Glowlanders generally have to travel light, taking only the barest necessities.
A character’s carrying capacity is represented by a grid, six squares tall and eight across; the number of columns you can use is represented by your Forceful. Each item’s size shows how many squares tall and wide it is; arrange them as you please. If you have multiples of the same item, you can stack them on top of each other. The number of times you can stack them on top of each other is listed in the brackets next to its size.
For example, Daggers are listed as 1x2 (5). That means they take up 2 squares in total in a line, and you can stack up to five of them in the same 2 squares.
When you are selling an item, by default you sell it for half of its cost; merchants who like you may favour you with more generous prices, and you can use Forceful+Empathetic to attempt to haggle with those you are bartering with.
Breaking: This covers weapons such as maces, clubs and warhammers. A breaking weapon ignores half of a target’s armour (rounding down).
Charged: A charged weapon is powered by an energy cell.
Clumsy: This covers weapons that can be difficult and awkward to wield. A character making an attack with a clumsy weapon does not add their Precise to the attack roll.
Energy: Energy weapons are relics from before the Unmaking, or simpler facsimiles made by cunning gunsmiths. They fire bolts of searing light, or sheathe a weapon in a burning field of focussed energy. Whenever an energy weapon deals damage, its wielder rolls their damage dice twice and uses the highest result. All energy weapons require power cells; a melee energy weapon uses up a Power Cell for each Scene of sustained use, while a ranged energy weapon uses up a Power Cell once it has made as many shots as are in its bracketed value. Replacing an energy weapon’s spent Power Cell uses a single action. The energy tag can be applied to any melee weapon; if it is, it triples that weapon’s cost.
Heavy: A heavy weapon deals an extra 2 damage.
Intimate: This covers weapons such as daggers, caetuses and knuckledusters. A character wielding a weapon with the Intimate tag has Advantage against characters Retaliations with the Reach tag if they are Engaged with the target. However, when wielding it against a character that does not have this tag, they have disadvantage while Engaged with them unless that target also has the Intimate tag.
Piercing: This applies to weapons such as muskets, daggers and morningstars. A piercing weapon ignores 1 armour.
Quick: This applies to lightweight weapons that can be wielded using agility. When using a Quick weapon in melee combat, you use Graceful+Precise to attack rather than Forceful+Precise. You still deal damage using your Martial Mastery.
Ranged: Either close, medium, far or extreme. Attacks made against a character in engaged or intimate range with have DIsadvantage. Damage from weapons with the Ranged tag is dealt using your Skill Mastery.
Reloading X: Whenever you attack with a reloading weapon, you must use that many actions to reload it before you can attack with it again. These actions do not need to be consecutive.
Relic: This is an ancient and valuable piece of technology dating before the Unmaking. While it is powerful, it is also worn with time and prone to breaking. Whenever you use a Relic item, test your Skill Mastery once. If you fail, it breaks and you must spend one Provision and either use an action to make a Creative+Astute (14) roll to fix it, or spend a Catch Breath to repair it without needing to roll. Attempting to repair a relic item uses up one Provision regardless of whether you succeed or fail.
Reach: A weapon with the Reach tag can be used to make melee attacks against a character within range 0 rather than Engaged range. When doing so, and the target also doesn’t have the Reach tag, the attack has Advantage. Multiple instances of Reach do not stack.
Shocking: Weapons with the Shocking tag are coated with a crackling field of electricity, which can stun anything they hit and overload nervous systems. If an attack is Critically Successful, a Shocking Weapon deals an extra 1 damage and the target of the attack cannot take their next 2 Retaliations. If a PC takes 4 or more damage from a Shocking attack, they lose their next action on their next turn; if they take this damage in multiple instances of four, they lose that many actions (i.e. taking 8 Shocking damage means they lose 2 actions).
Scorching: A Scorching weapon roars with flame, either magical or alchemical. If you successfully make a scorching attack, then the target is set ablaze. They gain 1 Strain at the start of each Round, and must use a Retaliation to put themselves out. This effect does not stack. If a PC takes damage from a Scorching attack, they take 2 damage that ignores armour at the start of their next turn, and must use an action to make a Graceful+Defiant (8) roll to extinguish the flames).
Thrown: Thrown weapons can be used both up close and at range, and can be used to make both melee and ranged attacks that deal damage with your Martial and Skill mastery respectively. Using a Thrown weapon to make a ranged attack against a target you are Engaged with still inflicts Disadvantage on your roll, but will deal damage with your Skill Mastery as normal.
The Protection rating of armour reduces how much damage you take by that amount.
An armour’s size only applies to a character’s inventory when it’s being carried; when it’s being worn it is does not take up space. Shields, like other held objects, take up spaces.