hit point for every ability point you spend to cast a spell,
  2. Starting spells: Blade Ward, Mage Armor, Magic Missile, Jump, Tenser's Floating Disk, Knock, Shatter
Biomancy (similar to cleric's healing magic)
  1. Disciple of the Biologician (as Disciple of Life, PHB 60) - every healing spell restores an additional 3 hit points, every healing spell not cast as a careful ritual has a 5% chance of causing a mutation,
  2. Channel Life Force (similar to Channel Divinity: Preserve Life, PHB 60) - once per long rest you can channel life force (15 hit points) from one subject within 30 feet to another three subjects. You can restore any subject to no more than half of its hit point maximum. Unwilling subjects get a save.
  3. Starting spells: Cure Wounds, Lesser Restoration, Enlarge/Reduce, Aid, Spider Climb, Spike Growth, Poison Spray
Skin Changing (polymorphymancy, similar to a druid's shapechange abilities)

  1. Wild Shape (as Druid, PHB p. 66), transform into a 1/4 CR beast twice per short or long rest (e.g. wolf)
  2. Regenerating Beast (partly as Druid Combat Wild Shape, PHB p. 69), while a beast, use bonus action to expend one spell slot and regain 1d8 hp per level of the spell slot expended. An expended cantrip restores 1d4 hp.
  3. Starting spells: Thorn Whip, Goodberry, Animal Friendship, Disguise Self, Expeditious Retreat, Enlarge/Reduce, Enhance Ability,


Arcane Polytech (similar to ... well, not sure, conjuration and transmutation I guess)
  1. Minor Conjuration (as PHB 116) - summons up a small object within a few meters,
  2. Arcane Snake (as Poisonous Snake, PHB 308) - you possess an organized-matter snake-like projection, which you can give basic commands. AC 13, hp 2, Speed 30, +5 bite 1 damage, Poison DC 10 Con (2d4/half).
  3. Spells: Mage Hand, Find Familiar*, Alarm, Grease, Blur, Cloud of Daggers, Heat Metal
... and then eventually you level up (sort of):
  1. +1 proficiency,
  2. gain 1 hp,
  3. gain 1 hp,
  4. gain 1 hp,
  5. gain 1 hp,
  6. gain 2 hp,
  7. improve 1 ability score by 1,
  8. improve 1 ability score by 1,
  9. +1 cantrip spell slot,
  10. +1 1st level spell slot,
  11. +1 2nd level spell slot,
  12. +1 3rd level spell slot,
  13. +1 3rd level spell slot,
  14. reduce cost of one spell by 1,
  15. gain new skill,
  16. become expert in existing skill, 
  17. learn new weapon,
  18. learn new armor,
  19. gain one feat,
  20. gain a 6th level ability.
What is your spell book?
  1. a pliomastic memory implant (overclock once per long rest to +2 to Int for a day, then -4 to Int until end of next long rest),
  2. a weird-silk quippu (can read and use for rituals in complete darkness),
  3. an intelligent weapon or implement (it whispers the spells back to you when you sleep),
  4. a regular manskin-bound tome as used by the divyak shamans (divyaks will like you better),
  5. a proper tsarist tome from before the breaking of the Golden Reign (tsarists will nod and like you),
  6. a crystal ball that plays back your spells (you can throw it as a grenade for touch effects, it won't break, don't worry).

    Resting and Basic Commodities v.1

    Note: on testing, it turned out this system was too complex for our group (and me as DM).

    Longwinter runs with a slightly modified "gritty realism" rest variant (DMG p. 267). By default a short rest lasts 7 hours, and a long rest 7 days. But if you decide to splurge on ...

    1. fine shelter in the lavish fur suite (10 silvers per day), then a rest lasts 5 hours/days and you recuperate from an ill effect in 1 day.
    2. good shelter in the sturdy boar's rest (40 coppers per day), then a rest lasts 6 hours/days and you recuperate from an ill effect in 2 days.
    3. average shelter at the groveling pilgrim's rest (10 coppers per day), then a rest lasts 7 hours/days and you recuperate from an ill effect in 3 days.
    4. poor shelter in the cow pen (1 copper per day), then a rest lasts 10 hours/days and you recuperate from an ill effect in 4 days.
    5. miserable shelter in the gutters behind the offalatorium (free!), then a rest lasts 14 hours/days and you recuperate from an ill effect in 6 days.
    ... so what monies are used in the Blood-bound Baron's lands?

    1 golden goat = 20 silvers = 400 coppers

    ... I should probably also bring up encumbrance rules. Items occupy slots (or boxes, or lines, or checks, or pockets, or whatever, but I'll call them slots) and each character can carry as many slots as that character's strength score.

    500 coins = 1 slot

    ... so what were those basic commodities that get hard to get once folks start getting Desperate?
    1. fine shelter (10 silvers per day)
    2. good shelter (40 coppers per day)
    3. average shelter (10 coppers per day)
      poor shelter (1 copper per day) {cannot run out due to Desperation}
    4. fine liquor (20 coppers) +1d4 hp [1/2 slot]
    5. poor liquor (1 copper) +1 hp [1/2 slot]
    6. heating fuel (1 copper) +5 to exhaustion saves with stove [1 slot]
    7. fine wool cloak (20 silvers) +5 to exhaustion saves [1 slot]
    8. warm cloak (5 silvers) +2 to exhaustion saves [1 slot]
    9. poncy fur-lined tent (160 silvers) +10 to exhaustion saves for a few people [6 slots]
    10. sturdy hide tent (40 silvers) +5 to exhaustion saves for a few people [4 slots]
    11. economical tent (10 silvers) no penalty to exhaustion saves [2 slots]
    12. good camping rations from Godshkraeling & Godshkraeling (2 silvers per day) +5 to exhaustion saves for a few people [1 slot]
    13. military-grade camping rations from the Alpaca Co. (10 coppers per day) +2 to exhaustion saves for a few people, 5% chance of spoilage [1 slot]
    14. premium economical camping rations (3 coppers per day) no penalty to exhaustion saves for a few people, 20% chance of spoilage [1 slot]
    15. good bedroll (200 coppers) +5 to exhaustion saves [1 slot]
    16. poor bedroll (50 coppers) no penalty to exhaustion saves [1 slot]
    17. fine hat, gloves and boots (40 silvers each, 100 silvers the set) +2 to exhaustion saves each, +10 all together [1/3 slot each]
    18. average hat, gloves and boots (10 silvers each, 25 silvers the set) +1 to exhaustion saves each, +5 all together [1/3 slot each]
      poor hat, gloves and boots (120 coppers the set) no penalty to exhaustion saves [1 slot] {cannot run out due to Desperation}
    19. fine fur coat instead of armor (100 silvers) +10 to exhaustion saves [1 slot]
    20. good warm coat instead of armor (20 silvers) +5 to exhaustion saves [1 slot]
    Each missing piece of vital cold-weather survival equipment (tent, camping kit, bedroll, accessories) imposes a disadvantage on exhaustion saves.