Equipment
A creature wears eight pieces of equipment at a time, one per slot. Until a piece is worn it does nothing: nothing applies from inside a bag.
Skills granted by a worn piece take up no MemoryRule wordMemoryThe number of Skills you can have Memorised at the same time. and do not have to be learnt. The piece grants them while it is worn, and takes them back as soon as you remove it.
The slots
Seven slots, eight pieces worn: the Jewel counts twice.
- Head
- Helm, hood, crown. What protects or marks the face.
- Torso
- The piece that carries your Armour Class formula. One at a time.
- Boots
- Shoes and greaves: what touches the ground and what sets your Speed.
- Necklace
- Torc, amulet, pendant. Worn against the skin, under the armour.
- One hand
- Two slots, one per hand. A weapon, a shield, or nothing in each. A two-handed weapon takes both. You choose which hand holds what.
- Jewel
- Two independent slots. Ring, set stone, carved talisman.
Every catalogue entry prints what concerns it: its headline value, its cells, its named properties, its recipe and what it grants. Those numbers belong to the piece and are not repeated anywhere else.
The GM announces what you begin equipped with. With no armour your ACRule wordACArmour Class, the total an Attack has to reach to hit you. is 12 + Dexterity, and an unarmed Strike deals 1d4 + Strength.
Finding materials
Equipment is obtained by crafting far more than by buying. What you can wear therefore depends on the materials you bring back.
After a significant encounter, or the discovery of a workable source, each character receives one Loot Opportunity. Spend it one of two ways, never both.
- Random loot
- RollRule wordRoll2d12 + one Characteristic + one Aptitude, measured against a DC, an AC or an Opposed Roll. the source’s Loot Die. The GM reads its Loot Table and announces what you get. No further Roll.
- Targeted harvest
- Say what you are after and how you recover it. The GM sets the Roll and its DCRule wordDCThe difficulty a Roll has to reach, set by the GM or by a rule.. On a failure the Opportunity is spent for nothing.
The first is safe and asks nothing of you. The second aims precisely and may yield nothing. A target the fiction does not allow you to extract is not obtained on a Roll.
Reading a material
A material carries a name, one or more Types, and a Material Value. So: Wolf hide, Types Leather and Beast, Value 1.
Within a single piece of crafting, a material counts towards only one of its Types, even if it carries several the recipe accepts.
Material Value serves twice: it counts towards a recipe’s cost, and a material sold on returns its Value in silver.
Crafting
An entry’s box names its discipline, its cost, the Types it accepts and its Rolls in order.
- Gather materials covering each of the Types asked for.
- Reach or pass the cost, across all matter. How it splits between the Types is free: one ingot and ten hides serve as well as an even share.
- Commit the materials, then make the Rolls in order.
Every Roll must succeed. The materials are consumed from the start: if a Roll fails, the crafting stops and they are lost.
The Rolls read in the order they are made, and physical work comes before knowledge.
The four disciplines
The box’s colour restates the discipline the piece is worked under, and its title names it: CraftAptitudeCraftKnowing metal, leather and wood and how to work them. Can also be used to make weapons, armour and equipment. at the forge, ArcanaAptitudeArcanaKnowing magic, its Spells, its runes and its objects. Can also be used to carry out arcane crafting. at the arcane bench, TechnologyAptitudeTechnologyKnowing mechanisms, locks and traps. Can also be used to make bombs, grenades and other devices. at the workshop, ScienceAptitudeScienceKnowing substances and how they react. Can also be used to prepare potions, philtres and mixtures. at the laboratory.
Each is an AptitudeRule wordAptitudeA field of know-how. It makes up half of every Roll., and it is the one you roll. The four do not stand in for one another: a piece worked under Arcana is not made under Craft.
Without a recipe
Put the object or the modification to the GM. They start from the nearest existing piece, set the Types, the cost and the Rolls, and the procedure does not change. A creation that is approved may become a permanent recipe of the campaign.
Equipment sets
Some pieces belong to a set. The entry names it and gives the number of pieces it counts; its tiers are printed once, alongside the pieces that make it up.
A tier counts the pieces of the set you are wearing, not the ones you own. A tier always starts at two pieces: what a single piece grants is a property of that piece, not a set.
Every tier reached adds to the ones below it. Wearing four pieces of a set with a tier at two and a tier at four gives both effects, not only the last. Remove a piece and you drop back under the tier immediately.
A Skill granted by a tier takes up no Memory and does not have to be learnt, exactly like one a piece grants.
The pieces of a set do not all take the same slot, and nothing obliges you to complete it.
Money
Crafting remains the main road to equipment. Money serves what it does not cover: buying what you cannot make, selling what you will not keep, paying for what is not an object.
A price is a guide for the GM, not a fixed rate.
- Bronze coin
- The smallest. Bread, a candle, a night in the common room.
- Silver coin
- Worth 100 bronze. The currency of ordinary equipment.
- Gold coin
- Worth 100 silver. The currency of what is out of the ordinary.
A price is written from the largest coin to the smallest, and a coin at zero is not written. Three hundred bronze is said as 3 silver.
Where a price comes from
An object’s price derives from the matter it asks for and its rarity:
price in silver = Material Value × rarity multiplier
The multiplier is 1 for a Common object and 4 for an Uncommon one. Above that an object has no price: it is obtained by crafting, by loot or by the fiction, never over a counter.
You do not have that sum to do. Every entry prints its price; the formula only says where it comes from.
Buying and selling
The GM announces what a place offers. A village counter does not hold a fortress’s stock. You say what you are after, the GM says whether the place has it and at what price, then you pay or you haggle.
An object sold on returns half its price. A material sold on returns its Material Value in silver. A merchant’s Skills change these prices, and they say by how much.
Money buys neither XP, nor MP, nor PP. No sum raises a CharacteristicRule wordCharacteristicOne of a character's six core scores. It makes up half of every Roll., an Aptitude, a resource or a Skill. Nor does it buy a recipe your character cannot read, or a material no source in the region produces.
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