Equipment
Usage
The durability or amount of times an item/consumable can be used are tracked with Usage Dots.
Most items have three usage dots. If all dots are filled the item is destroyed or depleted.
Weapons and armor that have run out of usage can be fully repaired for a quarter of their price.
The way usage dots are filled differs between items.
- Weapons - When a Character rolls a 1 on an Attack roll, mark a use.
- Armor/Shields/Ammo - Roll a d6 after combat for each item used. On a 1-2, mark a use.
- Torches/Oil - Roll a d6 every Minute this item is used. On a 1-2, mark a use.
- Rations - Mark a use when taking a Respite without taking the time to hunt or forage first.
- Toolkits - Mark a use every time it is utilized.
- Arcane Equipment - Roll a d6 after use. On a 1-2, mark a use.
- Other Gear - Mark a use depending on the situation and the GM.
Quick Examples:
- A Rogue uses a torch to light the way through a dark corridor. After a Minute, they roll a d6 and it lands on 2. They then mark a usage dot on their torch. If this happens twice more, the torch is extinguished.
- A Warrior uses a longbow (which requires Ammo) during a fight in a ruined temple. After combat ends, they roll a d6 and it lands on 1. The Warrior would then mark a use of their Ammo.
Repair Equipment
Characters can attempt to repair a weapon, armor, or toolkit during a Respite. To do so, they make a DEX Test. On a success, a single usage dot is restored.
Inventory
A Character has 10 item slots: two hand slots, two body slots, and six backpack slots. To carry more items, hire someone to carry them, or buy a cart or pack animal.
Hand Slots: Items being held, like weapons and shields.
Body Slots: Items worn for easy access during combat, like secondary weapons. Armor also takes up body slots.
Backpack Slots: Items not needed in a hurry. Items in backpack slots take an Action to retrieve during combat.
Carrying over this amount means they are Weakened and can only ever move to somewhere Nearby. They simply cannot carry more than 10 + double their STR.
- Items take up 1 inventory space by default
- 1-100 coins take up 1 space. 100 coins can be exchanged with some merchants or at some inns for a single platinum mark.
Weapons
Ammo - This weapon requires ammo to be carried on a body slot
Blast - Deals its damage to all creatures inside a Zone.
Focus - If held in hand when casting spells, Mana is expended on a 1-2 instead of a 1-3.
Short range - This weapon can be used to attack a target Nearby. Attacks targeting Far Away or Close are done at Disadvantage.
Long range - This weapon can be used to attack a target Nearby or Far Away. Attacks targeting Close are done at Disadvantage.
Thrown - This weapon can be thrown as a ranged attack to a target Nearby. Throwing Far Away is done at Disadvantage.
Two-handed - This weapon takes up two hand slots.
Versatile - This weapon has two entries noted under damage; it deals the first when wielded with one hand, and the second when wielded with two.
Recharge X - This item needs time to recharge after use. At the start of each Round roll a d6. If the result is equal to or higher than X, the item is recharged.
Common Weapons | Damage | Price | Details |
---|---|---|---|
Improvised Weapons/Unarmed | d4 | - | |
Wand | - | 10 | Focus |
Dagger | d4 | 5 | Thrown |
Shortsword | d6 | 10 | |
Cudgel/Club | d6 | 3 | |
Spear | d6/d8 | 5 | Thrown, Versitile |
Staff | d6/2d4 | 3 | Versitile, Focus |
Longsword | d8/d10 | 15 | Versitile |
Axe | d8 | 12 | Thrown |
Mace | d8 | 10 | |
Glaive | 2d4 | 10 | Two-handed |
Maul | d10 | 15 | Two-handed, Requires STR +2 |
Greatsword | 2d6 | 20 | Two-handed, Requires STR +3 |
Sling | d4 | 2 | Short range |
Shortbow | d6 | 8 | Short range, Two-handed, Ammo |
Longbow | d8 | 20 | Long range, Two-handed, Ammo, Requires DEX +2 |
Heavy crossbow | d10 | 30 | Long range, Two-handed, Ammo, Requires DEX +2 STR +2 |
Ammo | - | 2 | Takes up a Body slot to use in combat |
Armor and Shields
Armor provides protection by reducing all incoming damage. Each type will reduce damage by a limited amount: the amount is called Armor Points (AP).
Shields can be sacrificed to ignore an incoming attack.
Type | Armor Points (AP) | Price | Details |
---|---|---|---|
Crude Armor | 1 | 10 | Takes up 2 Body slots |
Light Armor (Gambeson, Hide, Leather) | 1 | 15 | |
Medium Armor (Chain, Ring-mail, Scale) | 2 | 25 | +1 DR to DEX Tests, Requires CON +2 |
Heavy Armor (Plate) | 3 | 40 | +2 DR to DEX Tests, Requires CON +3 |
Small Shield | +1 | 10 | |
Large Shield | +2 | 30 | Requires CON +1 |
Helmets | +1 | 10 |
After combat where Armor was used to reduce damage, the Charcter rolls Usage to track the item's durability.
Armor can be repaired by one Usage dot during a Breather if they pass a INT Test. During a Respite, Armor is fully repaired.
Quick Example
A Warrior wearing a Gambeson (Light Armor) and holding a Small Shield will have damage reduced by 2. After combat, the Warrior will roll Usage for both the Armor and Shield.
Equipment Requirements
If a Character uses a weapon or wears armor that they do not meet the requirement for:
Weapons - Attacks have Disadvantage.
Armor - Attacks and Defense add Armor Points to their DR in addition to any normal DR increase.
Gear
Item | Details | Price |
---|---|---|
Rations | Enough water and non-perishable food for 3 days. | 2 |
Torch | Illuminates Nearby. Must be held in a hand slot. | 1 |
Lantern | Illuminates up to Far Away. Must be held in a hand slot. Requires Oil. | 6 |
Oil | Acts as fuel for Lantern; can also be used as an accellerant. | 1 |
Toolkits
Toolkits are bundles of similarly themed items that take up one item slot together. Each time you use a toolkit, mark one usage dot. It is up to the Player and the GM to decide if a toolkit would reasonably contain the specific items needed in a given scenario.
Toolkits | Details | Price |
---|---|---|
Dungeoneering toolkit | Rope, crowbar, hammer, spikes, lockpicks, etc. | 8 |
Scribing toolkit | Writing board, ink, pens, parchment, wax, etc. | 10 |
Alchemy toolkit | Glass vials, mortar and pestle, alembic, measuring tools, burner, etc. | 20 |
Healing toolkit | Bandages, scalpels, alcohol, needle and thread, etc. | 10 |
Herbalism toolkit | Pruning shears, drying cloths, pouches, local plant guide, clippers, etc. | 8 |
Navigation toolkit | Compass, regional maps, small telescope, etc. | 15 |
Cooking toolkit | Salt and spices, cutlery, cast iron pots and pans, cooking oil, etc. | 8 |
Disguise toolkit | Make-up, wig, fancy and poor set of clothes, fake nose, etc. | 10 |
Repair toolkit | Hammers, nails, adhesive, metal files, pliers, whetstone, etc. | 8 |
Survival toolkit | Flint and steel, snares, fishing line, water skin, dried kindling, etc. | 6 |
Entertaining toolkit | Dice, cards, small instruments, puppets, juggling balls, etc. | 8 |
Mendicant toolkit | Prayer beads, incense, ceremonial cloth, bells, talismans, ritual salt, etc. | 10 |