Итоги голосования для комментария:
unreal Запрещены:

1 Helmet Lamp. Shuttered, hands-free lantern that throws a
five-yard beam. Attaches to all popular helmet patterns. Burns
for 12 hours on 1 pint of oil. $100, 2 lbs.

2 Delver’s Webbing. Belt and suspenders with pouches for 20
lbs. of potions, gadgets, knives, etc. Readying a carried item
takes just one Ready maneuver – and is a free action with a
suitable Fast-Draw roll. Gives +1 to DX and Fast-Draw rolls to
reach these items. Rumored to be the work of brownies! $160,
3 lbs.

3 Quick-Release Backpack. Holds 40 lbs. of gear. Dropping it
is a free action. Items liable to break if dropped must check for
this (1 on 1d if unsure). $300, 3 lbs.

5 Nageteppo, Flash. When hurled, everyone within 10 yards of
where it lands must roll vs. HT or suffer Blindness (a Vision-
Based affliction). Roll vs. HT to recover every turn. $40, 0.2 lb.

6 Nageteppo, Smoke. When hurled, fills a two-yard radius
with smoke (-10 to Vision) for 5 seconds. $40, 0.2 lb.

7 Spy’s Horn. Carefully shaped hollow horn, open at both
ends, allows a Hearing roll to listen
through doors, shutters, etc., at a
penalty equal to barrier’s (DR +
HP)/5. $100, 2 lbs.

13 Glow Vial (Utility). Once separate pill is dropped into vial,
glows brightly enough to eliminate darkness penalties in a
two-yard radius for 12 hours. Includes cord for wearing
around neck, light shows, etc. Liquid can instead be used to
mark a glowing path through one typical dungeon level. $30,
0.5 lb.

19 Minor Healing Potion (Drinkable). Heals 1d HP. $120,
0.5 lb.
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