Equipment


Equipment is what gives your character an additional edge when taking action, using their Abilities, fighting, casting, and even doing simple things like cooking or carpentry. Tools will always have a Quality, which contributes to the Challenge Rolls you make while using them, but they may have other attributes as well, as detailed by the Tags on them.

WHAT CAN MY CHARACTER DO WITH EQUIPMENT?

EQUIPMENT provides additional strength and qualities to a Character when they attempt to use their Abilities:

  • Equipment adds an additional DIE to throw when making a CHALLENGE ROLL.
    • The DIE thrown corresponds to the WORKMANSHIP of the Equipment - from 1d2 (Crude) to 1d20 (Singular).
    • The DIE thrown is in addition to TALENT and SKILL dice; only the best 3 values are taken.
  • Any TAGS associated with the Equipment can also influence the effects of an ABILITY when used
    • [FLAMING] on a Sword may set a target on fire, while [RESIST: FIRE] on a suit of armor may prevent its wearer from being set on fire.
WHAT CATEGORIES OF EQUIPMENT ARE THERE?

The types of EQUIPMENT your Character can purchase are categorized as follows:

CATEGORY DESCRIPTION EXAMPLES
WEAPON Equipment designed to provide an offense while fighting Sword, Sling, Spear
SHIELD Equipment designed to block attacks and missiles Targe, Buckler, Tower
ARMOR Equipment worn to mitigate the effects of enemy attacks Hide, Chain, Plate
ICON Equipment wielded to aid in magical attacks Staff, Rod, Wand
AMULET Equipment worn to aid in resisting magic Talisman, Amulet, Periapt
TOOL Equipment wielded to aid in Skilled Abilities Lockpicks, hammer, loupe
CONSUMABLE Equipment consumed to provide a brief advantage Potions, Ammunition
HOW DOES QUALITY AFFECT MY EQUIPMENT?

The QUALITY of your EQUIPMENT will set the tier of the DIE you’ll roll when using that equipment:

QUALITY DIE TN VALUE
CRUDE 1d2 2 x0.33
COMMON 1d4 4 x1
FINE 1d6 6 x3
SUPERIOR 1d8 8 x10
EXQUISITE 1d10 10 x100
LEGENDARY 1d12 12 priceless
SINGULAR 1d20 20 unique
  • DIE is the die thrown when a Character uses the Equipment in their role.
  • TN is the Target Number one would expect to see for a Character opposing the user or wielder of such an item.
  • VALUE is what one would expect the fair market value would be of an item, compared to a common item of the same type. Note that LEGENDARY and SINGULAR items are so rare that they would basically never be available for “purchase” in a market or auction.
HOW DOES MY NEW CHARACTER GET EQUIPMENT?

Choosing a CAMPAIGN TYPE provides a number of POINTS that you’ve already used to determine your ASPECTS and purchase your ABILITIES. To OUTFIT your Character for their initial adventure, you’ll also use those points to determine your starting EQUIPMENT, within the following guidelines:

QUESTION RULE
Any general limitations on equipment outfitting? Select only 3 of [WEAPON], [SHIELD], [ARMOR], [ICON], [AMULET]
Any limitations on TOOLS or CONSUMABLES? Any, but must be UNTAGGED.
Cost of a piece of EQUIPMENT, in Points? 1 point, for a COMMON (1d4) piece of Equipment of MEDIUM SIZE.
Cost of improving QUALITY? 1 ADDITIONAL Point per level of additional Quality
Limits of improving QUALITY? Limited to MAX EQUIP level for the CAMPAIGN TYPE.
HOW DO I USE WEAPONS?
  • Weapons are wielded in one or two hands.
  • As a piece of EQUIPMENT they lend their WORKMANSHIP to any WEAPON USE roll.
  • When used to attack, they will do DAMAGE based on two factors:
    • WORKMANSHIP: The TIER of the DICE rolled for DAMAGE is determined by the QUALITY of the WEAPON.
    • SIZE: the NUMBER of DICE rolled for DAMAGE is determined by the SIZE of the weapon:
WEAPON SIZE DAMAGE DICE HANDS TO USE COST EXAMPLES
TINY 1 1 ×0.5 Dagger, Sap, Dart
SMALL 2 1 ×1 Short Sword, Mace, Javelin
MEDIUM 3 1 ×2 Long sword, Morning Star, Spear
LARGE 4 2 ×5 Two-Handed Sword, Maul, Pike

A Rare (1d8) Long Sword (Medium size) will do 3d8 points of damage, and cost 20×base price (×2 for size, ×10 for workmanship) to purchase.

Weapons are often TAGGED to indicate what other abilities or effects they may produce when they connect with their target. The most common weapons and their TAGS are noted below:

OUTFITTING: Cost in points for a weapon is affected by its size.

WHAT DO TAGS DO ON MY WEAPONS?

The most common Weapons Tags are noted below. Note that many other Tags with more fantastic effects may be attached to Weapons that you find, or via the art of Spellbinding.

TAG EFFECT CONDITION / ACTIVATION
MELEE Wielder can attack targets in adjacent squares. -
REACH Wielder can attack targets in squares up to 10’ away. -
CAVALRY Wielder can attack targets while riding a mount. -
RANGED Wielder can attack targets not in MELEE range. Must have AMMO
THROWN Wielder can THROW the weapon for equivalent damage at a target up to 30’ away. -
LIGHT Can attack twice with 1 MOMENTUM point. Add the FEINT tag to an attack
HEAVY Requires 2 MOMENTUM points to attack. Add the SHOVE tag to an attack
SLASHING* Does SLASHING damage. Prevent targets from DODGING
PIERCING* Does PIERCING damage. Prevent targets from SOAKING
CRUSHING* Does CRUSHING damage. Prevent targets from BLOCKING or PARRYING
AMBUSH Can be activated if Wielder attacks with Surprise. Target cannot use defenses; damage is doubled.
BINDING Immobilizes target’s hands / arms Target cannot use ACTIONS or REACTIONS other than ESCAPE
ENTANGLING Can be activated to reduce Target’s MOVE to 0 until it spends a full turn disentangling itself. Target cannot MOVE until it ESCAPES

*Only one of [SLASHING] | [PIERCING] | [CRUSHING] can be activated per attack.

EXAMPLE WEAPONS

There are many more kinds than this, but this list will give you a solid variety to choose from for Outfitting and identify weapons most commonly available in the world.

WEAPON SIZE TAGS
Dagger Tiny [light], [ambush], [piercing], [slashing], [thrown], [melee]
Short Sword Small [light], [piercing], [slashing], [melee], [cavalry]
Long Sword Medium [piercing], [slashing], [melee], [cavalry]
Two-Handed Sword Large [heavy], [slashing], [melee], [cavalry]
Hand Axe Small [slashing], [sundering], [thrown], [melee]
Battleaxe Medium [slashing], [sundering], [melee], [cavalry]
Greataxe Large [heavy], [slashing], [sundering], [melee]
Rock Tiny [crushing], [thrown], [ammo]
Bola Tiny [crushing], [binding], [entangling], [thrown]
Sap Tiny [ambush], [crushing], [stunning], [melee]
Cudgel Small [crushing], [melee]
Mace Medium [crushing], [melee], [cavalry]
Maul Large [heavy], [crushing], [melee]
Horseman’s Hammer Small [crushing], [piercing], [melee], [cavalry]
Footman’s Hammer Medium [crushing], [piercing], [melee]
Warhammer Large [heavy], [crushing], [piercing], [melee]
Dart/Arrow/Bolt Tiny [ambush], [piercing], [thrown], [quick]
Javelin Small [piercing], [thrown], [melee], [cavalry]
Spear Medium [piercing], [reach], [thrown], [melee], [cavalry]
Pike Large [heavy], [piercing], [reach], [melee]
Whip Medium [slashing], [binding], [entangling], [reach]
Sling Tiny [light], [crushing], [ranged]
Short Bow Small [light], [piercing], [ranged], [quick]
Recurve Bow Medium [piercing], [ranged]
Long Bow Large [heavy], [piercing], [ranged]
HOW DO I USE SHIELDS?
  • Shields are wielded in one hand.
  • As a piece of EQUIPMENT they lend their WORKMANSHIP to any SHIELD USE roll.
  • When used to defend, they will do DAMAGE based on two factors:
    • WORKMANSHIP: The size of the DICE rolled for DAMAGE is determined by the WORKMANSHIP of the WEAPON.
    • RATING: the number of DICE rolled for DAMAGE is determined by the SIZE of the weapon:
SHIELD TYPE SIZE TAGS COST
BUCKLER SMALL [light], [infantry], [cavalry] ×0.5
TARGE MEDIUM [light], [infantry], [cavalry], [missile] ×1
HEATER LARGE [infantry], [cavalry], [missile] ×2
KITE LARGE [heavy], [infantry], [cavalry], [missile] ×5
TOWER EXTRA LARGE [heavy], [infantry], [missile], [immobile] ×10
NAME EFFECT TRIUMPH
FORTITUDE Soaks damage to the BODY Pool, inflicting SPIRIT damage. SPIRIT Pool takes half damage.
DEFIANCE Restores BODY once per scene. Ability can be used again in the same scene.
WILL Soaks damage to the MIND Pool, inflicting SPIRIT damage. SPIRIT Pool takes half damage.
RESOLVE Restores MIND once per scene. Ability can be used again in the same scene.
COURAGE Soaks damage to the SPIRIT Pool, inflicting BODY damage. BODY Pool takes half damage.
CONVICTION Restores SPIRIT once per scene. Ability can be used again in the same scene.
GIFTED ABILITIES

Gifts indicate natural, physical aspects which manifest as parts of a Character’s body - wings, claws, and so forth. The ruling Aspect of a Gift can vary, and is indicated in the chart below.

SOURCE ABILITIES

Source abilities are the means by which a Character accesses magical power, and as such they are all ruled by the SPIRIT Aspect. Source alone is not enough, though, as the means to direct it and boost its power must also be determined - via Schools.

NAME EFFECT
DIVINITY Faithfully follow the ethos of your Faith to be granted power (SPIRIT).
PSYCHOMETRY Sacrifice your own inner strength (BODY) and transform it into power (SPIRIT).
SORCERY Harvest souls from others and steal their magical power.
WIZARDRY Meditate and slowly absorb the ambient power around you.
SPELLBINDING Enhance the ability to inflict magical effects.
ABJURATION Enhance the ability to resist magical effects.
SCHOOL ABILITIES

Where Sources provide access to Power, Schools give the training and knowledge required to focus, direct, and contain that Power. As a result, they are all ruled by the MIND Aspect.

NAME EFFECT
AIR Creating, manipulating,and destroying the element of Air
EARTH As above, but for Earth
FIRE As above, but for Fire
WATER As above, but for Water
ENERGY As above, but for energy, electricity, heat, and cold
SHADOW As above, but for use with and on beings of the Shadow realm
ALTERATION Changing things into other things
KINETICS Moving things from where they are to where you want them.
LIFE Physical healing, and the enhancement or temporary bestowal of natural Gifts
PSYCHE Mental healing, charm, ESP, domination, and other mind-altering effects
SOUL Spiritual healing, the channeling of Immortals, resurrection, and necromancy
PATTERNING Detection, identification, and modifying of existing magics, and Twining schools to provide new effects
FERAL Wild, limitless magics, requiring artifacts from the Age of Myth and long-lost words of power to wield
SKILLED ABILITIES

Skilled Abilities reflect skills that Characters have trained to use. They use MIND as their ruling Aspect.

Characters buy an entire SKILL GROUP with 4XP. Purchase includes a “specialization” where the specialized subskill gets a bonus.

SKILLED ABILITIES

Skilled Abilities reflect skills that Characters have trained to use. They use MIND as their ruling Aspect.

Characters buy an entire SKILL GROUP with 4XP. Purchase includes a “specialization” where the specialized subskill gets a bonus.