Item Lab


An ITEM is an object that a Character can use to help them in their adventures. Whether it’s a consumable, like a potion, or a weapon, like a master-crafted sword, each item possesses certain traits - CATEGORY, WORKMANSHIP, and TAGS - which define both its capabilities and its power levels.

WHAT DOES AN ITEM’S CATEGORY DETERMINE?

Category determines the specific kinds of things you can use an item for, and the additional information you need to use it.

CATEGORY USE ATTRIBUTES
ARMOR Mitigation in combat Armor Type, Resistance
CONSUMABLE Instant effect when used Consumable Type, Effect, Uses
SHIELD Active defense in combat Shield Type, Block
TOOL Aid in Ability use Tool Type, Ability
WEAPON Tool for use in Combat Weapon Type, Damage
HOW DOES THE ITEM’S QUALITY MATTER?

QUALITY enters into the picture because the quality of the item can affect its contribution to the Character’s ABILITIES when they’re used. Items with normal workmanship primarily enable the use of ABILITIES, but Items with superlative QUALITY can enhance those abilities, per the ADVANCED RESOLUTION rules.

QUALITY TN MOD VALUE BREAKS
CRUDE 2 -1 x0.33 SACRIFICE
COMMON 4 0 x1 BOTCH
FINE 6 +1 x3 -
SUPERIOR 8 +2 x10 -
EXQUISITE 10 +3 x500 -
LEGENDARY 12 +4 x25,000 -
SINGULAR 14 +5 unique NEVER
  • TN indicates how hard such an item is to craft, as well as how difficult it is to manipulate directly without a wielder.
  • MOD indicates the additional bonus or penalty such an item will provide when using a related Ability.
  • VALUE is how much more a one can expect to pay for this level of QUALITY, compared to a Common item.
  • BREAKS notes when an item of this quality can be expected to break - crude implements will break regularly, while common ones will usually only break during worst-case circumstances.
WHAT DO AN ITEM’S TAGS DO?

The TAGS of an item determine what it’s capable of, what CONDITIONS it can inflict or bestow, and what benefits and penalties it provides when used.

TAG CATEGORY EFFECT REQUIREMENT
HEAVY ARMOR Moves require 2 Momentum; Damage Absorption is x2
HEAVY WEAPON Next attack can bypass PARRIES Costs 1 Momentum
Next attack can SHOVE or STUN Costs 1 Momentum
HEAVY SHIELD Next attack reduces target’s MOMENTUM by 1 Costs 1 Momentum
LIGHT ARMOR 1 extra Momentum per Round for movement only
LIGHT WEAPON Next attack can DISARM or FEINT Costs 1 Momentum
CRUSHING WEAPON Next attack can bypass BLOCKS Costs 1 Momentum
ENTANGLING WEAPON Next attack prevents target from MOVE Actions Costs 1 Momentum
LAUNCHER WEAPON Can attack distant targets with projectiles Costs 1 Ammo
REACH WEAPON Can reach targets 10’ away / in 2nd rank
Next attack renders target PRONE Costs 1 Momentum
PIERCING WEAPON Next attack will bypass ARMOR Costs 1 Momentum
SLASHING WEAPON Next attack will bypass DODGES Costs 1 Momentum
SUNDERING WEAPON Next attack will reduce target’s DEFENSE RATING Costs 1 Momentum