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.