Adventuring Equipment
During a character's journey, they will need to equip themselves with the tools for the job, as well as maintain them as they go through wear and tear.
Handhelds and Wearables
Like Potentials, equipment can also become stressed and eventually experience deterioration. Experiencing Fallout has the possibility of applying Equipment Stress or Equipment Fallout to your equipped items. When this happens, you or the GM will decide which of your equipped items is the target of aforementioned Stress or Fallout.
Weapons are assigned a damage die and target Potential. Attacks made with weapons require a successful Test to have any effect.
Armor is assigned a number of Protection Slots that can be used to store incoming physical Stress instead of applying it directly to the wearer's Stress Track. These reset each scene.
Taking Fallout in a weapon or tool increases the Riskiness of Tests used to use that piece of equipment. Taking Fallout in armor causes the number of protection slots available to be decreased. These debuff effects can be removed when taking the Repair Rest Action.
Weapon Stats
Here is a list of weapons players may wield, with their damage target, Dice, and Equipment Properties. A weapon's damage target determines which Potential the resulting Stress is applied to on a hit.
Melee Weapons
| Weapon | Damage | Target | Equipment Properties |
|---|---|---|---|
| Bastard Sword | D8 | Might | Half-Hand |
| Battleaxe | D8 | Might | Half-Hand, Durability (1) |
| Cutlass | D6 | Might | |
| Falchion | D6 | Might | Half-Hand |
| Greataxe | D12 | Might | Heavy, Durability (1), Unwieldy |
| Halberd | D10 | Might | Reach, Unwieldy |
| Handaxe | D6 | Might | Thrown (Close) |
| Longsword | D10 | Might | Unwieldy |
| Sickle | D4 | Might | Entangling |
| War Axe | D8 | Might | Durability (1) |
| Dagger | D4 | Finesse | Thrown (Close), Discreet |
| Dart | D4 | Finesse | Thrown (There), Brittle |
| Greatsword | D6 | Finesse | Heavy, Brutal, Unwieldy |
| Javelin | D4 | Finesse | Thrown (There), Fragile |
| Morningstar | D6 | Finesse | Tough |
| Net | D4 | Finesse | Thrown (Near), Entangling, Brittle |
| Pike | D10 | Finesse | Unwieldy, Reach |
| Rapier | D8 | Finesse | |
| Spear | D6 | Finesse | Fragile, Half-Hand, Thrown (Close) |
| Shortsword | D6 | Finesse | |
| Trident | D8 | Finesse | Half-Hand, Thrown (Close) |
| Club | D4 | Nerve | Thrown (Close), Durability (1) |
| Greatstaff | D8 | Nerve | Unwieldy, Durability (1), Reach |
| Hammer | D4 | Nerve | Thrown (Close), Tough |
| Lance | D10 | Nerve | Brittle, Half-Hand |
| Maul | D6 | Nerve | Brutal, Tough |
| Quarterstaff | D6 | Nerve | Half-Hand, Durability (1) |
| Mace | D6 | Nerve | Tough |
| Whip | D4 | Nerve | Reach, Entangling |
| Warhammer | D10 | Nerve | Unwieldy, Tough |
| War Pick | D6 | Seep | Brutal, Tough, Durability (1) |
Ranged Weapons
All ranged weapons are considered to have the Ranged (X) property, where the distance, X, is defined under the Range column below:
| Weapon | Dice | Target | Range | Equipment Properties |
|---|---|---|---|---|
| Blowgun | 1D4 | Finesse | There | Loading, Fragile, Discreet |
| Crossbow | 1D6 | Finesse | Far | Fragile, Loading (1) |
| Longbow | 1D8 | Finesse | Far | Fragile, Two-Handed |
| Shortbow | 1D6 | Finesse | There | Fragile, Two-Handed |
| Wristbow | 1D4 | Finesse | Close | Fragile, Discreet, Loading (1) |
| Sling | 1D4 | Nerve | There | Discreet |
| Pepperbox | 2D6 | Seep | There | Fragile, Loading (6) |
| Hand Cannon | 2D8 | Seep | Close | Fragile, Loading (2) |
| Rifle | 2D8 | Seep | Far | Fragile, Loading (1) |
Armor Stats
Here is a list of armors players might wear, with their number of Protection Slots and Armor Properties.
| Name | Protection Slots | Armor Properties |
|---|---|---|
| Scale Mail | 2 | |
| Chain Shirt | 3 | |
| Leather | 1 | Light |
| Padded | 1 | Light, Discreet |
| Half-Plate | 4 | Heavy, Indiscreet |
| Plate | 5 | Heavy, Indiscreet |
| Ringmail | 3 | Heavy |
| Oak | 1 | Shield (F) |
| Steel | 2 | Shield (M) |
Equipment Properties
Some pieces of equipment have unique properties that alter their stats.
| Property | Description |
|---|---|
| Brittle | Any Equipment Stress taken by this item is considered an overflow. |
| Discreet | Tests made to conceal this item are made with Advantage. |
| Durability X | This equipment can take X Stress before triggering the negative effects of Fallout on an overflow. For example, if a weapon has Durability 1, and takes an Equipment Stress overflow of 1, it does not trigger Fallout but still refreshes its Equipment Stress. If it instead takes an Equipment Stress overflow of 2, it triggers Fallout. |
| Fragile | When this equipment takes Fallout, it is broken, and requires new materials and crafting time to be restored in any way. |
| Tough | This equipment is not effected by Equipment Fallout that was triggered by Minor Fallout. |
| Weapons | |
| Damage DX/P | Attacks made with this weapon deal a DX of damage in the target's P Potential. |
| Ranged (Distance) | Attacks with this weapon have a range specified by Distance. Attacks made against creatures outside of this range have disadvantage. Attacks made within Here of an adversary are considered provoking movement to any movement-based reaction triggers available to that adversary. |
| Thrown (Distance) | Attacks with this weapon can either be melee or have a range specified by Distance. Once thrown, a weapon has left a character's inventory and must be retrieved or looted from its target before it can be used again. |
| Brutal | This weapon deals two damage dice instead of one. |
| Entangling | When making an attack with this weapon, you may choose to deal no damage and instead inflict the Held Condition until the target takes a Surge to make a successful Squirm Test. |
| Half-Hand | Half-Handed weapons can be wielded with either one or two hands. Wielding one with two hands allows the wielder to deal damage equal to one Dice category higher than the base weapon damage instead. This does not apply to weapons that already have a D12 damage Die. For example, a Half-Hand D6 weapon deals a D8 of damage when wielded with both hands. |
| Heavy | You cannot make more than one attack with this weapon during an individual Attack or Movement Action. |
| Loading (X) | A weapon with the Loading property must be carefully prepared after every X usages: usually regarding ammunition. To reload, you must make a Surge specifically to do so. |
| Reach | Attacks with this weapon have a range of Near instead of Here. |
| Two-Handed | This weapon requires two hands to wield. |
| Unwieldly | Tests made with this weapon while wielding it with only one hand are made with Disadvantage. |
| Armor | |
| Protection (X) | This armor provides X Protection Slots. |
| Light | Protection slots grant Disadvantage on incoming physical attacks instead of Stress storage. These Slots replenish after moving on your turn. |
| Heavy | As long as you have protection slots left open, you may reduce incoming physical damage by 1 roll of your Might Volatility Die. You have Disadvantage on Finesse Tests. |
| Indiscreet | Tests made to avoid perception while wearing this armor are rolled with Disadvantage. |
| Shield (P) | This armor provides a maximum of 2 Protection Slots. You may spend a Resistance from the given Potential to refresh the Protection Slots provided by this armor. |