Gear & gold
Below are tables for weapons, armour, and various adventuring gear. Most expendable items have a Risk Die associated to them. Roll it after every use; if it fizzles, you’ve run out.
| Mêlée Weapons | Missile Weapons | Damage |
|---|---|---|
| Dagger, knife, blackjack | Dart sling | d4 |
| Short sword, hand axe, quarterstaff*, club | Javelin, short bow | d6 |
| Sword, mace, spear, polearm*, battle axe | Longbow, crossbow, pistol | d8 |
| Great sword, halberd, lance | Musket, heavy crossbow | d10 |
*: two-handed mêlée weapons give advantage to damage
| Mêlée Weapons | Missile Weapons |
|---|---|
| Helmet, gambeson, hide, leather* | Δ4 |
| Studded leather, ring, scale mail | Δ6 |
| Chain hauberk, half-plate mail | Δ8 |
| Full plate mail with helmet | Δ10 |
*: can sometimes be combined with different armour, which is stepped up one category, to a maximum of Δ10
| Item | Notes and roll meaning | Usage |
|---|---|---|
| Arrows or bolts | roll at the end of a fight, or to add to damage | Δ8 |
| Bag, backpack, etc. | carry Δ extra items | varies |
| Bag of coins | roll for advantage when bribing, negotiating, etc. | varies |
| Bottle of booze | Gives benefits to Δ people * | Δ6 |
| Holy symbol | number of extra targets for turning spells | Δ6 |
| Holy water | 2xΔ damage on one undead, demon, etc. | Δ6 |
| Iron spikes, caltrops | area covered in square metres | Δ6 |
| Lantern | roll oil Δ every two hours | - |
| Mule | carries 2xΔ items. Risk die is for obedience | Δ8 |
| Oil | Δ damage for 2 rounds | Δ8 |
| Coffee beans | One pouch. Gives benefits to Δ people * | Δ4 |
| Poultice or salve | heal extra HP as the Δ result overnight | Δ6 |
| Powder and shot | roll at the end of a fight | Δ6 |
| Rations and food | roll every day for sustenance and to recover hit points | varies |
| Rope | number of people who get advantage using the rope | Δ10 |
| Specialised tools | advantage for a type of task. E.g.: climbing, alchemy | Δ8 |
| Tent | people getting advantage on their rest hit die (p.28) | Δ10 |
| Torches | roll every hour or to deal damage | Δ6 |
*: see intoxication rules p. 33
Wealth & Coin Bags
In Macchiato Monsters, we record wealth and treasure as Risk Dice. Each bag, pouch, chest, etc. has an associated Δ, just like arrows or rations.
The coin types are are copper (CP), silver (SP), electrum (EP), gold (GP), platinum (PP), and mythium (MP). The type of coin indicates the goods and services you can buy with it, as shown in the table opposite. The table can also be used to adapt material that does not use Risk Dice for wealth.
To buy something when you have the right coin or above, you roll the Risk Die. At the Referee's discretion, a successful CHA check, or other good reason, can give you advantage when rolling the Δ.
Splitting, Merging, Exchanging Bags
You are limited in the number of items you carry, so combining bags is often a good idea. You can merge two bags of the same metal and value to get a bag of the next type. For example, two purses of gold Δ4 become a pouch of gold Δ6. Similarly, split a bag in two by stepping down the die. A chest of silver Δ12 becomes two bags of silver Δ10.
A bag of coin Δ12 can be exchanged for Δ4 of the next higher coin. A character can also buy a bag of a lower denomination like they would any other item. This is useful when they don't want to risk their platinum to buy lunch.
Example: Babakoa the paladin wants a suit of plate mail, which she can buy in electrum. She has a bag of silver Δ12 and a pouch of gold Δ6. She can either overpay with gold (just rolling her Δ6), use her gold to buy a bag of electrum from the equipment list, or convert her silver Δ12 into electrum Δ4 and buy the plate mail with that. Babakoa then chooses to buy an electrum bag with her gold and rolls 2. She now has gold Δ4 and electrum Δ6. The Referee, always willing to let a roll add colour to their world, explains that the money changer looked worried and sick, and may have charged her more than usual.
Buying & Selling
Valuable items are treated as bags of coin: for example, a statue worth electrum d8. If you use it to pay for something, assume you sold it for the equivalent in coins. In certain situations, the Referee may ask you to roleplay and check CHA to sell an item, and decide that the coin you get for it is of different value.
Encumbrance
Your hero can comfortably carry one item per point of CON, whatever the size and weight of the item (don’t start arguing with the Referee about this, you might end up losing all your equipment in a swamp). Armour doesn’t count towards this number.
If they're willing to be encumbered, they can carry a number of items equal to STR+CON. When encumbered, the Referee may give you disadvantage on checks involving freedom of movement or fleetness of foot. Your travelling speed is reduced as well (pp. 17, 20). At the Referee's discretion, you may be asked to consume more food to make up for these extra efforts.

| Coin | Weapons Armour | Equipment | Lodging (week) Food (day) | Services | Money |
|---|---|---|---|---|---|
| CP | Peasant weapons, leather armour | Consumables, Δ4 reagents | Kitchen floor, bread & soup, tea | Informations from an urchin or beggar | - |
| SP | Soldier weapons, infantry armour | Regular gear, magic focus, Δ6 reagents | Common room, stew & pie, ale | Armour and shield repairs | Copper Δ6 |
| EP | Quality weapons, Guns & plate mail | EquipmQuality gear, Δ8 reagentsent | Private room, roast meat & pudding, wine | Potions and scrolls | Silver Δ6 |
| GP | Fine weaponry, ornate armour | Exceptional items, Δ10 reagents | Luxury room, venison & pastries, fine wine | Spy, oracle, high-level bribe | Electrum Δ6 |
| PP | Masterwork arms, bespoke armourer | Magical items, Δ12 reagents | Your own valet, fancy elven cuisine, sommelier | Raising a friend from the dead | Gold Δ6 |
| MP | Enchanted to specifications | Unique artefacts | Palace, bearowl terrine, tears of virgins | Everything has a price, and you can pay | Platinum Δ6 |