Gear and Equipment
Wardens always carry 30 feet of rope, a cutting implement, and a compass. As a Warden you can assume these are always on your person, unless you’re at the kind of fancy party where hemp rope and a hatchet ruin the vibe.
Other equipment is organized into abstract “slots”, with each slot roughly representing one item. If a Warden is carrying 4 or fewer slots of equipment, they’re considered Agile; 5 or more slots is considered Heavy. A Warden with 7 or 8 slots is additionally considered Encumbered. Barring a use of a Power or Skill, Wardens cannot carry more than 8 slots.
Some items are considered Bulky; carrying any Bulky items means a Warden is Heavy, not Agile, even if they are carrying 4 or fewer slots.
During Initiative, Agile Wardens act before foes; Heavy Wardens act after.
Heavy Wardens take -1d to tasks requiring agility or stealth, and draw attention when in a settlement. Encumbered Wardens instead take -1d to any task that requires swift or careful movement.
At a safe place (their ship, a town, Twill), Wardens may access their stash and grab any interesting equipment or items they’re holding onto.
Supplies
Supplies are abstract representations of everyday equipment. The Wardens’ starting ship has a capacity for 10 crates of Supplies (see The Ship). Wardens may spend a point of Supply to crack open a crate and add up to four ‘?’ gear slots to their inventory. At any time, a Warden may declare one of their ‘?’ slots is a mundane item for an adventurer. Bulky items (including Armor) cannot be declared later; those must be declared at the time of opening the crate.
When the crew needs to buy more crates of Supplies, the Referee should determine the cost:
- Friendly and well-stocked trading posts (including Twill) should charge 1 Siglos per Supply
- If the Wardens are strangers, increase the cost of Supplies by 1
- If the Wardens have offended local merchants, increase the cost of Supplies by 1
- If the port is poorly-traveled or otherwise low on stock (blockades, bad weather, etc), increase the cost of Supplies by 1
- If the location is far from Atlantis (the Lake Federation, the northern coasts, the Swamp Kingdom), and therefore far from the reach of the Siglos, increase the cost of Supplies by 1. This can be avoided by exchanging for the local currency beforehand.
Example Items
Non-Bulky equipment:
- 30 more feet of rope
- A hatchet, axe, maul, hoe, machete, or other basic farm implement
- A basic weapon
- A small personal shelter
- A passable map of the local area
- A lantern & one watch of oil
- A meal’s worth of dry rations
- Basic tools or supplies
Bulky equipment:
- A cast iron cauldron (2 slots)
- Padded armor (2 slots, 1 Armor)
- Heavy armor (3 slots, 2 Armor)
- Shield (1 slot, 1 Armor, must be worn to be used)
- A large weapon (2 slots)