Chapter 7: Equipment
Weight and carrying capacity
While adventuring, you’re going to pick up stuff, and that stuff has weight. How much weight you can lug around is your carrying capacity, and how much you’re currently carrying is your load.
Each 1 weight weighs approximately 5-10 lbs. There are some items, though, that have a negligible effect on your load; they have 0 weight. Other items only have an effect on your load when you’ve got a bunch of them, those are marked as light weight. 10 light weight items, in any combination, weighs 1 weight. Some items, like a backpack, make it easier to carry more; their weight is negative. Any combination of 1000 gold and gems that don’t have their own weight has 1 weight.
Your carrying capacity is the most you can carry before becoming encumbered and is equal to double your
Weapons
Weapons deal damage! If playing in story mode and a weapon deals more than 1 dice of damage (like a maul), add +1 to its damage. If you have mastery with a weapon, you gain its technique for free, as long as you continue to have mastery of it. Some weapons also have properties describing how they can, or need to, be used.
Unarmed and improvised attacks deal 1 damage.
Weapons can be made out of the fade-touched mithril. Mithril weapons cost 1000g for any weapon whose standard price is less than 10g, otherwise it’s 1000g more expensive than its base price. Mithril weapons gain 1 rune slot and its weight is reduced by 1 (reducing light weight to 0 weight and 1 weight to light weight).
Mithril weapons can be refined further into masterwork weapons-weapons made to the absolute highest quality standards. These weapons cost 10x the cost of their mithril weapon version, Masterwork weapons gain 1 seal slot and
Weapon Properties
- Agile - Can use
+CUNNING instead of+POWER for attack and damage rolls. If wielding two agile weapons and deal damage orfatigue to a creature with your primary weapon, you can spend1-fatigue to attack it with your secondary weapon; this damage does not include your ability score. - Heavy - Requires
+POWER of 1 or greater to wield. - Precise - Rewards careful strikes over brute force, can use
+FOCUS instead of+POWER for attack and damage rolls. - Reload - Takes extra effort to reload-it can only be fired once per turn
- Two-handed - Unwieldy and must be used with two hands
- Thrown - Can be thrown. If thrown, it’s treated as a ranged weapon (but cannot use ammunition) and has a short range.
- Versatile - Can wield with one hand or two; if wielding with two, add +1 damage to damage rolls when used as a melee weapon. Can swap between one handed and two handed by using Use Item
- Simple - Basic weapons anyone can use.
- Piercing - Ignore an amount of AC equal to the
piercing amount when dealing weapon damage, or deal additionalfatigue equal to ½ thepiercing amount (minimum 1) when dealingfatigue .
Weapon Mastery
- Nick - When you strike with this weapon, mark
1-fatigue on a strong hit to apply sundered - Graze - When you strike with this weapon and miss, deal damage equal to your
POWER . - Ring - When you strike with this weapon, mark
2-fatigue on a hit to apply impaired - Cleave - When you strike with this weapon, mark
1-fatigue to deal half the damage you dealt to your target to another creature within the weapon’s reach. - Sap - When you strike with this weapon, mark
1-fatigue on a hit to apply weakened - Pinpoint - When you strike with this weapon, mark
1-fatigue on a hit to become prepared for your nextattack roll against your target.