Items
Buying, carrying, and describing the Objects you use on adventures.
Items are ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate. you use on adventures. You start with your ClassClass Class · Tier 1Classes are Scribe archetypes that set your Power Save, Hit Points, Hit Die, Speed, Drive, starting Feat, Proficiency, and starting gear.’s starting gear, or CoinCoin RuleCoins are the currency you use to buy items. to buy items your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. approves. Every item lists its TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules., RarityRarity RarityRarity is a rating of how easy an option is to find or gain., PricePrice StatPrice is the Coin-cost to buy items., SlotsSlot StatSlots are units that measure your item capacity., and, if you hold it, its GripGrip StatGrip is the number of hands you need to hold and use an item..
Coin
Coins are the currency you use to buy items.
Core Rule—Coin
- Coins use a 10:1 ratio: each denomination equals 10 of the previous.
- 10 Copper = 1 Silver
- 10 Silver = 1 Gold = 100 Copper
- 10 Gold = 1 Platinum = 100 Silver = 1,000 Copper
Price
Price is the CoinCoin RuleCoins are the currency you use to buy items.-cost to buy items.
Core Rule—Price
- Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. sets the availability and final Price of every item.
- Items marked “—” can’t be bought. Items priced at 0 are free unless your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. rules otherwise.
- You can barter goods, materials, and services instead of paying CoinCoin RuleCoins are the currency you use to buy items..
- You can sell most items for half their Price.
- Looted CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack., ArmorArmor Item · Armor · Tier 1Armor is a protective Object you wear to increase your Defense., and ShieldsShield Item · Shield · Tier 1Shields are Objects you wield to increase your Defense. have no resale value.
- Gems, art, and raw materials sell at full value. Their Price is set by your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table..
Slot
Slots are units that measure your item capacity.
Core Rule—Slots
- Your Slots equal 10 + BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience..
- Each item takes up a certain number of Slots.
- CoinsCoin RuleCoins are the currency you use to buy items. and items marked “—” use 0 Slots unless your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. rules otherwise.
Grip
Grip is the number of hands you need to hold and use an item.
Weapon Grip
Your Weapon’sWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. Grip is the number of hands you need to hold and AttackAttack ActionAttack is the Action you use to strike at a foe. with it. A Grip marked + can be held in that number of hands (0 or 1) but needs one additional hand to AttackAttack ActionAttack is the Action you use to strike at a foe..
Rarity
Rarity is a rating of how easy an option is to find or gain.
Core Rule—Rarity
- CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. options are available to every ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs)..
- Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. decides when you can access UncommonUncommon RarityUncommon is a Rarity for options that take effort to find, often tied to a region, group, culture, or training., RareRare RarityRare is a Rarity for powerful options that usually take a quest, great wealth, or a specialist to obtain., and UniqueUnique RarityUnique is a Rarity for one-of-a-kind options, such as named artifacts, that exist only once in the world. options.
Common
Common is a RarityRarity RarityRarity is a rating of how easy an option is to find or gain. for widely available options, such as everyday gear and minor MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. items.
Uncommon
Uncommon is a RarityRarity RarityRarity is a rating of how easy an option is to find or gain. for options that take effort to find, often tied to a region, group, culture, or training.
Rare
Rare is a RarityRarity RarityRarity is a rating of how easy an option is to find or gain. for powerful options that usually take a quest, great wealth, or a specialist to obtain.
Unique
Unique is a RarityRarity RarityRarity is a rating of how easy an option is to find or gain. for one-of-a-kind options, such as named artifacts, that exist only once in the world.
Mastery
Mastery is an optional FeatFeat Feat · Tier 1Feats are abilities you buy with SP. you can take to gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with an ArmorArmor Item · Armor · Tier 1Armor is a protective Object you wear to increase your Defense., ShieldShield Item · Shield · Tier 1Shields are Objects you wield to increase your Defense., or WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack., or to access a special ability it offers.
Family
Families are sets of items that share a name and a stat table, such as SwordsSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses. or Healing PotionsHealing Potion Item · Concoction · Tier 1Healing Potions are magical Concoctions that restore Hit Points when you drink them, based on their potency..
Core Rule—Family
- An item’s Family appears in its stat block, and the Family’s page lists every item in it.
- WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. Families also share a MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP..
- ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with a WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. Family covers every WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. in it.
Carrying
Carrying is how you lift and transport a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or load of ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate. using your SlotsSlot StatSlots are units that measure your item capacity..
Core Rule—Carrying
- Carrying or lifting a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or load of ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate. uses SlotsSlot StatSlots are units that measure your item capacity. based on its SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy..
- You can carry or lift a load if it doesn’t exceed your available SlotsSlot StatSlots are units that measure your item capacity..
- Count the load against your SlotsSlot StatSlots are units that measure your item capacity. while you transport it.
- Make a BrawnBrawn SkillBrawn is a Skill that measures your muscular strength and force. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. only when carrying or lifting the load is uncertain or dangerous.
| SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. | SlotsSlot StatSlots are units that measure your item capacity. |
|---|---|
| TinyTiny SizeTiny is a Size for Targets that Occupy less than 1 Space, about the size of a newborn human baby or smaller. | 1 |
| SmallSmall SizeSmall is a Size for Targets that Occupy 1 Space, about the size of a human child. | 3 |
| MediumMedium SizeMedium is a Size for Targets that Occupy 1 Space, about the size of a typical human adolescent or adult. | 6 |
| LargeLarge SizeLarge is a Size for Targets that Occupy 4 Spaces. | 12 |
| HugeHuge SizeHuge is a Size for Targets that Occupy 9 Spaces. | 24 |
| GargantuanGargantuan SizeGargantuan is a Size for Targets that Occupy 16 or more Spaces. | 48 |
Dragging
Dragging is how you pull or push a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or load of ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate. along instead of lifting it.
Core Rule—Dragging
- Dragging or pushing a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or load of ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate. uses half the SlotsSlot StatSlots are units that measure your item capacity. listed for CarryingCarrying RuleCarrying is how you lift and transport a Creature or load of Objects using your Slots., rounded up.
- You can drag or push a load if it doesn’t exceed your available SlotsSlot StatSlots are units that measure your item capacity..
- Make a BrawnBrawn SkillBrawn is a Skill that measures your muscular strength and force. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. only when dragging or pushing the load is uncertain or dangerous.
Features
Features are descriptors that provide additional information about an ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. or EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s..
Agile
Agile is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items built for quick follow-up strikes.
Core Rule—Agile
You can make additional AttacksAttack ActionAttack is the Action you use to strike at a foe. with this item without MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you..
Alchemical
Alchemical is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. that marks an item or EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. as a product of alchemy. This item or EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. is imbued with Alchemical power.
Ammo
Ammo is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items that fire loaded AmmunitionAmmunition Item · Ammunition · Tier 1Ammunition is a supply of Objects you need to make Ranged Attacks..
Core Rule—Ammo
- This item needs AmmunitionAmmunition Item · Ammunition · Tier 1Ammunition is a supply of Objects you need to make Ranged Attacks. to function.
- You need one free hand to load it.
Body 1
Body 1 is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. that sets a BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. requirement of 1 for using an item.
Core Rule—Body 1
You need a BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. of 1 or higher to use this item.
Body 2
Body 2 is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. that sets a BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. requirement of 2 for using an item.
Core Rule—Body 2
You need a BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. of 2 or higher to use this item.
Body 3
Body 3 is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. that sets a BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. requirement of 3 for using an item.
Core Rule—Body 3
You need a BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. of 3 or higher to use this item.
Bulky
Bulky is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of heavy items that hamper your movement.
Core Rule—Bulky
You gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you. on AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes. TestsTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. while using this item.
Cavalry
Cavalry is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items built for fighting from a MountMount Item · Mount · Tier 1Mounts are Creatures you can ride or load with cargo..
Core Rule—Cavalry
Your MountMount Item · Mount · Tier 1Mounts are Creatures you can ride or load with cargo. also gains this item’s ProtectionProtection StatProtection is the rating of how much an Armor or Shield raises your Defense. when you DefendDefend ActionDefend is an Action that raises your Defense with your Shield. with it.
Consumable
Consumable is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items that are used up.
Core Rule—Consumable
This item can be used a number of times as stated in its description and is destroyed after activation.
Disarm
Disarm is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items built to knock a weapon from a Target’sTarget TargetTargets are anything that Effects can affect, interact with, or influence. grip.
Core Rule—Disarm
On a hit, you and the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. make ContestedContest TestContests are Tests where you and a Target roll against each other and the higher Test Total wins. BrawnBrawn SkillBrawn is a Skill that measures your muscular strength and force. ChecksCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something..
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. ContestedContest TestContests are Tests where you and a Target roll against each other and the higher Test Total wins. BrawnBrawn SkillBrawn is a Skill that measures your muscular strength and force. ChecksCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. drops the item in their SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size. or you catch it if you have a free hand.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- No effect.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- The item is not Disarmed.
Finesse
Finesse is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items that reward precision as much as strength.
Core Rule—Finesse
You can use your MindMind TraitMind is a Trait that measures your applied knowledge, understanding, and perception. or BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. to AttackAttack ActionAttack is the Action you use to strike at a foe. with this item.
Frag
Frag is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items that burst into shrapnel and strike with several physical EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. types at once.
Core Rule—Frag
- This item deals DamageDamage HealthDamage is harm that reduces your Hit Points. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing)., PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing)., and SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).).
- When you AttackAttack ActionAttack is the Action you use to strike at a foe. with it, check the Target’sTarget TargetTargets are anything that Effects can affect, interact with, or influence. AbsorbentAbsorbent SusceptibilityAbsorbent is a Susceptibility that turns Damage into Hit Points., ImmuneImmune SusceptibilityImmune is a Susceptibility that negates Damage., and ResistantResistant SusceptibilityResistant is a Susceptibility that reduces Damage. qualities against all three EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. types. Use whichever one protects them least.
Free Grip
Free Grip is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items strapped to or worn on your hand.
Core Rule—Free Grip
- This item doesn’t take up a hand, but you can’t use it while holding something in that hand.
- You can’t be disarmed of it.
- You can wear only one Free Grip item per hand.
Hook
Hook is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items built to snag TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. and drag them off balance.
Core Rule—Hook
On a hit, TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. make a Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground. and are pulled into Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you..
Ingested
Ingested is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items that activate when swallowed.
Inhaled
Inhaled is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items that activate when released from their container and take effect once breathed in.
Magazine
Magazine is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items that hold several rounds of AmmunitionAmmunition Item · Ammunition · Tier 1Ammunition is a supply of Objects you need to make Ranged Attacks. between reloads.
Core Rule—Magazine
- An item holds the number of rounds its Magazine value sets.
- After firing all rounds, reload with one free hand. Reloading takes the APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. listed below.
- If the magazine is detachable, you can swap in a loaded one for 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. instead.
- ReloadReload FeatureReload is a Feature that sets how many Action Points an item takes to reload. overrides Magazine.
| Magazine | Rounds | Reload APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. | Detachable |
|---|---|---|---|
| Magazine 1Magazine 1 FeatureMagazine 1 is a Magazine Feature that holds a single round. | 1 | 1 | No |
| Magazine 2Magazine 2 FeatureMagazine 2 is a Magazine Feature that holds 2 rounds. | 2 | 1 | No |
| Magazine 6Magazine 6 FeatureMagazine 6 is a Magazine Feature that holds 6 rounds. | 6 | 2 | Yes |
| Magazine 10Magazine 10 FeatureMagazine 10 is a Magazine Feature that holds 10 rounds. | 10 | 3 | Yes |
Magazine 1
Magazine 1 is a MagazineMagazine FeatureMagazine is a Feature of items that hold several rounds of Ammunition between reloads. FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. that holds a single round.
Core Rule—Magazine 1
Reloading takes 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds..
Magazine 10
Magazine 10 is a MagazineMagazine FeatureMagazine is a Feature of items that hold several rounds of Ammunition between reloads. FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. that holds 10 rounds.
Core Rule—Magazine 10
- Reloading takes 3 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds..
- Swapping in a loaded detachable magazine takes 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds..
Magazine 2
Magazine 2 is a MagazineMagazine FeatureMagazine is a Feature of items that hold several rounds of Ammunition between reloads. FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. that holds 2 rounds.
Core Rule—Magazine 2
Reloading takes 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds..
Magazine 6
Magazine 6 is a MagazineMagazine FeatureMagazine is a Feature of items that hold several rounds of Ammunition between reloads. FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. that holds 6 rounds.
Core Rule—Magazine 6
- Reloading takes 2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds..
- Swapping in a loaded detachable magazine takes 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds..
Magical
Magical is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. that marks something as a product of magic. It’s imbued with Magical power not tied to a specific SchoolSchool SchoolSchools are the categories of Spells that tell you what type of Effect a Spell makes..
Core Rule—Magical
Game elements tied to specific SchoolsSchool SchoolSchools are the categories of Spells that tell you what type of Effect a Spell makes. are also considered Magical.
Melee
Melee is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items built for close combat.
Core Rule—Melee
This item can hit TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. out to Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you..
Nonlethal
Nonlethal is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built to subdue rather than kill.
Core Rule—Nonlethal
- AttacksAttack ActionAttack is the Action you use to strike at a foe. with this WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. that reduce the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. to 0 HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. impose UnconsciousUnconscious ConditionUnconscious is a Condition that leaves you senseless. instead of StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated..
- You can AttackAttack ActionAttack is the Action you use to strike at a foe. lethally with a Nonlethal WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.—or Nonlethally with a lethal WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.—with MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you..
Planted
Planted is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items you can set in the ground as a barrier.
Core Rule—Planted
- On your TurnTurn CombatTurns are the part of each Round when you get your chance to act., use 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. to plant this item in the ground or pick it up.
- While Planted, you gain Greater CoverGreater Cover CoverGreater Cover is Cover that blocks most of you or offers moderate protection from Effects, such as a tree, boulder, arrow slit, or castle merlon. if you’re behind it.
Propulsive
Propulsive is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items that turn your strength into extra force.
Ranged
Ranged is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items built to strike from a distance.
Reload
Reload is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. that sets how many Action PointsAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. an item takes to reload.
Core Rule—Reload
- Reloading needs one free hand.
- Spend APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. equal to the item’s Reload value to reload it.
- Reload overrides MagazineMagazine FeatureMagazine is a Feature of items that hold several rounds of Ammunition between reloads..
Reload 0
Reload 0 is a ReloadReload FeatureReload is a Feature that sets how many Action Points an item takes to reload. FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. that lets you reload an item without spending Action PointsAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds..
Reload 1
Reload 1 is a ReloadReload FeatureReload is a Feature that sets how many Action Points an item takes to reload. FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. that takes 1 Action PointAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. to reload.
Reload 2
Reload 2 is a ReloadReload FeatureReload is a Feature that sets how many Action Points an item takes to reload. FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. that takes 2 Action PointsAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. to reload.
Reload 3
Reload 3 is a ReloadReload FeatureReload is a Feature that sets how many Action Points an item takes to reload. FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. that takes 3 Action PointsAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. to reload.
Restful
Restful is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items built for sleeping in.
Core Rule—Restful
This item lets you remove FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up. while sleeping in it.
Scatter
Scatter is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items that spread harm to those near the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence..
Core Rule—Scatter
On a hit, deal half DamageDamage HealthDamage is harm that reduces your Hit Points. to CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. of the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. whose DFDefense StatDefense (DF) is a rating of how difficult you are to hit when unarmored, and how well your Armor and Shield absorb and deflect impact when you wear or wield them. you could hit with the AttackAttack ActionAttack is the Action you use to strike at a foe..
Special
Special is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. that flags an item with a rule of its own. This item has a unique rule described in its entry.
Splash
Splash is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items whose DamageDamage HealthDamage is harm that reduces your Hit Points. comes from the item alone, not your skill.
Core Rule—Splash
- On a hit, don’t add your BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. or MindMind TraitMind is a Trait that measures your applied knowledge, understanding, and perception. to DamageDamage HealthDamage is harm that reduces your Hit Points..
Splash doesn’t make its own roll. Your Attack’sAttack ActionAttack is the Action you use to strike at a foe. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. result decides who gains the listed Splash EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s.:
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. within Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. of the initial TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. gain the listed Splash EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- The initial TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. gains the listed Splash EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s..
Tethered
Tethered is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items tied to a rope or chain so you can recover them. This item has a rope or chain attached.
Thrown
Thrown is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items built to be hurled at TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence..
Trip
Trip is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items built to knock TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. off their feet.
Core Rule—Trip
On a hit, TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. make a Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. against TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. until the start of their next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
Two-Handed
Two-Handed is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items you can wield in one hand or two.
Core Rule—Two-Handed
This item lists two DamageDamage HealthDamage is harm that reduces your Hit Points. values: the first for one-handed use, the second for two-handed use.
Undead
Undead is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. that died and were animated again by NecroticNecrotic EnergyNecrotic is an Energy group that delivers Healing or deals Damage, depending on whether Targets are living or Undead. power.
Core Rule—Undead
- VitalVital EnergyVital is a Necrotic Energy that delivers Healing to the living and deals Damage to Undead. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. deals DamageDamage HealthDamage is harm that reduces your Hit Points. to you instead of delivering HealingHealing HealthHealing is restoration that increases your Hit Points..
- VoidVoid EnergyVoid is a Necrotic Energy that delivers Healing to Undead and deals Damage to the living. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. delivers HealingHealing HealthHealing is restoration that increases your Hit Points. to you instead of dealing DamageDamage HealthDamage is harm that reduces your Hit Points..
- BreathingBreathing HazardBreathing is a Hazard you face when a Creature that needs to breathe can’t get air., Hunger & ThirstHunger & Thirst HazardHunger & Thirst are Hazards you face when you go without enough food and water., and SleeplessnessSleeplessness HazardSleeplessness is a Hazard that tracks whether you’ve rested enough to avoid exhaustion. don’t apply to you.
- You don’t age.
- A Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep. still requires 6 hours of inactivity.
- DiseasesDisease HazardDiseases are Afflictions caused by illness that spreads through a Creature’s body., PoisonsPoison HazardPoisons are Afflictions caused by Toxin substances., and SickenedSickened ConditionSickened is a Condition that turns your stomach. can’t affect you.
- You’re ImmuneImmune SusceptibilityImmune is a Susceptibility that negates Damage. to DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).).
Unwieldy
Unwieldy is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items too awkward to guard with from a MountMount Item · Mount · Tier 1Mounts are Creatures you can ride or load with cargo..
Core Rule—Unwieldy
You can’t DefendDefend ActionDefend is an Action that raises your Defense with your Shield. with this item while mounted.
Versatile
Versatile is a FeatureFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. of items that can deal more than one EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. type.
Core Rule—Versatile
- This item lists two EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. types.
- Choose which EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. applies when you AttackAttack ActionAttack is the Action you use to strike at a foe..