Sword Staff

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.

QualityNameStat ModifierMeaningAvailability
-3Scrap-3Barely functional, broken, trash-built.Trash, battlefield debris, desperate scavenging.
-2Battered-2Rusted, cracked, warped, poorly maintained.Desperate people, bandits, slums.
-1Rough-1Usable but bad.Common early Contractor gear.
0Proper+0Professional and reliable.Military, wealthy, guild-backed, institutional.
+1Fitted+1Made for user or unusually balanced.Commissioned, elite loot, specialist craft.
+2Masterwork+2Rare, exceptional, often unique.Boss-tier loot, faction treasure, major reward.
+3Legendary+3Campaign-defining and nearly game-breaking.Named relic, unique Coiltech, legendary craft.

Quality Cost Guidance

QualityCost Guidance
-3Cheap. Often found, not sold.
-2Moderate. Bad gear, pawn-shop gear, militia castoffs.
-1Expensive. Usable but visibly poor.
0Very Expensive. Professional gear beyond normal starting Contractors.
+1Extreme. Commissioned or acquired through serious risk.
+2Not normally purchasable. Major faction, rare craft, or important loot.
+3Not 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

CategoryDamageHandsShield Compatible?RangeBase Property
Improvised11YesAdjacentFragile
Light Melee21YesAdjacentArmor Penetration
Standard Melee31Yes, unless used two-handedAdjacentVersatile
Two-Handed Melee52NoAdjacentOverwhelming
Staff22NoAdjacent / Nearby magikArcane Conduit
Light Ranged31No, occupies shield slotNearbyQuick Draw
Heavy Ranged42NoFarAim
Throwing21UsuallyNearbyConsumable

Weapon Properties

PropertyRule
Armor PenetrationAgainst 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.
VersatileCan be used two-handed for +1 damage.
OverwhelmingIgnores shield AP for break purposes.
Arcane ConduitCan deliver Channel or Surge at Nearby range.
Quick DrawFire and reload as one Action.
AimSpend one Action aiming to gain advantage on the next Strike with this weapon. No default disadvantage.
FragileBreaks easily or suffers a fitting consequence on Critical Failure.
ConcealableCan be hidden on the body without obvious suspicion.
SilentDoes not reveal the attacker through sound.
BrutalOn Critical Success, add +1 damage after AP.
CollapsibleCan be carried disguised or folded. Deploying costs one Action unless +1 or better.
CoiltechUses Magcells to produce powered effects.

Armor

Armor provides AP and modifies Constitution through quality.

Armor TypeAPDexterity PenaltyQuality StatQuality 0 Cost Guidance
Light Armor10Constitution200 Scrip / Very Expensive
Medium Armor2-1 DexConstitution350 Scrip / high Very Expensive
Heavy Armor3-2 DexConstitution600+ Scrip / Extreme
Coiltech ArmorBase armor + CoiltechvariesConstitution or Intent1000+ 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 CategoryAPBase Dex PenaltyQuality StatNotes
Light Shield10DexterityFast, easy to carry, low protection.
Standard Shield20DexterityReliable defensive hand-slot option.
Heavy Shield3-1 DexDexterityBulky, high protection, can make low-Dex characters immobile.

Shield Examples.

ExampleAPDexterity Modifier
Scrap Light Shield1-3 Dex
Rough Standard Shield2-1 Dex
Proper Standard Shield2+0 Dex
Fitted Light Shield1+1 Dex
Masterwork Heavy Shield3+1 net Dex
Legendary Heavy Shield3+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 ItemPowered Effect
WeaponSpend 1 Magcell before the attack. On hit, ignore AP.
ArmorSpend 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.
ShieldSpend 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.
ProstheticSpend 1 Magcell to ignore the Motivation cost of one action using that prosthetic.
AccessorySpend 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 ItemPossible Property
Masterwork SwordOnce per scene, a successful Strike also disarms.
Masterwork BowDeadeye Groove: when you Aim, gain advantage and +1 damage on the next hit.
Masterwork BowPinning Shot: once per scene, a successful hit prevents the target from Moving until its next turn.
Masterwork StaffChannel and Surge through it at Far range instead of Nearby.
Masterwork ArmorOnce per scene, ignore the first gear break.
Masterwork ShieldCan protect an adjacent ally without spending Motivation.
Masterwork CloakOnce per scene, turn a failed Move into success without Pushing.
Masterwork AmuletOnce per Camp, restore +1d5 extra Motivation.
Masterwork RingOnce per scene, reduce one modifier cost by 5.
+3 ItemPossible Effect
Named Two-Handed Melee WeaponOn Critical Success, destroy shield or armor outright.
Legendary StaffChannel and Surge do not require line of sight if the target has been Focused this scene.
Legendary ArmorFirst attack each combat automatically fails against the wearer.
Legendary CloakWearer may vanish from sight once per scene without rolling.
Legendary RingAdds +3d4 to a Stat and has one Coiltech-like powered effect without needing Magcells.
Legendary ProstheticFully replaces the lost limb and grants an additional property beyond restoration.

Packs and Cargo

ContainerCapacityDexterity PenaltyNotes
No Pack3 items0Pockets, belt scraps. Hands are separate.
Small Pack6 items-1 DexLight Contractor pack.
Medium Pack10 items-2 DexStandard road pack.
Large Pack15 items-4 DexBulky, 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

ItemRule
Weapon1 item.
Shield1 item.
Ration1 item.
Alcohol1 item.
Road Kit1 item.
Tool bundle1 item.
Crystal Shards3 per item slot.
Magcells3 per item slot.
Arrows/Bolts10 per item slot.
Worn armorDoes not count against pack capacity while worn.
Wielded weapon or shieldCounts against capacity.
Attached prostheticDoes not count against capacity while attached; 1 item if carried.
Small valuablesForeman judgment; bundle when reasonable.
Repair supplies1 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

TransactionRule
Buy -3 to -1 gearPossible in poor markets, scrap stalls, pawn shops, black markets.
Buy Quality 0 gearVery Expensive. Requires military, guild, wealthy, or professional supplier.
Buy +1 gearExtreme. Usually commission-only or elite resale.
Buy +2 gearNot normally purchasable. Requires major faction, rare craft, or boss-tier loot.
Buy +3 gearNot purchasable. Campaign object.
Sell ordinary loot25% listed value.
Sell clean valuable gear50% listed value if a buyer exists.
Sell restricted Coiltech10-40% listed value, plus risk.
Commission gear75% listed value if the party provides rare materials.
Repair gearCheap to Moderate for mundane gear, Expensive+ for Coiltech.

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