Equipment

Your character’s equipment includes clothing, armor, weapons, jewelry, and other worn or held gear with an associated prop. You are limited to five pieces of equipment, one from each of the following groups.

  • You may wear one outfit, such as armor or clothing. This might be a specific item (e.g., cloak or boots) or an entire outfit taken as a set. They are created with cloth and an Outfit downtime ability.
  • You may wield one weapon, such as a melee weapon, ranged weapon, shield, or spell focus. Melee weapons and shields are created with metal, while ranged weapons and spell foci are created with wood. All require a Weapon downtime ability.
  • You may wear one trinket, such as a pair of glasses, a necklace, or a ring. They are created with bullion and a Trinket downtime ability.
  • You may equip a fourth item that can be an outfit, weapon, or trinket. This might be used for an off-hand weapon, shield, or second trinket.
  • You may wear one bag, such as a backpack, pouch, or satchel, whose sole purpose is to carry supplies. They are created with cloth and a Bag downtime ability.

Name: You’re free to name your equipment whatever you like, subject to the game’s content standards.

Quality: Uses for equipment return after each rest, similar to your character’s Spirit. For example, you can use a sword with the Melee “Disarm” and Melee “Stun” Properties and a Quality of 2 to perform two Disarms, two Stuns, or one Disarm and one Stun alongside your normal combat abilities.

Properties: A piece of equipment may not have more Properties than its Quality.

Value: The Value of a piece of equipment is equal to the squared levels of each of its properties plus the cube of its Quality. For example, a ring with Touch “Heal 2” (a level 4 ability), Touch “Renew Limb” (a level 7 ability), and a Quality of 3 has a Value of (16 + 49 + 27 =) 91.

Armor

Armor is any sort of outfit reinforced to protect against injury. Your character must have the passive ability to use armor and wear a prop that looks like the real thing. For every piece of armor you wear, you increase your Armor attribute, which adds to your Hits. Your armor’s value depends upon its placement and composition, according to the following process.

  • Light Armor: Each piece of soft leather or padded increases your Armor by 0.1.
  • Medium Armor: Each piece of hard leather or chain increases your Armor by 0.2.
  • Heavy Armor: Each piece of brigandine, scale, or plate increases your Armor by 0.3.
  • Count once for each arm, leg, and shoulder, twice for your head, and six times for your chest.
  • Ambiguous cases like partial coverage, mixed composition, uncommon materials, or multiple layers may be worth more or less, at the discretion of the prop marshal.
  • Leftover fractions are dropped, as is any amount that exceeds the limit of your passive ability to use armor.
  • If you have a Fortify ability or property, it increase the amount armor value each individual piece of armor grants. Each level of Fortify effects one of the classifications of armor: Fortify 1 (Light Armor), Fortify 2 (Medium Armor), and Fortify 3 (Heavy Armor). Each level of Fortify includes the earlier benefits. For example, if you receive Fortify 3 from a Party Ability and are wearing only Light Armor, each piece of Light Armor still benefits from Fortify 1 and counts as 0.2 for armor calculations instead of 0.1.

It’s also possible to gain an Armor effect through abilities, representing things like exceptional fortitude, tough hide, or magical protection. This does not stack with worn armor; if you wear armor at the same time you receive an Armor effect, you only count the higher of the two. Likewise if you equip two outfits.

Weapons

Weapons are boffer props used to attack and block. They are defined by their length relative to your arm span.

  • You cannot use a weapon shorter than the distance between your elbow joint and wrist joint, or longer than your full arm span (i.e., the distance from one outstretched fingertip to the other) plus one handspan (i.e., the distance from your outstretched fingertip to your wrist).
  • An Unarmed Attack can be no longer than the distance between your elbow joint and your outstretched fingertip.
  • A Light Weapon cannot be shorter than the distance between your wrist and elbow or longer than the distance between your fingertip and shoulder, though certain abilities may allow you to treat other Weapons as Light. Light Weapons must be wielded in one hand.
  • A Medium Weapon is anything longer than a Light Weapon and no longer than the distance between your opposite shoulder joint and your outstretched fingertip. Medium Weapons may be wielded in either one or two hands.
  • A Heavy Weapon is anything longer than a Medium Weapon and no longer than your full arm span. Heavy Weapons must be wielded in two hands.
  • Great Weapon is anything longer than a Heavy Weapon by up to one handspan. Great Weapons count as Heavy Weapons for rule purposes (e.g., they can be wielded with Use Heavy Weapon and deliver Two-Hander Trigger abilities). However, they require a widened grip and cannot be wielded from the ends for safety reasons.

Shields

Shields are boffer props used solely to block. They are defined by their dimensions relative to your height.

  • A Light Shield can be no larger than one third your height in length or width.
  • A Heavy Shield can be up to one half your height in length and up to one third your height in width.
  • Shields must be wielded in one hand, and you may not wield more than one at a time.

Basic Equipment

You can use equipment that has no associated item tag without counting it against your equipment limit. For example, a basic ring has no in-play function and can be worn without counting as a trinket. If the basic equipment is a piece of armor, a weapon, or a shield, it can be used in combat and has the additional attributes described above. In this way, it is possible to wield a weapon and shield or two weapons while only counting one as your designated weapon.