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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.