Chapter 11: Equipment
Quality scale, weapon and armor categories and properties, Coiltech and Magcells, accessories, Masterwork and Legendary items, pack capacity, and buying-and-selling rules.
Design Principles
- Equipment is progression.
- Inspiration teaches skills.
- Gear improves Stats, survivability, and tactical options.
- Item category defines damage, AP, hands, range, capacity, or function.
- Quality defines Stat modifier or accessory bonus.
- Properties define special behavior.
- There is no global equipment stat bonus limit. The Foreman adjudicates edge cases.
- Proper gear is expensive. Quality 0 is professional-grade, not common.
Equipment Anatomy
Equipment has three layers:
- Category: Damage, AP, hands, range, capacity, or basic function.
- Quality: Adds or subtracts from a Stat, or determines an accessory bonus.
- Property: Adds special behavior: Coiltech, Overwhelming, Arcane Conduit, Concealable, Collapsible.
Example: Fitted Coiltech Light Ranged Weapon.
- Category: Light Ranged, damage 3, one hand, Nearby range, occupies shield slot.
- Quality: Fitted, +1 Dexterity while used.
- Property: Coiltech, may spend Magcells for powered effects.
Quality modifiers are applied only when the item is being used in the relevant way. Weapon quality modifies checks made with that weapon. Armor, shields, prosthetics, and accessories modify the relevant Stat while worn, equipped, or attached. Carrying an item is not enough to gain its quality modifier.
Quality
Use the -3 to +3 scale because it maps directly to the mechanical Stat modifier.
| Quality | Name | Stat Modifier | Meaning | Availability |
|---|---|---|---|---|
| -3 | Scrap | -3 | Barely functional, broken, trash-built. | Trash, battlefield debris, desperate scavenging. |
| -2 | Battered | -2 | Rusted, cracked, warped, poorly maintained. | Desperate people, bandits, slums. |
| -1 | Rough | -1 | Usable but bad. | Common early Contractor gear. |
| 0 | Proper | +0 | Professional and reliable. | Military, wealthy, guild-backed, institutional. |
| +1 | Fitted | +1 | Made for user or unusually balanced. | Commissioned, elite loot, specialist craft. |
| +2 | Masterwork | +2 | Rare, exceptional, often unique. | Boss-tier loot, faction treasure, major reward. |
| +3 | Legendary | +3 | Campaign-defining and nearly game-breaking. | Named relic, unique Coiltech, legendary craft. |
Quality Cost Guidance
| Quality | Cost Guidance |
|---|---|
| -3 | Cheap. Often found, not sold. |
| -2 | Moderate. Bad gear, pawn-shop gear, militia castoffs. |
| -1 | Expensive. Usable but visibly poor. |
| 0 | Very Expensive. Professional gear beyond normal starting Contractors. |
| +1 | Extreme. Commissioned or acquired through serious risk. |
| +2 | Not normally purchasable. Major faction, rare craft, or important loot. |
| +3 | Not purchasable. Campaign object. |
Stat Tags
- Dexterity: Weapons, ranged weapons, shields, mobility gear, precision gear.
- Constitution: Armor, prosthetics, braces, heavy structural gear.
- Intent: Staffs, rings, amulets, casting gear, focus items.
- Spirit: Cloaks, amulets, rings, recovery gear, paca-related gear.
Weapons
| Category | Damage | Hands | Shield Compatible? | Range | Base Property |
|---|---|---|---|---|---|
| Improvised | 1 | 1 | Yes | Adjacent | Fragile |
| Light Melee | 2 | 1 | Yes | Adjacent | Armor Penetration |
| Standard Melee | 3 | 1 | Yes, unless used two-handed | Adjacent | Versatile |
| Two-Handed Melee | 5 | 2 | No | Adjacent | Overwhelming |
| Staff | 2 | 2 | No | Adjacent / Nearby magik | Arcane Conduit |
| Light Ranged | 3 | 1 | No, occupies shield slot | Nearby | Quick Draw |
| Heavy Ranged | 4 | 2 | No | Far | Aim |
| Throwing | 2 | 1 | Usually | Nearby | Consumable |
Weapon Properties
| Property | Rule |
|---|---|
| Armor Penetration | Against creatures, minimum 1 damage gets through on a successful hit, even if AP would reduce damage to 0. Against Contractors, count the hit as 1 damage higher for protection break purposes after any ignored AP is handled. |
| Versatile | Can be used two-handed for +1 damage. |
| Overwhelming | Ignores shield AP for break purposes. |
| Arcane Conduit | Can deliver Channel or Surge at Nearby range. |
| Quick Draw | Fire and reload as one Action. |
| Aim | Spend one Action aiming to gain advantage on the next Strike with this weapon. No default disadvantage. |
| Fragile | Breaks easily or suffers a fitting consequence on Critical Failure. |
| Concealable | Can be hidden on the body without obvious suspicion. |
| Silent | Does not reveal the attacker through sound. |
| Brutal | On Critical Success, add +1 damage after AP. |
| Collapsible | Can be carried disguised or folded. Deploying costs one Action unless +1 or better. |
| Coiltech | Uses Magcells to produce powered effects. |
Armor
Armor provides AP and modifies Constitution through quality.
| Armor Type | AP | Dexterity Penalty | Quality Stat | Quality 0 Cost Guidance |
|---|---|---|---|---|
| Light Armor | 1 | 0 | Constitution | 200 Scrip / Very Expensive |
| Medium Armor | 2 | -1 Dex | Constitution | 350 Scrip / high Very Expensive |
| Heavy Armor | 3 | -2 Dex | Constitution | 600+ Scrip / Extreme |
| Coiltech Armor | Base armor + Coiltech | varies | Constitution or Intent | 1000+ Scrip / Extreme+ |
Heavy armor requires Constitution 20+ to use effectively. Without Heavy Armor Mastery, it imposes -4 Dexterity and disadvantage on physical Skill Checks.
Shields
Shields provide AP and modify Dexterity through quality. Block still uses Constitution.
| Shield Category | AP | Base Dex Penalty | Quality Stat | Notes |
|---|---|---|---|---|
| Light Shield | 1 | 0 | Dexterity | Fast, easy to carry, low protection. |
| Standard Shield | 2 | 0 | Dexterity | Reliable defensive hand-slot option. |
| Heavy Shield | 3 | -1 Dex | Dexterity | Bulky, high protection, can make low-Dex characters immobile. |
Shield Examples.
| Example | AP | Dexterity Modifier |
|---|---|---|
| Scrap Light Shield | 1 | -3 Dex |
| Rough Standard Shield | 2 | -1 Dex |
| Proper Standard Shield | 2 | +0 Dex |
| Fitted Light Shield | 1 | +1 Dex |
| Masterwork Heavy Shield | 3 | +1 net Dex |
| Legendary Heavy Shield | 3 | +2 net Dex |
If shield, pack, armor, wounds, or other penalties reduce Dexterity to 0, the character is immobile.
Coiltech and Magcells
Coiltech is a property. Any weapon, armor, shield, prosthetic, or accessory can be Coiltech if the Foreman allows it.
- Magcell: Rules term. Short for magik cell.
- Charge: Casual speech. "I have two charges left."
- Majicoil Cell: Formal corporate or military term.
Coiltech armor and Coiltech shields should not feel redundant. Armor protects the wearer. Shields protect space, allies, and the line.
| Coiltech Item | Powered Effect |
|---|---|
| Weapon | Spend 1 Magcell before the attack. On hit, ignore AP. |
| Armor | Spend 1 Magcell when your armor would break, or when an attack would deal HP damage while the armor is intact. The armor vents the impact. Prevent the HP damage from that hit and ignore one armor break from that hit. |
| Shield | Spend 1 Magcell when you respond to an attack against yourself or an ally within reach. Project a barrier through the shield. You may Block that attack even if you are not the target. On success, the attack is stopped. On failure, the shield takes the damage before the target does. |
| Prosthetic | Spend 1 Magcell to ignore the Motivation cost of one action using that prosthetic. |
| Accessory | Spend 1 Magcell to ignore the Motivation cost of one modifier tied to the accessory's Stat. |
Coiltech items, especially +2 or +3 Coiltech items, should look obviously unnatural, restricted, altered, or dangerous. A Coiltech weapon might be overtaken by magik, threaded with glowing veins, half-organic crystal growth, impossible heat shimmer, floating components, whispering coils, or other out-of-this-world features. Using one should leave evidence, attract attention, or create repair problems when that makes sense.
Accessories
A Contractor can wear one cloak, one amulet, and one ring. Accessories are the simple non-weapon, non-armor Stat-growth lane. They do not use negative quality in normal loot tables.
- Cloak: Dexterity, Constitution, or Spirit. Movement, concealment, weathering, morale, presence.
- Amulet: Constitution, Intent, or Spirit. Protection, focus, recovery, oath, identity.
- Ring: Dexterity, Intent, or Spirit. Precision, focus, control, social or magik resonance.
Accessory Quality:
- 0: No Stat bonus. May have narrative value or minor utility.
- +1: +1d4 to one rolled or chosen Stat.
- +2: +2d4 to one rolled or chosen Stat.
- +3: +3d4 to one rolled or chosen Stat, plus likely unique property.
Roll a d4 for the Stat:
- 1: Constitution.
- 2: Dexterity.
- 3: Intent.
- 4: Spirit.
The Foreman may roll or choose. Roll for loot. Choose when the item has a clear identity. Negative accessories exist only as cursed, deceptive, damaged, parasitic, fake, or story-relevant items.
Masterwork and Legendary Items
Masterwork and Legendary items should not feel like generic stat sticks. A +2 item should usually have one unique property and a clear visual identity. A +3 item is a campaign object: named, recognizable, dangerous to own, and tied to the campaign's factions, history, or future consequences.
Rare gear should be visually obvious. A Masterwork blade might have an impossible balance, a visible maker's mark, a strange alloy pattern, a ceremonial grip, or a reputation that reaches the room before the Contractor does. Legendary gear should have a name, reputation, visible signature, and consequences for carrying it.
Coiltech rare gear should be even harder to hide. A +2 or +3 Coiltech item might be overtaken by magik, threaded with glowing veins, half-organic crystal growth, impossible heat shimmer, floating components, whispering coils, or industrial parts that keep moving after the user stops. It should look restricted, altered, or dangerous.
The danger of owning rare gear should be explicit. Majicoil may hunt for it. Factions may recognize it. Thieves may target it. Repairs may require illegal specialists. Using it may leave evidence, attract attention, damage reputations, or escalate the campaign.
| +2 Item | Possible Property |
|---|---|
| Masterwork Sword | Once per scene, a successful Strike also disarms. |
| Masterwork Bow | Deadeye Groove: when you Aim, gain advantage and +1 damage on the next hit. |
| Masterwork Bow | Pinning Shot: once per scene, a successful hit prevents the target from Moving until its next turn. |
| Masterwork Staff | Channel and Surge through it at Far range instead of Nearby. |
| Masterwork Armor | Once per scene, ignore the first gear break. |
| Masterwork Shield | Can protect an adjacent ally without spending Motivation. |
| Masterwork Cloak | Once per scene, turn a failed Move into success without Pushing. |
| Masterwork Amulet | Once per Camp, restore +1d5 extra Motivation. |
| Masterwork Ring | Once per scene, reduce one modifier cost by 5. |
| +3 Item | Possible Effect |
|---|---|
| Named Two-Handed Melee Weapon | On Critical Success, destroy shield or armor outright. |
| Legendary Staff | Channel and Surge do not require line of sight if the target has been Focused this scene. |
| Legendary Armor | First attack each combat automatically fails against the wearer. |
| Legendary Cloak | Wearer may vanish from sight once per scene without rolling. |
| Legendary Ring | Adds +3d4 to a Stat and has one Coiltech-like powered effect without needing Magcells. |
| Legendary Prosthetic | Fully replaces the lost limb and grants an additional property beyond restoration. |
Packs and Cargo
| Container | Capacity | Dexterity Penalty | Notes |
|---|---|---|---|
| No Pack | 3 items | 0 | Pockets, belt scraps. Hands are separate. |
| Small Pack | 6 items | -1 Dex | Light Contractor pack. |
| Medium Pack | 10 items | -2 Dex | Standard road pack. |
| Large Pack | 15 items | -4 Dex | Bulky, obvious, bad in combat. |
If the party is not surprised, a Contractor may drop their pack for free before combat to reduce the dexterity penalty. If they flee, abandon the field, or lose the scene, the pack may be lost.
Hands and Capacity
Capacity measures what a Contractor can carry secured on their body, belt, pockets, straps, or pack. Hands are separate.
A Contractor can hold one one-handed item in each free hand. A held item does not need to fit in capacity while it remains held, but that hand is occupied.
If the Contractor wants to stow the item, free the hand, climb, use a shield, use a two-handed weapon, carry another object, or travel with the item secured, the item must fit in capacity or be carried by an ally, Paca, cart, wagon, or left behind.
A shield occupies one hand. A two-handed weapon occupies both hands. A Light Ranged weapon occupies the shield slot as normal.
What Counts as an Item
| Item | Rule |
|---|---|
| Weapon | 1 item. |
| Shield | 1 item. |
| Ration | 1 item. |
| Alcohol | 1 item. |
| Road Kit | 1 item. |
| Tool bundle | 1 item. |
| Crystal Shards | 3 per item slot. |
| Magcells | 3 per item slot. |
| Arrows/Bolts | 10 per item slot. |
| Worn armor | Does not count against pack capacity while worn. |
| Wielded weapon or shield | Counts against capacity. |
| Attached prosthetic | Does not count against capacity while attached; 1 item if carried. |
| Small valuables | Foreman judgment; bundle when reasonable. |
| Repair supplies | 1 item. Consumed to repair one broken mundane item automatically at Camp when appropriate. |
Identifying Gear
A Contractor does not automatically know quality or unique properties. They can learn by using the item in a meaningful situation or asking an expert.
Buying and Selling
| Transaction | Rule |
|---|---|
| Buy -3 to -1 gear | Possible in poor markets, scrap stalls, pawn shops, black markets. |
| Buy Quality 0 gear | Very Expensive. Requires military, guild, wealthy, or professional supplier. |
| Buy +1 gear | Extreme. Usually commission-only or elite resale. |
| Buy +2 gear | Not normally purchasable. Requires major faction, rare craft, or boss-tier loot. |
| Buy +3 gear | Not purchasable. Campaign object. |
| Sell ordinary loot | 25% listed value. |
| Sell clean valuable gear | 50% listed value if a buyer exists. |
| Sell restricted Coiltech | 10-40% listed value, plus risk. |
| Commission gear | 75% listed value if the party provides rare materials. |
| Repair gear | Cheap to Moderate for mundane gear, Expensive+ for Coiltech. |
Chapter 10: The 12 Skill Trees
Organization of the four Stat groups, the four Stat 20+ Masteries, the twelve skills with their verbs and modifiers, and the Master Modifier Reference.
Chapter 12: Crystal Shards, Magcells, and Consumables
The five Core Consumables, how Crystal Shards trade between HP and Motivation, how Magcells power Coiltech, how to harvest shards from mutated creatures, and how to track ammunition by bundle.