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Adventuring Equipment

During a character's journey, they will need to equip themselves with the tools for the job, as well as maintain them as they go through wear and tear.

Handhelds and Wearables

Like Potentials, equipment can also become stressed and eventually experience deterioration. Experiencing Fallout has the possibility of applying Equipment Stress or Equipment Fallout to your equipped items. When this happens, you or the GM will decide which of your equipped items is the target of aforementioned Stress or Fallout.

Weapons are assigned a damage die and target Potential. Attacks made with weapons require a successful Test to have any effect.

Armor is assigned a number of Protection Slots that can be used to store incoming physical Stress instead of applying it directly to the wearer's Stress Track. Doing so requires a reaction. These reset each scene.

Taking Fallout in a weapon or tool increases the Riskiness of Tests used to use that piece of equipment. Taking Fallout in armor causes the number of protection slots available to be decreased. These debuff effects can be removed when taking the Repair Rest Action.

Core Starter Equipment

Starter Weapons

Weapon Type Damage Target Notes
Light melee weapon D4 Finesse Small blades, improvised tools, thrown light weapons.
Standard melee weapon D6 Might Swords, axes, clubs, spears, and similar hand weapons.
Heavy melee weapon D8 Might Large weapons that are difficult to use repeatedly.
Ranged weapon D6 Finesse Bows, crossbows, slings, and similar weapons.
Arcane firearm D6 Seep Unstable arcane firearms and experimental ranged weapons.

Starter Armor

Armor Type Protection Slots Notes
Light armor 1
Medium armor 3
Heavy armor 4
Shield 2 Requires an empty hand to use.
For the full weapon catalog, armor catalog, and item properties, unlock the expanded equipment rules by purchasing the premium content under Sunder Scription through Ko-Fi or PayPal.