Rules - Equipment
Equipments can be used to add CM (Circumstance Modifiers) to different checks, typically Attack Checks (for Weapons), Body Defense Checks (for Armor and Shields), and Arcane Spell Casting Checks (for Wands, Staves, and other Arcane Foci).
Weapons
Unlike other games, weapons don't have separate damage dice, as damage is determined by Shifts. Every weapon can be simply described by its Primary Weapon Type (which defines the Base Attribute use for its Check), its Weapon Bonus, and any special traits it has (such as Two-Handed). The Weapon Bonus is the final value to be added to your attack roll Check, which will be a STR or DEX roll + [weapon bonus] (+ CM).
Different Primary Weapon Types have different "power tiers". This means that two similarly rare weapons of different types will typically have different bonuses. For example, a common Dagger (Light Melee) will be have a +3 bonus, while a common Longsword (Heavy Melee) will have a +8 bonus, because a Longsword is inherently more powerful. However, rarer and more powerful weapons of any kind can have higher bonuses, and the weapon bonus is the only modifier that matters for your Basic Attack Check. So a Dagger +10 has the same bonus as a Longsword +10, but finding or forging such a powerful dagger would be much more difficult.
| Primary Weapon Type | Base Attribute | Power Tier |
|---|---|---|
| Unarmed | STR | T0 |
| Thrown | STR | T1 |
| Light Melee | DEX | T2 |
| Ranged | DEX | T2 |
| Heavy Melee | STR | T3 |
The list below contains an assortment of common weapons that could be find in blacksmiths and shops on a typical village. As players explore, they might encounter more powerful versions or more exotic weapon types. Note that this list contains slightly broad category of weapons but the exact flavor can be changed (e.g. a Spear can be a Glaive or a Halberd, a Longsword can be a Bastard Sword or a Claymore, etc.).
- Dagger: Dagger (Light Melee (+3, 1 Hex) / Thrown (+2, 3 Hexes))
- Hatchet: Hatchet (Light Melee (+2, 1 Hex) / Thrown (+3, 3 Hexes))
- Javelin: Javelin (Thrown (+2, 6 Hexes))
- Bow & Arrows: Bow & Arrows (Ranged (+4, 12 Hexes))
- Rapier: Rapier (Light Melee (+4, 1 Hex))
- Spear: Spear (Heavy Melee (+4, 2 Hexes))
- Crossbow & Darts: Crossbow & Darts (Ranged (+5, 12 Hexes))
- Mace: Mace (Heavy Melee (+5, 1 Hex))
- Longsword: Longsword (Heavy Melee (+6, 1 Hex))
Weapon Traits
- Concealable: You can conceal this piece of equipment in your body without arousing suspicion.
- Polearm: The Melee Reach of this equipment is
2Hexes. - Reloadable: You must use a Reload action to reload this equipment after each use.
- Two-Handed: This equipment must be wielded with both hands.
Armor
Similarly to Weapons, a piece of Armor is described by its Armor Bonus, and any special traits (typically a DEX penalty).
- Leather Armor: Leather Armor (Light Armor +1)
- Chainmail: Chainmail (Medium Armor +3, DEX Penalty: -1)
- Full Plate: Full Plate (Heavy Armor +5, DEX Penalty: -3)
Shields
Shields can be used to perform the Shield Block reaction. Note that they do not confer any other bonuses (other than being able to be used as a weapon for a Shield Bash).
- Small Shield: Small Shield (Small Shield +3)
- Large Shield: Large Shield (Large Shield +6)
Arcane Components
Different types of Casters can use different types of equipments to aid in their spell casting.
Regardless of using arcane-assisting equipment or not, casting the spell still requires mental concentration, as the equipment needs to be manipulated in the exact way to produce the required vibrations, and therefore they cannot be used (for the purposes of spell casting) by non-Casters.
- The Arcanist and Naturalist can use Arcane Foci as Focal Components. As with any Imbued Items, they might require spending a certain number of Spirit Points to activate (typically 1 SP). Essentially, the Caster is connecting (a very weak form of Channeling) to the Focal Component, and thus also cannot be done while Distraught, as it does require Channeling.
- The Mechanist can engineer and use mechanical tools and contraptions as Somatic Components. The Arcanist can use simple hand gestures but not mechanical tools.
- The Musicist can use musical instruments as Verbal Components. The Arcanist can use basic chanting but not musical instruments.
- Ocarina: Ocarina (Typical One-Handed Instrument (+2))
- Puzzle Gear Box: Puzzle Gear Box (Typical One-Handed Tool (+2))
- Wand: Wand (Typical One-Handed Focus (+2))
- Convoluted Contraption: Convoluted Contraption (Typical Two-Handed Tool (+3))
- Lyre: Lyre (Typical Two-Handed Instrument (+3))
- Staff: Staff (Typical Two-Handed Focus (+3))