09 - Equipment

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Armor and Cover
Equipment
Weapons

Buying Equipment

Equipment has a level between 1 and 5 that indicates its availability.

Equipment is mostly obtained through contacts, status, or a market, and your ability to acquire equipment is represented by your Resources value.

Each player rolls the number of dice indicated by their character’s Resources value. The number of successes is used to purchase equipment.
For example, an item with availability level 1 costs one success, while another with level 3 costs three successes.

You can donate successes to each other, or add them together to purchase higher level equipment and decide among yourselves who will carry the equipment, regardless of whose successes paid for it.

Shopping

Once on location, the PCs are expected to have money, status, or goods that correspond to their respective living standards.

When bartering with a non-player character who is reluctant to part with an item, you make an opposed Persuade test and add a bonus based on your living standard (Modifier from Resources table below).
Equipment is bought by achieving a number of successes equal to or greater than the equipment’s availability level.

Each player may also decide to move points from their free Capital, but will then have less money to spend later.

Modifier from Resources table

Resources Living Standards Bonus Capital
1 Destitute -1 -
2 Poor - -
3 Struggling - 1
4 Financially stable +1 2
5 Middle-class +1 3
6 Well-off +2 5
7 Wealthy +3 8
8 Filthy rich +5 12

For normal purchases, from someone willing to sell at a fixed price, the Resources value is rolled to see how much money (or what promise of future payment) the player character is good for.

Rich individuals can automatically purchase equipment by spending Capital (table Modifier from Resources), as long as it is not done with an opposed roll. The point is spent until the time the PC has an opportunity to secure funds, and can be used instead of a success test or added to increase the number of successes.

Armor and Cover

Armor

Type Protection Finesse Availability
Light Armor 2 -1 2
Medium Armor 4 -2 3
Heavy Armor 6 -3 4

You can wear armor to protect yourself from attacks. Armor gives you a Protection value.

When hit by an attack, you roll the number of dice indicated by the armor’s Protection.
Each success reduces the damage by 1.
Wearing armor also makes you clumsy and imparts a penalty to Finesse.

The Armor table lists the Protection value, the number of dice you must subtract from Finesse tests, and the availability level.

An example of light armor is a leather cuirass. A medium armor could be to wear a helmet and a chain mail shirt, while heavy armor could mean putting on an old suit of plate mail armor.

Cover

Type of Cover Protection
Furniture 3
Wooden door 4
Hill 5
House wall 6

In combat you can also choose to take cover behind walls, barriers, or parts of the terrain to avoid getting hit by ranged weapons. This requires a fast Maneuver.
While in cover you may also dodge attacks as usual.

Cover gives you a Protection value.
You roll the number of dice indicated by the Protection value, and each success reduces the damage of the attack by 1.

Cover does not protect against attacks from enemies in the same zone as you, since the enemy can go around or over the cover and attack you. The Director may impose or allow exceptions to this.

Equipment

Tools, weapons, and other items help you by adding a bonus to your Action tests. The bonus indicates the number of extra dice you may roll.

Item Bonus Availability Effect
Crowbar +1 2 Break locks with +1 on Force tests
Lockpicks +1 2 Pick locks with +1 on Finesse tests
Spyglass +2 2 +2 on Read tests from a distance
Hunting trap +1 1 Detect sneaking people with +1 on Track tests
Hunting equipment +2 2 +2 and use Track in the wilderness
Tinderbox +1 1 Make fire
Oil Lamp - 2 See in the dark and use Track tests the dark
Writing utensils and paper +1 1 Make notes or letters
Simple bandages +1 1 Required for tests related to Medicine
Medical equipment +2 2 Required for tests related to Medicine
Musical instrument +1 2 Influence listeners with +1 on Charm tests
Mastercrafted musical instrument +2 3 Influence listeners with +2 on Charm tests
Cooking pot +1 1 Cook food or +1 on Strike tests
Field kitchen +2 2 +2 on the next test for anyone who spends at least 1 hour eating and conversing
Simple provisions - 1 Go several days without Endure tests
Nutritious provisions - 2 Go many days without Endure tests
Liquor +1, -1 1 +1 on Charm tests, -1 on Read tests
Fine wines +1 2 +1 on Charm tests if shared
Alchemical equipment +2 3 +2 on Study tests related to Alchemy, The Arcane, Medicine, or Thaumaturgy
Portable Laboratory +1 3 +1 on Study tests to make poison or tinctures (Alchemy or Medicine)
Book collection +1 2 +1 on Study tests to find relevant information
Old scrolls +2 3 +2 on Study tests to find relevant information
Gemstone +1 3 +1 to your Thaumic Wellspring while casting
Maps +1 2 +1 on tests related to Navigation
Weak horse +1 2 +1 on Force tests to pull or push
Strong horse +2 3 Ride in Combat or use on Force tests
Pet dog +1 1 +1 on relevant Charm tests.
Guard dog +2 2 +2 on relevant Read and Strike tests
Hunting dog +3 3 +3 on relevant Read, Track, and Strike tests.
Makeup +1 1 +1 on Charm tests.
Disguise +2 2 +2 on relevant tests.
Elegant disguise +3 3 +3 on relevant tests
Rope +1 1 +1 on Force tests to climb.
Rope ladder +3 2 +3 on Force or Finesse tests to climb.
Weak poison (3 doses) - 1 Toxicity 3
Strong poison (2 doses) - 2 Toxicity 6
Powerful poison (3 doses) - 3 Toxicity 9
Weak tincture (3 doses) - 1 Heal one Lesser Physical Harm
Strong tincture (2 doses) - 3 Heal one Moderate Physical Harm, or two Lesser Mental Harms.
Powerful tincture (1 dose) - 5 Heal one Severe Physical Harm or one Moderate Mental Harm.
(For more on Toxicity, see the Poison rules.)

Weapons

The Weapons table shows a list of weapons the characters might use.
Damage indicates how much Harm the opponent suffers if hit.
Range shows which zones you can reach with your attack. Range 0–1 means you can attack enemies in your zone and adjacent zones, while 1–3 means you can attack enemies one, two, or three zones away, but not enemies in your own zone.

Bonus indicates how many dice you may add to your success test when trying to hit your enemy. Action shows which Action to roll for. Availability indicates how difficult the weapon is to obtain.

Melee Weapons

Weapon Damage Range Bonus Availability Action Two Hands
Kick or punch 1 0 +0 - Force -
Knuckle duster 1 0 +1 2 Force No
Chair (or improvised weapon) 1 0 +1 1 Strike Yes
Sledgehammer 2 0 +0 2 Strike No
Flail 2 0 +2 4 Strike Yes
Club 1 0 +1 1 Strike No
Knife or dagger 1 0 +1 1 Strike No
Rapier 1 0 +2 3 Strike No
Arming sword 2 0 +1 3 Strike No
Longsword 2 0 +2 4 Strike Yes
Greatsword 3 0 +2 5 Strike Yes
Crowbar 1 0 +1 2 Strike Yes
Axe 2 0 +1 2 Strike Yes
Quarterstaff 1 0 +1 1 Strike Yes
Halberd 3 0 +1 4 Strike Yes
Whip 1 0 +1 1 Strike No

Ranged Weapons

Weapon Damage Range Bonus Availability Action Two Hands
Spear 1 0-1 +1 1 Strike or Shoot No
Shortbow 1 0-2 +1 1 Shoot Yes
Longbow 2 1-3 +1 2 Shoot Yes
Crossbow 2 0-1 +1 3 Shoot Yes
Sling 1 0-1 +0 1 Shoot No

Suggested Equipment and Weapons

If you have an idea for a piece of Equipment or Weapon, pitch it to the Director! If they like it and agree, you can take that item.