4671 Universe

Items, Equipment & Legacy

Item Card Layout

  • Name, Type (Weapon/Armor/Consumable/Artifact/Tool)
  • Era Symbols (P/M/V/PM/Mo/A/S)
  • Rarity (Common–Legendary)
  • Stats (damage, range, hands, reload; armor bonus, soak, traits)
  • Traits, Weight (W), Description/Lore
  • Usage Restrictions
  • Legacy Area (stickers)

Carrying & Encumbrance

  • Carry Capacity: 20 + (Vigor × 2) weight units.
  • Light: ≤ Capacity (no penalty).
  • Heavy: ≤ Capacity + 10 (Speed -1, Agility checks -1).
  • Overburdened: > Capacity + 10 (Speed 0; drop gear or collapse).

Weight Examples

  • Tiny items (ammo, herbs): 0.1 W
  • Tools: 1–2 W
  • Rifles: 3 W
  • Heavy armor: 6–8 W

Armor

Defense & Soak

  • Armor Bonus improves avoidance.
  • Soak reduces incoming physical damage.
  • Agility Cap: heavy armor limits Agility contribution.

Armor Categories (examples)

Category Armor Bonus Soak Agi Cap Str Req Check Pen Speed Pen Traits W
Clothes +0 0 0 0 Silent 0.5
Light (leather) +1 1 +4 0 0 Finesse-friendly 2
Medium (brigandine) +2 2 +2 1 -1 -1 Bulky 4
Heavy (plate) +3 3 +1 2 -2 -1 Clanking, Hindrance on Stealth 7
Riot/Exo (Mo) +2 4 +1 2 -2 -1 Integrated comms 8
EVA (S) +1 2 +2 -1 0 Vacuum-rated, O₂ dependent 5

Shields

  • Buckler: +1 DEF, free hand interactions OK.
  • Kite/Riot: +2 DEF front arc; Block Reaction: reduce damage by Soak 2, shield loses 1 Durability. Repair during rest (Crafting).

Weapons

Stat line: Damage | Range | Reload | Hands | Traits | W

Common Traits

Accurate, Area (cone/line/blast), Bleed, Brutal, Concealable, Finesse, Heavy, Non‑Lethal, Pierce/Slash/Bludgeon, Reach, Scatter, Silent, Stun, Versatile.

Ammunition & Reload

Track ammo by magazines/clips/quivers. Reload is a Minor unless noted.

Era Restrictions & Cross‑Era Effects

  • Default: Use only items matching the era symbol in play.
  • Past → Future: older items are reliable but under‑powered in combat (treat as artifacts or apply narrative value).
  • Future → Past: overpowered, illegal, and attention‑drawing. Expect narrative consequences.

Apocalypse (A) Expansion

  • Past → A: older weapons prized (no ammo needs), reliable.
  • Mo → A: strong but fuel/battery gated; using them increases Encounter Risk.
  • A → Past/S: primitive curiosity in Space; revered relic in Past; no stat edge unless the story says otherwise.

Legacy System

Legacy Stickers (LS)

Earned via milestones, finales, Hardcore legacies, or Story Pack outcomes.

Slots by Rarity

  • Common 1
  • Uncommon 2
  • Rare 3
  • Epic 4
  • Legendary 5

Examples

  • +1 Damage
  • +1 to Hit
  • Durability +3
  • Balanced (Finesse)
  • Blessed (relic proximity +1)
  • Cursed by the Beast (Edge vs monsters; Hindrance vs innocents)
  • Wisp‑Etched (see rifts; +1 Insight Save)
  • Heirloom (cross‑era narrative exception)
  • Kill‑Tally (+1 damage after first kill each scene)

Fusion & Upgrading

At a workbench (era‑specific), combine two items of the same type and rarity. Roll Crafting DC 14–18:

  • Success: create a higher‑tier item with +1 LS slot (max Legendary).
  • Failure: lose 1 LS at random.

Maintenance

At the end of a session, roll d20. On a 1, a frequently used item loses 1 Durability (weapons) or gains Squeak/Glitch (armor/tech). Repair via Crafting + parts.