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WEAPONS & EQUIPMENT

Each character starts the game with both a Primary and Secondary weapon from Tables 16-19. 
Any weapon that requires ammunition starts with 1d3 reloads. 
They also begin with one piece of equipment from Table 20: Equipment, and an Incidental item that does not contribute to combat but adds some in-game benefit or helps develop the character, such as a map or a pocketknife. 
If players do not write items on their character sheet, those items do not exist in the game


CONDITION & UPKEEP

Items are all in one of 5 Condition states - Pristine, Used, Worn, Damaged, or Broken. 

 

 


Regular usage will cause no change of condition but if an item is subjected to heavy, sustained, prolonged, or rough use, it will require an Upkeep check. 
An Upkeep check uses Mechanic*, Tinkerer, or a weapon related skill, such as Ranged Combat, Melee Combat, Heavy Weapons, Demolitions*, or Weaponsmith*.
Success (9-13): There is no change to the condition of
the item. 
Wild Success (14+): The condition of the item is raised by 1 level, to a maximum of Used.
Moment of High Insight (6+6): The condition of the item is raised by 2 levels, to a maximum of Used.
Failure (4-8): The condition of the item is reduced by 1 level.
Dire Failure (0-3): The item breaks immediately.
Moment of Low Insight (1+1): The item breaks immediately, doing 1 WP damage to the character.

Items are all in one of 5 condition states – Pristine, Used, Worn, Damaged, or Broken. 


Regular usage will cause no change of condition to the item but if there is heavy, sustained, prolonged, or rough use of them item, it will require an Upkeep check.
 

A successful Mechanic* or Tinker check means the item remains in its current condition. 
 

A Wild Success or Moment of High Insight raises the condition by a level (to a maximum of used). 
 

On a Failure, the item drops a level of condition.
 

On a Dire Failure or Moment of Low Insight, the item breaks immediately. 
 

If an item is Broken, it can only be returned back to Damaged.

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TRAITS

Certain weapons and pieces of equipment have Traits. Items can have multiple Traits.
These traits are Automatic Burst, Blast Radius, Burning, Close-Up, Cumbersome, Stunned, Tracking, and Unwieldy (see Table 15: Item Traits). 
Some traits have a number in parenthesis, such as Automatic Burst (3). The number is how many rounds or charges the item uses. 
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