Equipment
TOC:
Inventory
Armor
Melee Weapons
Ranged Weapons
Kits
Mundane Gear
Magical Gear
Poisons
Potions
Inventory
You have a limited number of items you can carry while remaining nimble and active.
Ready equipment can be drawn or used as a free action, you have 4+STR ready slots.
Stowed equipment takes a full action to access, but you can carry Twice as much as Readied Equipment.
Packed equipment is inaccessible in combat as it is burred in bulky bags, kept with your horse or even stored at the camp or inn. You can Pack as much equipment as you can justify carrying while you travel.
Armaments
Armor:
Armor does not encumber when being worn or wielded.
Light. 2 Armor, 1 Slot. Can be passed off as regular clothing
Medium. 4 Armor, 2 Slots. -2d to sneak
Heavy. 6 Armor, 2 Slots, 4 Coin. Makes stealth near impossible.
Shields take 1 hand to use
Buckler. +DEX Armor, Cannot be sundered.
Shield. +1 Armor, Can be Sundered to ignore one source of damage.
Melee Weapons:
Light: d4 damage, 1 handed, 1 slot for 3. Can be duel wielded (+1 attack per action)
Medium: d8 damage, 1 Handed, 1 slot.
Heavy: d10 damage, 2 Hands, 2 slots.
Tags (pick 2):
- Piercing. You can ignore 3 armor, this trait can be taken multiple times.
- Reach. Can be used to make a melee attack against foes without entering melee range, cannot be used in melee range.
- Powerful. You may increase the damage dice along the track (d4>d6>d8>d10>d12) Can be taken multiple times.
- Cleaving. If damage from this weapon reduces an opponent to 0 hp any excess damage can be carried over to another opponent.
- Thrown. Can be thrown to make a ranged attack within Mid Range. Versatile. Deals damage as a Heavy weapon when wielded in two hands, or Medium if wielded in one hand. Counts as medium weapon for encumbrance.
- Precise. Attacks can be made with Dexterity or Strength. Unique. all for unique mechanics for rare and interesting weapons.
Ranged Weapons
Hand: d6 damage, 1 handed. -1d beyond Mid range.
Regular: d10 damage, 2 hands, 2 slots. -1d beyond Far Range.
Tags(pick 1).
- Loading (+2 traits). Takes an action to load after firing.
- Firearm: (+2 traits). Draws attention for miles, -1 range.
- Powerful. Increase damage dice (d6>d8>d10>d12).
- Piercing. May ignore 3 armor, can be taken multiple times.
- Nimble. Can be used in melee range.
- Accurate. +1 range.
Other Gear
Kits
Kits are bundles of non-specific mundane equipment such as tools, lamps, or basic supplies. Each kit has 4 uses that can be used to pull out a tool needed that would be kept by the profession the kit describes, these uses refill in town. \
Each kit takes 2 slots, and costs 1 coin.
The professions are: Thief, Courtier, Ranger, Scholar, Performer, and Craftsman.
Mundane Gear
Mundane gear is common and cheap, most can be bought for the change in your pocket and can be found in any town.
- Rations. 1 slot per day. Each day of rations, allows a character to Recover half their resources.
- Healing Kit. 2 slots. 1 coin, Can be used to Treat a Wound.
- Lamp Oil. 1 slot. May be used to light a lamp for 1 hour, can be thrown at an opponent to make them start Burning.
- Ball Bearings. 1 slot for a bag full. Lead balls can be used to jam machinery or force enemies fall prone and save PHYS or be stunned.
- Bag of Pepper. Can be thrown at an opponent to make it hard to speak clearly and cast spells. Must Save MENT to cast.
- Potion Belt. Holds 3 slots of potions or poisons, these take up no slots while in the belt.
Magical Gear
Requires special knowledge to create and therefore requires specialty stores, and may not be available in small settlements.
- Scroll. 1 coin per MD. Magical artefacts that allow the holder to cast a spell by reading it aloud, consumed on use.
- Wand. 1 coin per charge. These allow you to cast a spell at 1 MD a number of times equal to their charges. These charges refresh at dawn.
Poisons
Illegal and requires black market stores. Oil poisons on contact, Dust must be ingested or inhaled.
- Thug’s Oil. 1 coin, wounds a character with Poisoned (Slows NPCs)
- Nightshade Oil. 2 coin, deals 1d8 damage each turn on a failed PHYS save for 3 turns.
- Cockatrice Oil. 2 coin, petrifies characters (Imobilised), Slowed on success PHYS save.
- Sandman Dust. 1 coin, causes the character to fall into a light sleep. Aware characters may save MENT to be stunned for a turn..
- Tiresias Dust. 1 coin, characters must save PHYS or be blinded.
- Rhymer Dust. 1 coin, character will unconsciously say everything that comes into their head.
Potions
Requires access to a skilled alchemist, and often need to be commissioned.
- Solvent. 1 coin. This liquid dissolves metal taking minutes for each inch. Smells terrible.
- Draught of Revitalization. 1 coin. Regain 2d8 stamina or Treat a wound.
- Draught of Cleansing. 1 coin. Contains 3 doses, cure all common poisons and diseases, however spend a turn vomiting.
- Draught of Swiftness. 1 coin. Can take a free move action each turn for the scene.
- Vial of Flame. 1 coin. When thrown creates an area of fire 10ft diameter, dealing 2d4 fire damage.
- Vial of Smoke. 1 coin. When thrown creates a thick cloud of smoke of approximately 30ft diameter, obscuring everything within.
- Vial of Light. 1 coin. When shaken glows like a torch for the scene, can be thrown and shattered to light 120ft radius for 2d4 turns.