Equipment and Items#

This section covers the rules on using and creating items and equipment for your games.

Equipment and Item Basics#

The rank of an item reflects on the quality of the item.

Tip

Equipment upgrades

Smiths and engineers, or anyone with the professional skill, can upgrade or improve equipment. This would be the natural way to increase the rank of an item.

Item Intentions#

Some items will list one ore more Intentions under the categories of damage, support, boons or conditions.

This means that the item give the wielder access to those intended outcomes. This give players and GM’s an easy way to recognize (and customize) what the players can do with the items they obtain and wield.

Item Abilities#

Some game settings can give items special abilities beyond the obvious. This can be enchantments or modifications. For example, a magical sword might have an ability that will deal extra fire damage if it strikes un-dead creatures.

All abilities embedded or enchanted on an item, will have a fixed rank equal to the rank of the item they are embedded onto.

Ammo, Charges and Energy#

Many items have their own ammo, charges or energy.

If an item has its own energy source, then any skills or abilities on the item will use the item energy.

Items with depleted energy or charges can re-charge, if the game setting or item description allows for this.

Ammunition vs. Weapon Rank#

Usually a weapon can only use ammunition types of the same rank or lower as the weapon.

Tip

Using higher ranked ammo

Advanced Mechanic, can ignore. Usage also depend on setting and narrative.

It is possible to use a higher ammunition rank.

In this case the initial attack will go through, but there is a chance that the ammunition will damage the weapon.

Roll the weapon rank vs. the ammunition fixed-medium difficulty (based on ammunition rank).

Failing the roll the weapon will receive damage and drop in quality. Reduce the weapon level by the difference between the ammunition and weapon levels.

\[{DamageTaken} = {AmmunitionLevel} - {WeaponLevel}\]

Generic Items#

What follows in this section is a list of generic equipment that can form the basis for most game settings. Use what makes sense for your world, and feel free to modify or adapt them as required.

Weapons#

Melee Weapons#

Machete#

Level: 1
RRP: 100
Attribute(s): Power
Range: Melee
Damage: Slashing Damage (E), Kinetic Damage (E) (If bashing with handle, spine or flat edge of the blade).

A blade that meant for cutting down jungle undergrowth.

Combat Knife#

Level: 1
Attribute(s): Agility
Range: Melee
Damage: Piercing Damage (E), Slashing Damage (E), Kinetic Damage (E) (if bashing with the handle).

A strong combat knife. A common, standard issue weapon for most armed forces.

Short Sword#

Level: 2
Attribute(s): Power
Range: Melee
Damage: Slashing Damage (E), Piercing Damage (E), Kinetic Damage (E) (if bashing with pommel, spine or flat edge of the blade).

Rapier#

Level: 2
Attribute(s): Agility
Range: Melee

Great Sword#

Level: 3
Requires: Power rank 2
Attribute(s): Power
Range: Melee
Damage: Slashing Damage (E), Piercing Damage (E), Kinetic Damage (E) (if bashing with pommel, spine or flat edge of the blade)

Great swords can deal a lot of damage, and are often used to not only damage the opponent, but also make them stagger etc. They do require more power to use, since these weapons are usually heavy.

Shields#

While shields usually provide defence and cover, characters can also use them offensively. For this reason we do list damage types with the shields.

Buckler#

Level: 1
Attribute(s): Agility
Support: Disarm (AB)

Medium Shield#

Level: 2
Attribute(s): Agility, Power

Spiked Shield#

Level: 2
Attribute(s): Agility, Power

Tower Shield#

Level: 2
Requirements: Power rank 2
Attribute(s): Power

Bows#

Short Bow#

Level: 1
Attribute(s): Agility
Range: Near
Damage: Piercing Damage (E). (Depending on the ammo used, other types may also be available.)

A normal short bow.

Long Bow#

Level: 2
Requires: Power rank 2
Attribute(s): Power
Range: Far
Damage: Piercing Damage (E). (Depending on the ammo used, other types may also be available.)

A long bow that has a thick and strong spine. Because of the difficulty to draw the bow, it requires a lot of power to use.

Compound Bow#

Level: 3
Requires: Power rank 2
Attribute(s): Awareness
Range: Far
Damage: Piercing Damage (E). (Depending on the ammo used, other types may also be available.)

A compound bow made from a combination of materials to provide maximum power behind the arrow, still being easy to aim. The balance on this bow allows for aiming using awareness rather than power or agility.

It still has a minimum power requirement to use since the bow is still heavy to make the initial draw.

Modern Weapons#

Basic Pistol#

Level: 1
RRP: 1,000
Attribute(s): Awareness
Range: Far
Damage: Ballistic Damage (E). (Depending on the ammo used, other types may also be available.)

A common pistol. Default Clip can take up to 8 bullets.

Police Pistol#

Level: 2
RRP: 1,400
Attribute(s): Awareness
Range: Far
Damage: Ballistic Damage (E). (Depending on the ammo used, other types may also be available.)

A more advanced pistol that is commonly used by security forces.

  • 12 Bullet Mag

  • 1 x Accessory Attachment

  • 1 x Combat Knife Attachment

Shotgun#

Level: 3
Attribute(s): Awareness
Range: Near
Damage: Ballistic Damage (E), Kinetic Damage (E). (Depending on the ammo used, other types may also be available.)

Hunting Rifle#

Level: 2
RRP: 3,000
Attribute(s): Awareness
Range: Far
Damage: Ballistic Damage (E). (Depending on the ammo used, other types may also be available.)

Preferred by explorers and hunters, this rifle is handy in most scenarios.

  • Default Clip Capacity: 10 Bullets

Assault Rifle#

Level: 3
RRP: 10,000
Attribute(s): Awareness
Range: Far
Damage: Ballistic Damage (E). (Depending on the ammo used, other types may also be available.)
  • Two-handed

  • Default Clip Capacity: 50 Bullets

  • 2 x Type 2 Accessory Attachment

  • 1 x Combat Knife Attachment

Modern Weapon Abilities#

Todo

Would these work better as custom intentions for these weapons?

Burst-Fire (AB)#

The weapon has the ability to fire number of bullets equal to the rank of this ability. Each bullet will hit with less precision than the previous.

On successful attack:

  1. The first bullet will do full damage.

  2. Each successive bullet damage is reduced by half (rounded down) until the damage is zero, or the maximum bullets fired (based on ability rank).

Note

Example

Brandon Ross uses the burst fire ability on his assault rifle. He rolls 6 for his attack. If the target doesn’t defend, he will get the following damage:

  1. 6 Damage

  2. 3 Damage

  3. 1 Damage

Assuming the target tried to dive behind cover, and rolled 4 on their evasion roll. They will take the following damage:

  1. 2 Damage

  2. 1 Damage

  3. 0 Damage

SpreadFire (AB)#

Pull back the trigger and let the weapon unleash havoc. When using this ability you can hit multiple targets, depending on where you start and end your spread.

AP Cost: When first activating this ability, you spend the normal AP. Then for every extra enemy that you target with the spread, you need to spend 1 additional AP. This is because you are physically strafing your weapon towards those targets.
Bullet Cost: Equal to the ability rank, per target.
Damage: Use the Burst-Fire (AB) rules for each target. You only have to roll your spread-fire once. The same roll apply to each target, so long as you have enough ammunition and AP.

Ammunition#

Ammunition for weapons can sometimes have extra on-hit effects. In addition, certain ammunition types are only usable by certain weapons.

Note

Unless specified by the ammunition description, ammunition level do not contribute to the attack roll dice pool.

The damage is already determined by the weapon. Ammo merely changes the “on-hit” intention.

Generic Bullets#

Level: 1
RRP: 200

Just generic bullets that will work in most small and medium arms. Sold as a pack of 50.

Todo

Expand on more ammo types

Armour#

Tactical Vest#

Level: 0
RRP: 100

Provides extra pockets to carry more stuff.

Note that the level is zero. This basically means it provides no protection. It purely exists for utility.

Light Armour#

Level: 1
RRP: 500

A basic piece of durable cloth armour worn underneath other clothes. This is a standard piece of equipment most adventurers.

This kind of armour is light enough to wear underneath Medium or Heavy armour, providing an extra base layer of protection.

Medium Armour#

Level: 2
RRP: 1,000
Penalty: While wearing medium armour you permanently have 1 rank of Encumbered

Strong re-enforced materials make up this flexible armour.

Heavy Armour#

Level: 3
RRP: 2,000
Penalty: While wearing medium armour you permanently have 2 ranks of Encumbered

Strong composite materials make this a tough armour. It does restrict movement, but provides good protection.


Author(s)
  • Andre Engelbrecht