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WEAPONS & EQUIPMENT

Each character starts the game with both a primary and secondary weapon from tables x-x. If their weapon requires ammunition, they start with 1d3 reloads. 
 

They also start with 1 piece of equipment from table x: equipment, and an Incidental item that provides no combat value but helps flesh out the character. 


All items must be written on the character sheet, or it doesn’t exist in the game. 


CONDITION & UPKEEP
Items are all in one of 5 condition states – Pristine, Used, Worn, Damaged, or Broken. 


Regular usage will cause no change of condition to the item but if there is heavy, sustained, prolonged, or rough use of them item, it will require an Upkeep check.
 

A successful Mechanic* or Tinker check means the item remains in its current condition. 
 

A Wild Success or Moment of High Insight raises the condition by a level (to a maximum of used). 
 

On a Failure, the item drops a level of condition.
 

On a Dire Failure or Moment of Low Insight, the item breaks immediately. 
 

If an item is Broken, it can only be returned back to Damaged.

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ACTIONS

Each participant gets 2 combat actions per round. They may choose to take the same action twice or take two separate actions. 

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TABLE 14: ITEM CONDITION

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CHARACTERISTICS

Certain weapons and pieces of equipment have Characteristics. These are specific to the item, and items can have multiple Characteristics. 

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TABLE 15: CHARACTERISITICS

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