


Items
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Weapons
Weapons can represent a large variety of things, obviously including things like swords and spears, but also brass knuckles, punch gauntlets, or a log you like to smack people with. Characters without a weapon add â—» to their attacks.
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Weapons have a quality determined by the material used to make them. Weapons carry the following quality tags:
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Common (Material: None): Weapons without quality tags do not confer any bonuses (but do remove the penalty).
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Fine (Material: Fine Steel): Add â—¼ to your attacks.
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Masterwork (Material: Mithril): Add ◼◼ to your attacks.
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Additionally, weapons can have a rune tag. A weapon with a rune is considered magical.
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Rune of Chagrin (Advanced): After rolling an attack, you may spend ▲▲ to make your target Dismayed.
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Rune of Defiance (Advanced): At the start of your turn, if you have 3 or less HP, you become Roused.
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Rune of Power (Advanced): At the start of combat, you become Roused.
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Rune of Stagnancy (Advanced): After rolling an attack, you may spend ▲▲▲ to make your target Slowed.
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Rune of Sacrifice (Master): If you do not succeed in an attack, you may take 1 wound to deal 1 damage to your target.
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Rune of Sundering (Master): If you defeat an enemy, all other enemies gain Echo.
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Armour
Armour can represent anything from a mage's robes to full plate armour to a strong shield. Characters without armour add â—¼ to attacks that target them.
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Armour has a quality determined by the material used to make it. Armour carries the following quality tags:
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Common (Material: None): Armour without a quality tag does not confer any bonuses (but does remove the penalty).
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Fine (Material: Fine Steel): Add â—» to any attacks that target you.
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Masterwork (Material: Mithril): Add ◻◻ to any attacks that target you.
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Additionally, armour can have a rune tag. Armour with a rune is considered magical.
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Rune of Impulse (Advanced): If an enemy who is attacking you gets ▽▽▽, they become Exposed.
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Rune of Protection (Advanced): At the start of combat, you become Protected.
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Rune of Veiling (Advanced): Others see your archtype as Novice during combat.
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Rune of Vigor (Advanced): You can not become Stunned.
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Rune of Reflection (Master): If an enemy who is attacking you gets ✧✧, they gain Echo.
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Rune of Rumination (Master): If an enemy’s attack brings you to 0 HP, they become Stunned.
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Trinkets
Trinkets typically represent items like rings or necklaces, but can broadly be any sort of accessory. All trinkets are magical in nature. A character may have up to two trinkets equipped at any given time.
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Trinkets are one of the following types:
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Nimble (Material: Arcstone): You can not receive negative conditions during the first round of combat.
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Grim (Material: Arcstone): Once per combat, as a Quick action, choose a target other than yourself. That target becomes Frightened and Dismayed.
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Pure (Material: Arcstone): Once per combat, as a Free action, you may clear all your conditions.
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Surefire (Material: Arcstone): Once per combat, if you have less than ▲▲ on a check, you may set your results to ▲▲.
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Enduring (Advanced, Material: Arcstone): Once per combat, if you would go to 0 HP you go to 1 HP instead.
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​Foetid (Advanced, Material: Arcstone): At the start of combat, all combatants (including allies) gain Echo.
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​Resourceful (Advanced, Material: Arcstone): The first consumable you use during each combat is not destroyed.
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​Adept (Master, Material: Arcstone): When defending against a Challenge check (including when you are attacked), your Expertise upgrades two ◇ dice instead of one.
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Generous (Master, Material: Arcstone): Once per combat, as a Quick action, choose a condition you have. Any number of other characters gain that condition.
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Swift (Master, Material: Arcstone): Once per combat, as a Quick action, become Frightened and regain your Standard action.
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Versatile (Master, Material: Arcstone): Gain +1 in all Abilities. (This can not bring you over the cap).
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Ensouled (Master, Material: Saultshard): Allows the character life beyond death (see Death and Resurrection).
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Consumables
Consumables represent any item that is used once and then destroyed. This can be potions, poisons, bandages, or similar. A character can only benefit from the effects of any given consumable type once per combat (ex. Using a second bandage in combat won't heal you.)
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Consumables are one of the following types:
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Bandages: Heals the recipient for 1 HP. If out of combat, heals for 3 HP instead.
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Net: Your target becomes Slowed.
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Smoke Bomb: Until the end of the recipient’s next turn, enemies do not upgrade â—‡ while contesting their flee.
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Malaise Poison: The next time the recipient successfully attacks an enemy, their target becomes Dismayed.
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Potion of Harmony (Material: Ortisia's Tear): The recipient clears all conditions.
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Potion of Healing (Advanced, Material: Ortisia's Tear): Heals the recipient for 2 HP.
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Potion of Sanctuary (Advanced, Material: Ortisia's Tear): The recipient becomes Protected and Roused.
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Potion of Recovery (Master, Material: Ortisia's Tear): Heals the recipient for 3 wounds.
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Lethargic Poison (Advanced, Material: Ventat's Root): The next time the recipient successfully attacks an enemy, their target becomes Slowed.
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Stagnant Poison (Advanced, Material: Ventat's Root): The next time the recipient successfully attacks an enemy, their target becomes Exposed.
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Terror Poison (Master, Material: Ventat's Root): The next time the recipient successfully attacks an enemy, their target becomes Frightened.
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Lingering Poison (Master, Material: Ventat's Root): The next time the recipient successfully attacks an enemy, their target gains Echo.
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Potion of Transformation (Advanced, Material: Saultshard): Swaps your character's sex. You can have used it in your backstory.
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Potion of New Beginnings (Master, Material: Saultshard): Allows for a full respec of a character.
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Consumables may additionally carry one of the following tags:
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Swift (Advanced): This may be used as a Quick action.
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Shared (Master): Using this on an ally will also apply the same effect to you.
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Twinned (Master): When using this consumable, you may use a second Twinned consumable at the same time.
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Resources​
Resources are items that are used to either add effects or unlock effects to choose (or both!) while crafting.
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Curios
Curios are small items with no mechanical effect. They can represent letters, signet rings, bags of coin, or dozens of other things. While there is no mechanical effect from them, they do have one small bonus: Curios always sell for their full value instead of half value.
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Crafting
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Overview
All characters are capable of crafting Curios, and while doing so may put any amount of silver into them by clicking on the cost. Curios sell for their full value, so if you put 200 silver into a curio, then sell it later, you'll get all 200 back. To craft other types of items, characters need one of the base crafting talents (Armourer, Tinkerer, and Wright). To craft more advanced items, characters need the advanced crafting talents (Artisan for Advanced items, Inventor for Master items).
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Materials
Materials make better items, or allow you to make items you wouldn't otherwise be able to. In the item list, you can see what all the base materials in the system unlock or provide, though people may find additional materials while adventuring that have different effects. These materials are not abstract ideas, you need to have a physical material item that you use while crafting.
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Costs
Crafting costs silver, and the way to determine the cost is a formula: Base Cost + Material Cost + Tag Cost
This might seem complicated, but don't worry, the crafting system calculates it automatically. The cost breakdown is:
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Base Cost:
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Weapons/Armour: 50 silver.
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Trinkets: 100, 300 (Advanced), or 700 (Master) silver.
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Consumables: 20, 50 (Advanced), or 200 (Master) silver.​
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Material Cost:
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Fine Steel: 100 silver.​
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Mithril: 400 silver.
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Arcstone: 100 silver.
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Saultshard: 800 silver.
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Ventat's Root: 100 silver.
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Root Extract: 400 silver.
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Ortisia's Tear: 100 silver.
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Refined Tears: 500 silver.
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Tag Cost:​
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Advanced Runes and Consumable Tags: 25 silver, plus 25% of the material cost.
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Master Runes and Consumable Tags: 50 silver, plus 50% of the material cost.
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The item's value is the cost plus the cost of the material again. For example, if you crafted a weapon with Fine Steel and an advanced rune, the cost would be 50 (base) + 100 (material) + 25 (tag) + 25 (25% of material from tag), which is 200 silver. However, the value of the crafted item would then add the material cost again, so the final value would be 300 silver.
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Process
To start crafting, find a crafting station and click on it. The crafting menu will pop up on your HUD. Then follow these steps:
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Select your item category (Weapon, Armour, Trinket, Consumable, Curio)
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Select your item's name.
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Add a material (optional for Weapons, Armour, and Consumables, mandatory for Trinkets).
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Select a type (for Trinkets and Consumables).
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Add a tag (optional, for Weapons, Armour, and Consumables)
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Select an icon.
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Select an icon colour.
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Set a custom cost (optional, for Curios).
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Finalize your item.
