Equipment

Carrying Items

Equipment ranges from food, tools, armor, weapons, trade goods, and much more. These items can be used in any way which is reasonable to the imagination, though most items have specific purposes. If you are unsure of what an item can do, check its description. Even weapons, which are most simply used to attack, have special properties and varying statistics you should know. Your equipment is tracked on the inventory section of your character sheet. Tracking your equipment and how much you can carry is an important part of the challenge of adventuring in Mossflower.

A character's carrying capacity is determined by the inventory slots on their character sheet. The inventory has at least 8 pack slots and 8 pouch slots.

Pack

The pack slots are your main inventory. Any item may fit into a pack slot. Characters have 8 pack slots and gain an additional slot for every 2 points of the Brawn attribute.

Pouches

Pouch slots help you carry small items. All characters have 8 pouch slots. As aided by the host's judgment, any items which could reasonably fit into a small purse or large pocket and are not remarkably heavy may take a pouch slot. Larger or heavier items must go in a pack slot.

Encumbered

You can expand your pack's carry capacity by placing two items in a single pack slot. You can also opt to use armor or weapons for which you do not meet the Brawn requirement. However, when you are doing any of this, you are encumbered.

While encumbered, all uses of Spirit Points cost 1 extra point, and you have a -1 penalty on any checks which may be affected by carrying too much restrictive weight.

Equipment Damage

Over time, your equipment will suffer wear and tear from your adventures. You must check for equipment damage in the following circumstances:

  • To weapons when you get a Squeak on an attack roll
  • To armor when you are bloodied in battle
  • To tools when you first benefit from using them in a game session
  • The host can also require an equipment damage check at their discretion

To check for equipment damage, roll a d20. On a result of 1-5, the item is damaged. On your character sheet, mark a damaged item with a slash / on the D in its inventory slot. Damaged items are usable, but the initial damage warns of an impending break.

If a damaged item becomes damaged again, it becomes broken. Cross the slash to form an X to mark a broken item. A broken item cannot be used until it is repaired.

The breaking of items is not always literal. Damaging and breaking an item such as a cartographer's kit is more representative of gradually running out of key components in your kit as you use its materials and put wear on its tools.

Buying Repairs

To fix a damaged item, you must pay a skilled crafter suitable for the item in need of repair. This typically costs 10% of the item's value and takes one day to complete. To fix a broken item, you must typically pay half the item's value and wait five days.

Self-Repair

Some characters may repair damaged (not broken) items themselves using certain tool kits with the Crafting skill. The most common example is using a Maintenance Kit to repair damaged armor and weapons. To make a self-repair attempt, make a Brains check against a DC of 2 + 1/10th the item's value (max 10) and consult the below results. After, make an equipment damage check on the tool kit you used.

Amaze As Pass, but you also do not make an equipment damage check on your tool kit.
Pass You repair a damaged item.
Squeak As both Pass and Fail.
Fail Make an extra equipment damage check on your tool kit.
FOPP The item you tried to repair is broken.

Masterwork Items

Some items are made of the finest materials and craftsmanship. These are called masterwork items. Masterwork items have double the value of a standard item of its type. The benefits of masterwork status varies by the item type.

See Also