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.
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.
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 |
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.
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. |
- 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.
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.
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] |
- 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. |
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 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. |
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 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 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.