Sell Items[edit | edit source]
Heroes can sell any item (even magical) at any location. They sell stuff for half its value, round UP.
Breaking Roll[edit | edit source]
Shows the chances the item has to break e.g. after a critical failure, on a hit by Larger Character or Magic Projectile. If the result of the roll (1D6) is equal to that number the item will be broken and rendered useless.
Equipment Cards[edit | edit source]
|J||Shield Pushing||Ability to push after winning a Combat roll as a defender.|
|K||Breaking Roll||Breaking roll after blocking an impact|
|L||Penalties||Penalties to the bearer's attributes.|
|M||Armor||Increase of the wearer's armor value|
|N||Type of armor||Light or Heavy|
|O||Damage||Indicates the number of damage dice that are rolled when using the weapon, once the user has managed to hit . Example: if you see the +2, it means that +2 extra damage dice will be rolled, plus as many dice as the user's Strength. On the other hand, if it indicates =4 it will mean that 4 damage dice are rolled, independently of the user's Strength .|
|P||Target's armor||The Target's armor is reduced by 1. Note that there are not too harmful weapons that increase target's armor in 1.|
|Q||Reload||An Action is required to reload the weapon in order to use it in a later turn. If two weapons that require reloading are used at the same time (e.g., firing two handguns at the same time) the user will need to use two Actions to reload them before they can be fired again.|
|R||Range||Shows the maximum range of the weapon, expressed in squares. If x3 is so expressed, it means that the maximum distance will be the result of multiplying the thrower's Strength by 3.|
|S||Breaking roll||Shows the chances the weapon has to break after a critical failure. If the result of the roll (1D6) is equal to that number the weapon will be broken and rendered useless.|
|T||Detonation||The detonation of gunpowder weapons attracts the attention of enemies. For that reason, for each weapon of this kind used by the group of heroes during a combat, the Dark Player will get a +1 Initiative modifier for the next encounter against the heroes. In addition, the gunpowder weapon causes 1 damage die to the shooter who gets a critical failure.|
|U||Uncommon||Objects whose commercialization or manufacture is so difficult that they are only present in certain places. They can be acquired during the resting periods between independent quests or during the campaigns, but only in Cities or Castles. In order to do so, a hero must roll 2D6 and get a result equal to or higher than the difficulty value indicated on the card of the object. Heroes may only make one attempt for each item during each stay in a City or Castle.|
|V||Weapons' properties and different uses. Note that the mechanics and modifiers of the weapons try to emulate their actual use. A bastard sword could be used as a two-handed sword or else as a rapier to pierce enemy armor.|
|J||Shield Breaking||Weapon capable of breaking shields|
|K||Long-Range Weapon||this type of weapon expands the bearer's Melee Range to 2 squares instead of 1|
|L||Unarmed||An unarmed character without any natural weapons (horns, claws, fangs) will use this card.|
Card Limit[edit | edit source]
If the heroes search an element and the object they find is not available because there are no more such cards in the deck, then they will not have found that item (they will not be able to replace it with another one). The same thing will happen when they want to acquire objects in blacksmiths, markets, etc. They must stick to the number of cards (subject to any exceptions the Dark Player may wish to apply to meet certain backgrounds or special situations).
The Dark Player is not limited in this way. He can equip his characters with as many as items as needed without caring about the number of cards left in the decks.