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Equipment

Equipment enhances characters' capabilities and survival in various situations.

This section outlines the general rules for equipment usage, while specific stats can be found in the Items section.

The appearance and specific design of each piece of equipment can be agreed upon between players and the GM.

Crafting Quality

Skillful crafters can create equipment of varying quality, enhancing its effectiveness and durability. Players can seek the services of crafter NPCs or engage in crafting themselves as outlined in Crafting.

Wear Threshold

When a piece of equipment accumulates Wear equal to its Wear Threshold (see Items section), it becomes non-functional.

Weapons

Weapons are used to perform Offense activities and deal Kinetic damage unless otherwise noted. The roll to hit is compared against the target's Physical Defense. When resolving the roll, apply the following effects in addition to the stardard Offense activity outcomes:

  • Critical Failure (Natural 1): The weapon suffers 1 Wear, unless otherwise noted.
  • Marginal Success: The offense deals half the damage.
  • Critical Success (Natural 20): Double the dice used to calculate the damage.

Proficiency

Characters require at least basic proficiency in a weapon to use it effectively; otherwise, they suffer a 1d6 malus on d20 rolls involving that weapon and deal half damage. Proficiency is also required to use weapon-specific reactions such as Parry or Deflect.

At Level 0, players can choose types of weapons with which their character has basic proficiency by spending BTPs on related Background Talents.

Defensive Reactions

Parry

Support, Reaction, 1 Tick, Requires proficiency with the weapon used to parry

Reduces incoming Kinetic damage by a specific die value indicated in the weapon's description. Using Parry adds 1 Wear to the weapon.
You can spend an EP to automatically reduce damage by the maximum value of the die and avoid adding Wear to your weapon.

Deflect

Support, Reaction, 1 Tick, Requires proficiency with the weapon used to deflect

Roll a d4; on a 4, reduce the damage by the value indicated in the weapon's description.
You can spend an EP to automatically succeed.

Melee: One-Handed

Melee weapons that can be wielded effectively with one hand, allowing the use of shields or other items in the other hand.

  • Attribute Modifier: Strength or Finesse
  • Shield: Allows the usage of any shield
  • Defensive Reaction: Parry and Deflect

Melee: Light Two-Handed

Melee weapons that must be wielded with two hands but made of light materials to ensure agility.

  • Attribute Modifier: Finesse
  • Shield: Light shields can be equipped, but cannot use the Block reaction
  • Defensive Reaction: Deflect

Melee: Heavy Two-Handed

Heavy melee weapons that must be wielded with both hands.

  • Attribute Modifier: Strength
  • Shield: No
  • Defensive Reaction: Parry

Ranged: Light

Easy to handle ranged weapons that can be paired with light shields, trading off damage and range.

  • Attribute Modifier: Finesse
  • Shield: Allows the usage of light shields
  • Defensive Reaction: No

Ranged: Heavy

Bulky ranged weapons, offering maximum damage at a distance.

  • Attribute Modifier: Strength or Finesse
  • Shield: No
  • Defensive Reaction: No

Combat Styles

Combat styles represent specialized approaches to fighting that go beyond wielding a weapon, but share most of the rules with them.

Dual Wielding

Dual wielding involves using two one-handed melee weapons simultaneously.

  • Hit: A single Offense roll is required to hit with both weapons. On a critical failure, add 1 Wear to both weapons
  • Attribute Modifier: Finesse
  • Damage: Damage of both weapons combined
  • Shield: No
  • Defensive Reaction:
    • Parry: Damage reduction equals the Parry dice of both weapons combined - 4 (minimum 1). Add 1 Wear to a weapon of your choice.
    • Deflect: Damage reduction equals the Deflect value of both weapons combined - 4.

Unarmed Combat

Unarmed combat makes use of the character's body rather than external weapons.

  • Damage: 1d8, can be increased by specific talents
  • Attribute Modifier: Strength or Finesse
  • Wear: Does not suffer wear
  • Shield: Allows the usage of light shields
  • Defensive Reaction: Deflect: Damage reduction equals half the character's Level (rounded up) + 2.

Shields

While equipped, shields increase the character's Physical Defense. Depending on the shield type, proficiency may be required to effectively equip it. Proficiency also enables the use of the Block reaction.

Equip Limit: A character can only equip and benefit from one shield at a time.

Block

Support, Reaction, 1 Tick, Requires proficiency with shields and weapon compatibility

When equipped with a shield, entities can use one of their reactions to block an incoming Offense activity that has them as a target. Kinetic and Energy damage are reduced by the specified dice, but 1 Wear is added to the shield.

Light Shield

Can be equipped without proficiency, though proficiency enables the Block reaction. Provides a small bonus to Physical Defense.

Heavy Shield

Requires proficiency to equip. Provides a larger bonus to Physical Defense but can only be paired with one-handed weapons.

Armors

Armors increase a character's Physical Defense. They require proficiency to equip without penalties. 1 Wear is added when incoming Physical Offense activities critically succeed.

Light Armor

Primarily made of reinforced fabrics and hides, ensuring great mobility.

  • Non-Proficient Penalties: -1 square/tick on movement
  • Stealth Penalty: No

Medium Armor

Primarily made of sturdy hides for good mobility and protection. May be reinforced with metal elements.

  • Non-Proficient Penalties: -1 square/tick on movement and 1d8 malus on Offense and Control rolls
  • Stealth Penalty: No

Heavy Armor

Primarily made of metal, ensuring maximum protection. Tends to be noisy.

  • Non-Proficient Penalties: -1 square/tick on movement and 2d6 malus on Offense and Control rolls
  • Stealth Penalty: 1d4 malus on Finesse rolls for stealth-related activities

Willguards

Willguards are the primary means to increase a character's Mental Defense. These items are often crafted as collars, tiaras, or crowns made from precious metals that grant them their defensive attribute. 1 Wear is added when incoming Mental Offense or Control activities critically succeed.

Different materials provide varying levels of Mental Defense and Wear Threshold (see Items section for specific values).

Wearable Limit: A character can only wear and benefit from one piece of willguard at a time.

Psychic Wall

Support, Reaction, 1 Tick, Recharges on Repose

When wearing a willguard, entities can use one of their reactions and consume 1 Willguard Charge to protect against an incoming Mental Offense activity that targets them. Psychic damage is reduced by the specified dice.
You can also use this reaction to impose a malus on Control and Social activities that attempt to Charm or Intimidate you, reducing the source entity roll by half the specifed dice (rounded up).

Each willguard has a number of charges that refresh once a Repose is completed.
Out of Initiative, you can spend as many EP as the number of charges you want to recharge, up to the maximum number of charges allowed by the willguard.