Table of Contents

Equipment and Inventory

A player may have on their person:

Equipment and their effective bonuses apply to the player only while equipped.

Equipment can be changed with items from the player's inventory when not in combat.

A player may collect a maximum of 5 additional equipment during their adventure. At the end of the adventure, the it must be worn or placed in Storage. Removed equipment may be held in the player's inventory.

Weapons

All weapons have three parts to them, the name, the stats, and the additional information.

All weapons follow the same format, though some parts can be left out.

Weapon Name (Damage/Speed/Range/Spell Slots) - Additional Effects [GM Notes]
Flavor text

Damage

Damage is the first component of a weapon's stats.

If a weapon has Fixed damage and no Variable damage, that damage is added to your /unarmed attack/.

Speed

There are three speeds of weapons, Slow, Medium (abbreviated Med), and Fast.

Speed is used by GMs to determine who hits first when two combatants take a swing at each other.

The player is… Damage is done…
Slower Enemy first.
Matched GM Determined, typically enemy first.
Faster Player first.

Range

Weapons may specify a range (bows, guns, crossbows). When not specified, the default range is Melee.

The three ranges are…

The GM determines your distance from things during game-play.

Spell Slots

Weapons may have spell slots, which allow spells to be cast from the weapon itself. Casting a spell that's attached to a weapon with a spell slot usually results in more reliable casts. This is covered in greater detail in magic.

Additional Effects

Weapons, Armor and Accessories may have additional abilities or effects. The effect or ability name is a part of the weapons description, and should go before any descriptive flavor text.

Regardless of how the ability is described or the item's source, the GM has final say on how the effects of a weapon work.

For example:

Lightning Dagger (1d4/Fast) - Strike: Once per Combat, can deal +1d4 electrical damage on a successful Attack.

A player could ask GM they want to use the ability on their dagger after a successful attack, the GM would then tell them to roll their damage and factor that into the outcome.

Armor

Armor information is written similarly to weapons, and just like weapons, have three parts; the name, the stats and the additional information.

Armor is written in a similar format to weapons.

Armor Name (Defense/Weight/Durability) - Additional Effects [GM Notes]
Flavor text

Defense

Defense is a deduction from incoming damage. Armor with 2 defense reduces the incoming damage by 2. Your total defense is the sum of what your armor and accessories give you.

Weight

Armor has weight, this sometimes factors into which moves can be used, or for other purposes by the GM.

There are four levels of weight;

Durability

Durability is used by a GM to determine how easily the armor can be removed from you. It has three levels;

Additional Effects

Like weapons, armor can have additional effects. The Novice Robes provide a good example of this.

Novice Robes (1/Airy/Low) - On Backfired Spells: Roll 2d6. 10+: Evade consequences.

Items and Accessories

Items are simple. Their effects or uses are, like everything else, up to the GM during gameplay.

Accessories tend to be more powerful than Items, and are usually noted as (Accessory), and aren't consumed on use unless specified.

They follow the same general format as everything else.

Item Name (System) - Effects or abilities. [GM notes/tags]
Flavor text

Fancy Profile Template

Fancy Profile Template

[b]Item Name[/b] (System) - Effects or abilities. [GM Notes]
[i]Flavor text[/i]