Back to table of contents

Appendix B — Equipment

Equipment covers everything from your character's money, to their weapons and armor, to the various items they could carry around with them. This system does not impose strict carry limits, though the GM may rule what can and cannot be carried on a case-by-case basis. As a general rule of thumb, only 10-20 important items should be in your inventory at a time. Only two hand-held items can be used at a time.

Credits

Throughout the world, there may be different currencies issued by different states and organizations. To avoid having players track how much wealth they have in each specific type of currency, a standardized unit is used: the Credit. Depending on the specific setting, there may or may not be a standard currency in-universe that acts as Credits, but it's assumed that currency can be exchanged easily enough to express in these more abstract units. One Credit is standardized to be worth about the price of a meal in an average restaurant, regardless of inflation or actual price in local currency.

Meals and Rations

Throughout an adventure, you will need to eat in order to avoid Hunger. This is done through expending Meals and Rations. These two items serve the same function, the only difference being that Rations can be placed into your inventory and never perish, while Meals must be consumed within a day of creation. In normal circumstances, Meals cost 1 Credit each, and Rations cost 2. Eating more than one Meal or Ration at a time provides no additional benefits.

Typically, you will need to eat twice per day to get the full benefits of Rest. The most efficient places to do so are directly before and after Sleep. Eating in the morning will allow you to avoid taking the -5 penalty to Rests throughout the day. Eating before Sleep will allow you to gain the full benefits of that Sleep. Refer to the rules on Rest and Hunger for specifics.

In addition to buying Meals and Rations from a shop for Credits, Meals can be obtained through hunting/foraging, and Rations can be obtained through preserving Meals. Both actions require about an hour of work in typical circumstances, and may require a Check if the relevant resources are scarce. In extremely scarce environments, the GM may make finding food into a full scene in and of itself.

Armor

Any Armor you wear will grant you an Adjustment to Athletics Saves against Attacks, There are two types of Armor: Light and Heavy. Light Armor gives an Adjustment in the range of +1 to +6. The Heavy Armor gives an Adjustment in the range from +3 to +12, however, you have one Removed Die when making Athletics Checks and Saves while wearing Heavy Armor. Only one set of armor may be worn at a time.

Quality Cost of Armor Light Armor Adjustment Heavy Armor Adjustment
Low 5 +1 +3
  15 +2 +6
Medium 30 +3 +8
  50 +4 +9
High 75 +5 +10
Immaculate 100 +6 +12

Shields

Shields provide the same Adjustment of Light Armor of the same cost as long as the shield is actively being held. For instance, a 30-credit shield provides a +3 Adjustment to Defense Saves when held.

Weapons

Weapons can grant Adjustments to Hit and Damage Checks, as well as grant various special abilities. Most weapons will use Dexterity as the Hit Attribute. Most striking weapons use Strength for the Damage Attribute, and ranged weapons usually use Dexterity. The Adjustments range from +0 to +6, and usually only apply to Hit or Damage Checks. Adjustments listed here as "—" are treated as +0. They are listed differently because "+0" stats can be upgraded, while "—" stats cannot.

Break Chance refers to an item's fragility when a Check made to use it is Critically Failed. If the Hit Check is the minimum possible for the dice being used, the player must make a Break Save for the weapon: roll 1d100 and if the result is less than or equal to the Break Chance, the weapon breaks, and cannot be used again until it is repaired.

Weapon Properties

Area of Effect (AoE) - Attacks made with the weapon target all chosen targets within a radius of the specified AoE range; i.e., the targeted space and all spaces reachable within the range distance. One Attack Check is made, but all targets make Defense Saves.

Area of Effect - All (AoE-A) - Similar to AoE, but simply targets all within the AoE range, even if the wielder doesn't want to.

Damage Type - Weapon deals damage of the specified type instead of Standard Damage.

Reload - This weapon can only be used once per round, even if a Feat would otherwise allow multiple uses.

Single-Use - The weapon can only be used once for an attack, after which it breaks and cannot be fixed.

Two-Handed - You can not use any other items requiring hand-usage while using this item.

Weapon List

Weapon Cost Hit Attr Hit Adj Dmg Attr Dmg Adj Range Break Chance Properties Special
Unarmed Strike 0 Dex Str melee 1% (ouch!)   Can not be disarmed of
Improvised Weapon Dex Str +1 2m (± based on item) 100% (± based on item)    
Laser Pistol 30 Dex +2 Dex 60m 35% Damage Type (Light)  
Conventional Pistol 30 Dex Dex +2 30m 15%    
Laser Rifle 40 Dex +4 Dex +0 500m 40% Two-Handed, Damage Type (Light)  
Conventional Rifle 40 Dex +0 Dex +4 250m 15% Two-Handed  
Laser Sword 25 Dex Dex +2 melee 15% Damage Type (Light)  
Conventional Sword 20 Dex +0 Str +2 melee 5%    
Small blade (knife, axe) 5 Dex Str +1 melee 5%    
Chain Saw 10 Str Dex +3 melee 50%    
Flamethrower 20 Dex Dex +0 5m 15% Two-Handed, Damage Type (Fire) Adds 1 EMU of flame to targeted squares (see Fire Damage/Spread)
Shotgun 40 Dex +1 Dex +0 30m 15% Two-Handed, AoE (1 meter)  
Machine gun 50 Dex Dex +1 30m 15% Two-Handed, AoE (2 meter) Until start of next turn, attacker can take an Opportunity Attack as a Free Action any time a character enters the targeted area
Grenades (1) 5 Dex Dex +4 10m Single-Use, AoE-A (1 meter)  

Legendary Weapons

Just as the characters gain skill and renown as the campaign goes on, so too do their weapons. Any time a weapon is used to strike the final blow on a noteworthy foe, or when it is used in a particularly interesting way, the GM may reward that weapon a Legendary Weapon Point. These points can be spent on upgrades within this table to add special abilities and improvements to that particular weapon. Legendary Weapon Points cannot be transferred between weapons. Upgrades cannot be applied more than once, unless otherwise stated.

It's not impossible to find Legendary Weapons up for sale, but it's uncommon and generally expensive, as they tend to be well-known in their own right.

Cost Name Description
1 Plus One Add a +1 to either the Hit or Damage Adjustment. You cannot upgrade a stat with an adjustment of "—". You may add this upgrade multiple times.
1 Range Increase The weapon's range is doubled. If the weapon is melee, this doubles melee range.
1 Elemental Damage Choose an Elemental Damage Type. Attacks made with the weapon gain +1d6 damage of the chosen Damage Type.
1 Twin Weapons Two or more weapons must be given this upgrade together. Any weapon from this set can be used to locate the others from the set, and to check whether their most recent wielder is alive.
1 Attachment Wielder cannot be unwillingly disarmed of the weapon.
2 Secondary Effect Pick one of the following: Blinded, Deafened, Fatigue, Poisoned. On a Hit with this weapon, you can choose to inflict the selected status effect on the target. Once on each of the Target's Turns, they may make a Resilience Check as a Free Action against the total from the Hit Check that inflicted it, ending the effect if succeeded. This ability costs 5 Energy to use.
2 Embedded Spell Craft a spell using the rules from the Elemental Magic section, costing 8 Energy or less. When wielding this weapon, you can use a Major Action to cast that spell. You can use this ability three times a day. You may add this upgrade multiple times.
2 True Strike Attacks made using this weapon ignore all damage resistances.
2 Vampiric Strike When dealing Damage, this weapon heals the wielder a a number of Hit Points equal to one quarter the Damage dealt, rounded down.
2 Brutal Cut If your Attack Check exceeds the Target's Defense Save by 5 or more, they begin taking Bleed Damage for 1d6 Rounds. While taking Bleed Damage, they take 1d4 Damage at their end of each of their turns. This effect cannot be stacked.