Magical Clothing
Magical clothing is a great way to enhance your power by allowing you a level of use of your facets that does not come naturally. The terms on this sheet are as follows:
Outfit Name: Simple enough. It’s what the outfit is called.
Covers: What parts of the body the outfit covers. Remember: Head, Eyes, Neck, Shoulders, Torso, Arms, Legs, Feet. These are all abbreviated by their first letter. Outfits that cover the torso also provide armor to the character. Using armor is described on page 48.
Facets: What facets the outfit allows you to use. The levels of facet the outfit unlocks is directly after the name of the facet. If the level reads “UL” then you may use all your levels in that facet with that outfit.
Armor: If an outfit covers the torso, it provides armor. When your character is hit, roll the armor dice with the defense roll and take the highest. If you’re wearing two outfits that provide armor, you may choose which to roll with your defense roll.
Price: This is the cost of the outfit in dollars. Pretty self-explanatory.
Shields
Shields are a great way to keep from getting damaged in the first place. Here is a list of the shields you’re most likely to find in the stores that sell that sort of thing. Individual statistics for each shield work as follows:
Shield Name: Shows the most commonly-used name of the shield. It may be called other things, but most shields have similar functions.
Skills: Which skills you may choose between to use the shield. The skill chosen needs to be one either the specialty or one of the subjects of any of your active facets, otherwise you cannot use the shield to any degree of effectiveness.
B/P: Shows whether the shield in question can be used to block or parry. Shields with a B can be used for blocks, and shields with a P may be used to parry.
Cost: How much the shield costs. Keep an eye out for sales and the ever-popular free shield left on the side of the road or next to a pile of scattered bones while you’re out adventuring!
Hands: How many hand actions it takes to use the shield. All the required hand actions must be used in the same turn, so a 2-handed shield would need two hands to use. I suppose it seems more obvious when I say it that way.
Melee Weapons
If you want to prepare for battle, getting a good weapon to bring along should probably be one of the first steps. Here’s a list of the melee weapons commonly available in stores around the city. The list works as follows:
Weapon Name: The most commonly used name for the weapon. If it’s in bold, it means it’s a weapon group. After the list, the shopkeeper is going to tell you about each and every one of these.
Skills: The skills used when handling this weapon. Remember that you may choose either of the skills listed, and if the skill on this chart is marked with a -1, that skill is considered 1 lower when attacking with this weapon. It’s definitely preferred to choose a skill that is the specialty or one of the subjects of one of your facets, as if you choose a skill that is not, you cannot use attack stances (see below).
F/P/S: Whether the weapon can be used to make Fast, Precise, or Strong attacks. These are necessary to use particular stances. Weapons with an F in this category can be used with a fast stance. Likewise, if they have a P here, they can be used in a precise stance, and if they have an S, they can be used in a strong stance. Weapons can have more than one letter in this category, or even all of them. In order to use attack stances with the weapon, you must have at least one level in an active facet that has one of the weapon’s skills as its specialty or subjects.
Damage: The damage the weapon deals if it hits. Usually this has a stat in it, that’s the stat of the person using the weapon. Remember, use the highest die unless there is a + before the d in your die types. Note that this means that different die types are separated by + symbols and are therefore added. 2d6+2d10 means to roll two 6-sided dice and two 10-sided dice, take the highest of each set, and add them together.
Cost: How much the weapon costs. They’re not cheap, but the 500 dollars you start out with should be enough to get you something useful. That is, of course, assuming you didn’t already spend everything on armor.
Hands: How many hands you need to use when holding the weapon. Some weapons are two-handed. If this is the case with your weapon, the rules for offhand wielding don’t apply if at least one of the hands holding the weapon is your primary hand. Understandably, 2-handed weapons require two hand actions to use, whereas one-handed weapons only need one. I wouldn’t have to say things like that except that it’s not obvious to everyone.
Speed: How heavy and slow to use or light and quick to use a weapon is. Add or subtract the speed stat from your initiative roll when you're holding the weapon.
Ranged weapons work much the same as melee weapons with the following stats added:
Ammo: How many times the weapon can be fired(That is, used to make an attack) before its ammo is exhausted and you must spend a hand action to replenish it. This represents reloading a clip, nocking another arrow, replacing a cartridge, swapping a cylinder, feeding a new belt, or so on.
Range: The range at which is it most easy to hit a target with the weapon. You can fire at targets at a farther range, but for each increment of that range, the to-hit roll is -1.
Burst: Certain weapons can be fired in bursts. The burst rating defines how many shots can be fired with a single attack. You may take up to that many shots, but for each shot past the first one, you take a -1 to hit, adding +2 to damage per additional shot in the burst if the attack hits.
*You must load this weapon as you fire it, meaning you can't be holding something in one of the two hands while firing it.
**Costs 5 times normal for the base ammo