Equipment & Items

Key to a successful adventure is having the correct items available and ready! Your character will have limited funds, so make every piece of gear count!

Inventory

  • The Inventory represents the items your character was able to fund and prepare for this adventure.
  • Every item has an Inventory Cost.
  • Each class has an unique starting inventory.
    • You may spend 1 character point to buy an additional Starting Inventory.
    • Your character's items' Inventory Cost cannot exceed his Starting Inventory!

 

Equipment and Tech

  • Your Tech determines whether you are able to use certain items.
  • Tech 0
    • Basic melee weapons.
    • Magical curio & Trinkets.
    • Light and Medium armor.
    • Shields.
    • Healing potions & Stamina potions.
    • Torches & Lanterns.
    • Bows.
  • Tech 1
    • Any modified melee weapon.
    • Heavy armor.
    • Any "alchemist's" item.
    • Compound bow
    • Crossbow
  • Tech 2
    • Firearms

Gear Handling

Your character only has two hands to hold items at any given time! Holding the right equipment at the right time can be the difference a successful adventure, and a quick death!

Weapon categories

  • Light weapons can be used in one hand, and be thrown.
    • You may throw a Light weapon and draw another weapon as a same action.
  • One-handed weapons can be used in one hand, but cannot be thrown.
  • Heavy weapons must be used in two hands, and cannot be thrown. 
    • It also takes 2 actions to attack with a Heavy weapon.
  • Projectile weapons must be used in two hands, and cannot be thrown.

Armor categories

  • Light armor does not impede movement.
  • Medium armor reduces movement by 1.
  • Heavy armor reduces movement by 2.

Shield categories

  • Shields require a hand to hold them to be effective.
  • Shield's armor value is included in the total armor value calculations for stealth and spellcasting.

Armor and evasion

  • You need at least 1, 2, and 4 Agi to evade if you are wearing Light, Medium, or Heavy armor respectively.
    • If you have at least 1, 2, 4, or 8 Agi, then you only lose 2 actions after evading while wearing no, Light, Medium, and Heavy armor, respectively.

 

Armor

List of armors
  1. All shields require their users to hold them with a hand, which cannot be used for anything else.
  2. All medium and heavy armor have large metal components in them, making their users resistant to fire but vulnerable to lightning.
  3. Heavy armor require Tech 1.
Armor Movement Speed Penalty Inventory Cost Armor Value
Light Shield1 0 1 3
Heavy Shield1 -1 2 9
Light 0 1 6
Medium2 -1 2 12
Heavy2,3 -2 4 24

Armor Properties

  • Disruptive
    • When attempting to stealth, a light armor user requires 1, a medium armor user requires 2, and heavy armor user requires 4 additional foliage squares.
    • When attempting to cast a spell, a light armor user requires 1, a medium armor user requires 2, and heavy armor user requires 4 additional actions.

 

Miscellaneous Items

List of Miscellaneous Items
  1. These are miscellaneous items!
Items Inventory Cost Effect
Demonomicon 1 As long as it's wielded, grants the wielder Demonology Expertise.
Encyclopedia 1 As long as it's wielded, grants the wielder Knowledge Expertise.
Bulletin Board 1 As long as it's wielded, grants the wielder Networking Expertise.
Noble Attire 1 As long as the wearer has the Cha merit, and is at maximum hit points, double the number of bonus actions from the merit, and double the wearer's Cha for purposes of morale boost. If the wearer is not at maximum hit points, then the wearer no longer receives a bonus action from Cha merit, and the wearer's Cha is considered to be zero for purposes of morale boost.
Lantern 1 Create a 6/6 squares illumination zone, and a source of fire.
Torch 0 Create a 4/4 squares illumination zone, and a source of fire.

 

Alchemical Items

List of Alchemical Items
Item Inventory Cost Effect
Alchemy Essence 0.5 Consumed to produce an Alchemist's Item
List of Alchemical Formulas
  1. Alchemist's item does not need to be held to be used.
  2. Does not take an action to use, but you may only use one Alchemist's item per turn.
Formulas Inventory Cost Essence Cost Effect
Alchemist's Accelerant 1 3 Lose 50% of current hit points, and gain a bonus action. You cannot cast any spells next turn.
Alchemist's Gossamer 1 2 Anchor 1 a creature within 3 squares
Alchemist's Grease 1 1 Switch weapon instantly
Alchemist's Healing Salve 1 2 Heal 6d6, then next turn heal 6d6 again
Alchemist's Ice Flower 1 1 Grant additional 20 armor for 1 round
Alchemist's Keen Edge 1 3 Increase weapon damage by 6d6 for next attack
Alchemist's Salamander's Tail 1 1 Grant fire resistance 30 for 1 round
Alchemist's Snail Oil 1 1 Slide 1 square in any direction

 

Magical Curio/Trinkets

List of magical curio/trinket
  1. Each spellbook is keyed to a spell, and allows the wielder to cast the spell.
  2. Staff grants 2 squares extended spell range.
Item Example Inventory Cost Bonus Magic Damage
Light Wand 1 +Mana
One-handed1 Spellbook 3 -
Heavy2 Staff 2 -

 

Sword

List of swords
  1. Your first Sword costs 1 less Inventory Cost than usual.
  2. You may throw two daggers with a single action, adding Str and Agi to the damage.
  3. Block weapons add their value to armor value.
  4. Cleave 2 weapons may attack two adjacent targets that are right next to each other at the same time.Chain Weapon
Weapon Example Damage Range Inventory Cost Properties
Light Dagger2 1 3 11 Double Attack
One-handed Shortsword3 2d6 - 11 Block 3
One-handed Longsword 3d6 - 11 -
Heavy Greatsword 8d6 - 21 Cleave 2

 

Axe

List of axes
  1. Throwing axe can be thrown up to 3 squares, adding Str and Agi scores to the damage.
  2. Cleave 2 weapons may attack two adjacent targets that are right next to each other at the same time.Chain Weapon
  3. Cleave 8 weapons may attack all adjacent targets at the same time.
Weapon Example Damage Range Inventory Cost Properties
Light1 Throwing Axe 3d6 3 1 -
One-handed Battleaxe2 4d6 - 2 Cleave 2
Heavy Greataxe3 12d6 - 2 Cleave 8

 

Spear

List of spears
  1. Shortspear can be thrown up to 6 squares, adding Str and Agi scores to the damage.
  2. Spear can be thrown up to 4 squares, adding Str and Agi scores to the damage.
  3. Reach weapons are able to attack creatures 2 squares away, but not adjacent creatures.
Weapon Example Damage Range Inventory Cost Properties
Light1 Shortspear 1d6 6 1 -
One-handed Spear 2d6 4 1 -
Heavy Longspear 11d6 - 2 Reach

 

Cudgel

List of cudgels
  1. Armor penetration weapons ignore half of their target's armor value.
  2. Knockdown weapons make their targets become prone.
Weapon Example Damage Range Inventory Cost Properties
One-handed Club1 2d6 - 0 Armor penetration
One-handed Mace1 3d6 - 1 Armor penetration
Heavy Greatclub1,2 9d6 - 2 Armor penetration, knockdown

 

Curved Blades

List of curved blades
  1. Curved blade users can spend 3 actions to execute a foe (single target), dealing 10 damage per weapon dice. (this damage is not modified by Str or Agi)
  2. Cleave 4 weapons may attack four adjacent targets that are right next to each other at the same time.
Scythe Reach
A knight using a scythe is able to attack in a wide arc that encompasses half of her possible attack range, as shown above.
Weapon Example Damage Range Inventory Cost Properties
One-handed Sickle1 3d6 - 1 Execution
Heavy Scythe1 8d6 - 2 Cleave 4, execution

 

Chain Weapon

List of chain weapons
  1. Pull weapons are able to pull their targets closer.
  2. Push weapons are able to push their targets away.
  3. Cleave 2 weapons may attack two adjacent targets that are right next to each other at the same time.Chain Weapon
Weapon Example Damage Range Inventory Cost Properties
One-handed Chain Whip1 1d6 - 1 Pull 1, reach
Heavy Flail2,3 10d6 - 2 Cleave 2, Push 1

 

Bow

List of bows
  1. Reload 0 weapons need to be reloaded by spending 0 actions.
  2. Longbows add Str and Agi to damage. (normal projectile weapons only add Agi)
  3. Compound bow requires 1 point of Tech.
Weapon Example Damage Range Inventory Cost Properties
Projectile Longbow1,2 2d6 10 1 Reload 0
Projectile Compound Bow1,3 3d6 12 1 Reload 0

 

Crossbow

List of crossbows
  1. Reload 1 weapons need to be reloaded by spending 1 actions.
  2. Wrist crossbow do not require a hand to be used.
  3. All crossbows requires 1 point of Tech.
  4. Armor penetration weapons ignore half of their target's armor value.
  5. If a target is pushed into terrain by a heavy crossbow, the target is pinned, and cannot move until it spends an action to unpin itself.
Weapon Example Damage Range Inventory Cost Properties
Projectile Wrist Crossbow1,2,3 1d6 6 1 Reload 1
Projectile Light Crossbow1,3 4d6 12 2 Reload 1
Projectile Heavy Crossbow1,3,4, 5, 6 8d6 12 3 Armor penetration, pin, push 1, reload 3

 

Firearm

List of firearms
  1. Reload 2 weapons need to be reloaded by spending 2 actions.
  2. All firearms requires 2 point of Tech.
  3. Armor penetration weapons ignore half of their target's armor value.
Weapon Example Damage Range Inventory Cost Properties
Projectile Pistol1,2,3,4 2d6 Line 4 1 Armor penetration, reload 2
Projectile Rifle1,2,3,4 8d6 Line 12 4 Armor penetration, reload 2

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