Equipment

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Not all assets are are physical, but equipment is. You can include equipment with your starting assets, or you can find or buy equipment during play. Equipment can also be lost, stolen, or destroyed. If an item of equipment has no mechanical effect on game play and you could reasonably have it, then you either just have it, or can get it as a tier 0 item.

Buying

Money itself is an asset. When you buy a tier 0 item or service you check against communication. If you succeed you get the item, and the price doesn't really impact you financially. If you fail then you get the item but become strapped. It may not even be that the item was that expensive, you were just already running low and this used the last of your excess cash. While you're strapped you can still try to purchase tier 0 items, but if your check fails you don't get the item. Buying a tier 1 asset is similar, but you must trade a tier 1 item (usually Currency) to even check. Tier 2 requires a tier 2 item (usually Treasure), and so on. An item may be rare in the region, giving you a penalty to the check, or abundant granting you a bonus.

  • Strapped: Gained when you fail a buy check. You may only check to buy tier 0 items, and if you fail the check you are removed from the store without the item. You can eliminate strapped by gaining Currency.

Selling

You may use a communication project to sell tier 0 items as a complication with a target of 10. The consequence for failure is tier 0 items sold without making progress to the target. Every time you hit 10 you gain a currency asset. If you have to quit any remainder is lost, and if you end up losing items you don't have from consequence margin then you end up strapped as well. A tier 1 item may be sold with a single communication check. If you succeed you gain currency and eliminate strapped. If you fail you just eliminate strapped, or gain nothing if you weren't strapped. A tier 2 item is similarly sold with a single check, a success gaining treasure or a failure gaining 5 currency. Opposite of buying, a rare item grants you a bonus on the check, and an abundant item forces a penalty. Rarity varies by location, so it is advantageous to purchase items where they are abundant and sell them where they are rare.

Earning

You can discover or earn currency, or items that directly translate into currency. Rewards for jobs are often given as 1 currency or 1 currency for each participant. Rare and dangerous jobs may pay a treasure, but you're more likely to find hidden treasure while adventuring. You can exchange 10 Currency for 1 Treasure, or vice versa. There is no currency equivalent for tier 3, such wonders are considered beyond price.

Encumbrance

By default an item of equipment is light enough that you can carry any amount without issue and it takes 1 hand to use. You have 2 hands to use equipment unless abilities or faults change that. Several keywords modify this. The apparel keyword means you wear the equipment. It takes an exchange to put an item on or take it off, but you don't need to use any hands once its on. Anything bulky 2 requires two hands to use instead of one, and bulky 3 can't be equipped unless it's as apparel. You can only carry bulky items up to your stamina, and if you carry the maximum you are burdened and suffer a penalty to agility checks. If a bulky has a rating it counts as that many bulky items.

  • Apparel: The item is worn and needs no hands to use. It takes an exchange to equip, store, or drop the item.
  • Bulky: You may carry bulky items under your stamina without effect, or equal to your stamina and be burdened. A Bulky 2 items needs two hands to equip, and Bulky 3 or more may not be equipped except as apparel.

Equipping

Items are stored until they are needed to keep your hands free. You can use a snap to equip or store any number of items. An awkward item takes an action to equip or store, but you may drop it as part of the snap to rearrange your equipment. Apparel takes a full exchange to store or equip unless it has the handy keyword, which lets you equip or store it with a snap normally.

  • Awkward: The item takes an action to equip or store, but still only a snap to drop. If you attack with this item, your parry defenses have a penalty until your next turn.
  • Handy: Counts as apparel, but may be equipped or unequipped with a snap.

Attacked and Damaged

Normally equipment only suffers damage if targeted by a precision attack. Some keywords can cause interference or other circumstances to damage an item directly. Equipment ignores grit or wits damage. Hits damage forces an item to roll one effect die per hit. On a blue result the item is damaged. It suffers a marker just like an injured character, and there is a penalty to any check using the item (including the check to repair it). A red result or a second blue result knocks the item out, it no longer provides any benefit until repaired. Any further damage destroys the item beyond repair.

  • Durable: Only red results damage, disable, and then destroy the item.
  • Fragile: Any blue or red result destroys the item.


See Also



Version 2.5.1
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