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. |