Equipment

Combat Equipment

A creature has as many equip slots for weapons as they have hands. A weapon or shield without the Two-Handed weapon type takes 1 equip slot, while a weapon with the Two-Handed weapon type takes 2 equip slots. A creature may only have 1 weapon equipped at once unless they have the Dual Wielder boon.

Weapons:

Longsword: One-Handed. 2d4 damage, reach 1 unit. Durability 6. 12c

War Axe: One-Handed. 1d6 damage, reach 1 unit. Rend 2. Durability 3. 7c

Rapier: Duelist. 1d4 damage, reach 1 unit. Armor Penetration 4. Durability 2. 15c

Saber: Duelist. 1d8 damage, reach 1 unit. Armor Penetration 1. Durability 4. 8c

Club: One-Handed. 1d4 damage, reach 1 unit. Durability 1. 2c

Spear: Polearm. 1d4 damage, reach 2 units. Durability 2. 5c

Glaive: Two-Handed, Polearm. 1d6 damage, reach 2 units. Rend 1. Durability 3. 20c

Greatsword: Two-Handed. 2d6 damage, reach 1 unit. Durability 3. 15c

Greataxe: Two-Handed. 1d10 damage, reach 1 unit. Rend 2. Durability 2. 12c

Knife: Knife. 1d4 damage, reach 1 unit. Armor Penetration 1. Durability 10. 5c

Punch: Brawler. 1d4 damage, reach 1 unit. 

Bow: Ranged. 1d6 damage, range 9 units. Consumes 1 Arrow. Armor Penetration 1. Durability 2. 15c

Scythe: Two-Handed, Polearm. 1d8 damage, reach 2 units. Cleave 1. Durability 2. 25c

Hammer: One-Handed. 2d4 damage, reach 1 unit. Crush 1. Durability 3. 15c

Greathammer: Two-Handed. 1d12 damage, reach 1 unit. Crush 2. Durability 3. 22c

Flintlock. Gun. 1d8 damage, range 7 units. Consumes 1 Bullet. Magazine 1. Reload 12, 2 TS. Durability 2. 35c

Carbine. Two-Handed, Gun. 1d10 damage, range 12 units. Consumes 1 Bullet. Magazine 1. Reload 13, 2 TS. Durability 2. 50c

Shotgun. Gun. 1d12 damage, range 3 units. Consumes 4 Bullets. Magazine 1. Reload 10, 3 TS. Durability 1. 30c

Revolver Pistol. Gun. 1d8 damage, range 8 units. Consumes 1 Bullet. Magazine 6. Reload 8, 1 TS. Durability 3. 70c

Revolver Rifle. Two-Handed, Gun. 1d10 damage, range 13 units. Consumes 1 Bullet. Magazine 6. Reload 9, 1 TS. Durability 3. 100c

Armor:

Leather: Non-Heavy. +1 DR, -0 to hit. -1 to dodge. 20c

Chain Shirt: Non-Heavy. +2 DR, -1 to hit, -2 to dodge. 25c

Breastplate: Non-heavy, +3 DR, -1 to hit, -3 to dodge. 50c

Light Plate: Non-heavy, +4 to DR, -2 to hit, -4 to dodge. 70c

Splint Mail: Non-heavy, +5 to DR, -4 to hit, -6 to dodge. 75c

Chainmail: Heavy, +4 to DR, -3 to hit, -5 to dodge. 50c

Plate Mail: Heavy, +6 to DR, -4 to hit, -7 to dodge. 100c

Plate & Chain: Heavy, +7 to DR, -5 to hit, -8 to dodge. 150c

Heavy Plate & Chain: Heavy, +8 to DR, -10 to hit, -10 to dodge. 200c

Shields: 

Buckler: +1 block. Buckler. 5c

Kite Shield: +2 to block. 20c

Greatshield: +6 to block. Greatshield. 30c

Spiked Greatshield. +5 to block. Greatshield. Spiked 2. 35c

Consumable Items

Thrown:

Throwing Bomb: (4 TS) You may throw this item to a point within 6 units. You make a [Q] attack roll against all creatures within 1 unit of the point. Each creature that you hit takes 3d6 damage. This is a thrown weapon. 30c

Alchemist's Fire: (4 TS) You may throw this item to a point within 6 units. You make a [Q] attack roll against all creatures within 1 unit of the point. Each creature that you hit gains 1d6 flame stacks. This is a thrown weapon. 40c

Alchemist's Frost: (4 TS) You may throw this item to a point within 6 units. You make a [Q] attack roll against all creatures within 1 unit of the point. Each creature that you hit gains the frostbite debuff for 2 rounds. If a creature hit is already frostbitten, they become frozen and petrified for 1d4 rounds and lose the frostbite debuff.

Acid Flask: (4 TS) You may throw this item to a point within 6 units. You make a [Q] attack roll against all creatures within 1 unit of the point. Each creature that you hit loses 1d6 DR, decaying at a rate of 1 per round. This is a thrown weapon. 15c

Edible:

Healing Potion: (2 TS). A creature who drinks this gains 2d6 hit points. 10c

Poison Potion: (2 TS) A creature who drinks this gains 1d6 poison stacks that last for 1d6 rounds. 20c

Mana Potion: (2 TS) A creature who drinks this regains 1d4 MP. 20c

Rations: If eaten, rations count as a single meal. 5c

Magic Rations: A creature who eats this can go a day without becoming hungry. 10c

Antidote: (2 TS) A creature who drinks this removes each poison stack they have. 15c

Ammunition:

Arrow: Arrow. Can be fired by a bow. 0.25c

Bullet: Bullet. Can be fired by a gun. 1c 

Fire Arrow: Arrow. If a shot using this arrow hits, the creature it hits gains 1d4 flame stacks. 10c

Other:

Medical Kit: (3 TS) A medical kit can be used to stop a dying creature from bleeding out, consuming 1 charge. It has 3 charges and becomes useless when it has none.

Waterskin: (2 TS) A waterskin can hold 1 day worth of water for 1 creature and can be refilled at any source of water. 

Flame: (stacking debuff) At the end of each round, a creature with a flame stack takes 1 damage for each flame stack they have and makes a [U] roll against 12, if they succeed they remove 1 flame stack and may roll again.

Poison: (stacking debuff) At the beginning of each round, creature with a poison stack takes 1 damage for each poison stack they have.

Gun: (weapon type) Guns work differently from other weapons, and anyone without the Gunslinger boon is at -3 to use them and cannot reload. So long as a creature has the Gunslinger boon, guns are ranged weapons for it and all modifiers that creature has to ranged weapons may be applied.

Reach vs. Range: (terminology) Some weapons have reach, while others have range. Reach weapons can be parried as normal, but any roll to parry against a ranged attack is at -4 unless another feature says otherwise. You cannot parry with ranged weapons.

Magazine: (weapon modifier) A trait only possessed by weapons with Reload. The level of Magazine indicates how many times a weapon can be fired before is has to be reloaded. Each attack with the weapon consumes the amount of ammo indicated by the Consumes trait. (MG)

Reload: (weapon modifier) The number immediately after Reload is what kind of check the character using it must make to successfully reload, and the number after that is how much TS it costs. A reload roll is a [Q] roll. (RL)

Armor Penetration: (weapon modifier) This weapon ignores 1 of the target's DR for each level of Armor Penetration. (AP)

Crush: (weapon modifier) This weapon does damage to armor, reducing its DR by the level Crush for 1d4 rounds. An armor that has been damaged by Crush cannot take damage from another weapon with Crush until the duration ends. This DR reduction applies after attack damage.

Rend: (weapon modifier) This weapon deals 1 additional damage to unarmored targets for each level of Rend. (RD)

Buckler: (shield modifier) This shield can be used while a weapon is equipped in the same hand! Weapons used in the same hand as a buckler have -1 to hit with attacks. (BK)

Greatshield: (shield modifier) While this shield is equipped you are at -2 to hit with weapons. (GS)

Spiked: (shield modifier) While this shield is equipped, any time an enemy attacks you they take 1 damage point for each level of Spiked. (SP)

Cleave: (weapon modifier) If there is another creature within a number of units equal to the level of Cleave from the target of an attack with this weapon, you may have that creature also be the target of an attack with this weapon.

Frostbite: (debuff) creatures with this debuff gain 1 less TS at the start of each round.

Frozen: (status condition) creatures that are frozen cannot spend TS and have 0 TS until this condition ends. If a creature that is frozen is also petrified, the petrify condition ends when the frozen condition does if they come from the same source. Frozen creatures take half damage from all sources. (round down) The frozen condition may end if the creature is exposed to enough heat or hit by a fire-based attack. (GM's discretion) 

Petrified: (status condition) Petrified creatures cannot make defense rolls, the defense for a petrified creature is automatically 10.