Equipment Descriptions
Depending on the piece of Equipment a character has, it may contain additional information for its function. There are several different formats for Equipment, but the shorthand for each piece will be explained below. Any white text highlights what is applicable for that Equipment.
- Name – This is the name of the Equipment.
- Bulk (#) – This is how many Encumbrance slots the Equipment takes up. ^9b784f
- If an item is Bulk (0), it can stack up to 99, then it is Bulk (1).
- Bundled (#) – This is how many it can stack up to the # until it takes up more Bulk (#).
- 1d# – This is the damage die and is rolled to determine how much damage is being dealt.
- Slsh/Punc/Bldg – This is the damage type and determines what damage reduction applies to the damage.
- Size (Light/Versatile/Heavy) – This is the Size of the weapon and it determines the base damage die and other features.
- Weapon Type – This defines the class of weapon.
- Properties – Various tags can be applied to a weapon to modify its behavior.
- S/D/W vs. S/D/W – This states the Ability Scores used in attacking and defending. If multiple are highlighted, then the attacker can choose from the left side and the defender may choose from the right side.
Weapon Sizes
- Light, 1d6
- Versatile, 1d6
- Heavy, 1d10 ^1aedc4
Weapon Types
- Unarmed (Fists, Brass Knuckles, Caestus)
- Mass (Mace, Warhammer, Staff)
- Axe (Halberd, Bearded, Boarding)
- Dagger (Dirk, Parrying, Kris)
- Sword (Flamberge, Arming, Rapier)
- Spear (Pike, Lance, Pilum)
- Hook (Crook, Scythe, Gōu)
- Flail (Whip, Meteor Hammer, Thresher)
- Bow (Longbow, Shortbow)
- Crossbow (Pistol Crossbow, Gastraphetes)
- Shield (Buckler, Heater)
Weapon Properties
- Reach: +1 Pace of range. Increases Bulk by 1.
- Ranged (#/#): Can attack by being thrown or with ammo at the distance listed, cannot attack at under the first range listed. If ranged and using ammo, ⅕ of the range becomes its minimum, and also increases Bulk by 1.
- Damaged (#): Damage die is reduced by 1 step per #. If the die is reduced to 0, the weapon is destroyed.
- Defensive: Damage die reduced by 1 step, roll the damage die used to Block twice and pick the largest.
- Parrying: Damage die reduced by 1 step, advantage on the second roll to Counter.
- Special*: Read listed.
Improvised Weaponry
Improvised Weaponry is up to the GM as to the “best fit” with a pre-existing weapon. All Improvised Weaponry is considered to be Damaged (1).
Attacking while Unarmed
Whenever a character is attacking while unarmed, be it an impromptu kick, headbutt, or a simple punch, treat it as a Damaged (1) Light weapon that uses Strength vs. Strength and deals bludgeoning damage. These do not grant additional max AP.
Armor
Armor is an important way for a character to stay alive. The player must weigh the important trade off of having their Encumbrance filled while gaining damage reduction (DR) that helps slow the gaining of Wounds.
Every character has three armor slots: Upper/Middle/Lower. Armor can fill one or more of these slots and can only be worn as long as that slot is open. Armor will list the DR it provides against specific types of damage. If a source of damage could inflict multiple types of damage, use the DR that would reduce the least damage. If a source of damage is untyped, ignore any DR provided by armor.
Armor Properties
Damaged (#): All damage reduction is reduced by 1 per #. If all damage reduction is reduced to 0, the armor is destroyed.
Potions
Potions are only consumed while Resting, see rest actions for more information.
Contraption
Particularly complex or strange traps and weapons are referred to as Contraptions. Grenades, stickybombs, tripwires, throwing knives, and etc. fall into this category. They are activated as an Interaction following the AP listed on the item. There are two key words specific to Contraptions described as follows:
- Consumable: Is destroyed on use.
- Recharge (#): Can be used # times, then is unusable until an encounter ends.
Handedness
You can use any weapon, magic, or Contraption your character has access to, provided you have enough free hands for it. One-handed Equipment occupies one hand; two-handed Equipment occupies both. If your hands are full, changing what you’re holding is an Interaction that costs 1 AP, unless you are dropping it. At the start of your first turn in an Encounter, you may freely draw items into your hands.
Thaumaturgy and Theurgy require either an open hand or a held key.