HEROES 

Items

Wisdom of Adod    Arms

Your items include everything you carry with you on your adventure. All heroes start with at least one simple weapon. Depending on your lore, you might begin with a wider variety of weapons, armor, or other items. 

Make your hero:

1. Origins    2. Callings    3. Lore  4. Choose Items   5. Ideals    6. Stats

Starting Item

Choose one free weapon:

You might also start with imperial credit (𐤑) or crafting resources (𐤇). You can use 𐤑credit to buy items listed here. If you know the Crafting lore, you can spend 𐤇 resources to create them. Some items can't be bought, and some can't be crafted.

Stowing Items

Weapons and many other items must be stowed. You have five “slots” to stow them:

Smaller items can be stowed in larger slots. For example, a dagger can be stowed on your leg, your belt, or your back.

Arms are items you wield in your hands. They include melee weapons, ranged weapons, and shields. All arms must be stowed. 

Wield. Heavier arms require more Strength to wield. Some arms can be wielded with either one or two hands (1H or 2H); the higher Strength requirement is for gripping the weapon one-handed. Other armaments can only be wielded one way or the other. 

Guard. An armament’s Guard bonus reflects its utility in parrying attacks. Add one armament's Guard bonus to your maximum Guard. (Multiple Guard bonuses don't stack.)

DR (durability rating) is the number that must be beat to destroy the armament with breaking attacks or certain kinds of magic.  

Traits describe the unique way an armament is used. Each trait is described on the Arms subpage. 

* Ranged weapons require lore to wield. 

** Shields impose a -1 penalty on your Maneuver rolls.

Armor reduces lethal damage by an amount equal to its value. It includes body armor and helms. You can only wear one kind of body armor and helmet at a time.

All armor imposes penalties, described in the table. If a piece of armor would reduce your Stamina or Awareness to a negative number, you can’t wear it. 

These nonmagical items have a variety of uses. Some require additional lore to craft, to use, or both. If you know Crafting, you can spend credit to buy additional crafting resources, 1-for-1 (though you can't convert resources to credit). 

These items are attuned to the Rephaim, yielding a variety of magical effects. Mystical items require magical lore to use and craft, and (usually) can't be bought. Many require a magical connection with their bearer. Phylacteries can only be used by Shinarians. 

Artifacts are mysterious objects from the time before the Shattered Planet shattered. Much like mundane arms, some artifacts must be stowed, and can be used to make attacks. Unlike mundane arms, artifacts are so suffused with Rephaim that they are virtually indestructible. You can't craft or buy artifacts.

Mazrian devices are magical wonders manufactured in  the Mazrian Empire, available only to Mazrians or those with imperial credit. Gadgets are minor devices, while implements are more powerful. 

All Mazrian devices are powered by resonant crystal arrays with a limited energy supply. There are two types of crystals: Dark (D), or Light (L). 

Each time you use a magical device, roll its Charge Die. On a 1, the device yields a more powerful effect, but its crystal array runs out of energy and no longer works.

You can recharge a spent device by swapping out its crystal array, or with the Scrolls of the Sorcerer lore. 

Wisdom of Adod    Arms