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.
When embarking from their ship or safe place, each Warden chooses whether they are equipped Agile or Heavy. Agile Wardens may carry up to 4 slots of equipment; Heavy Wardens may carry up to 6. At any time, a Warden may choose to declare some piece of standard equipment and place it in one of their slots. Mark off one of their prepared gear points.
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.
If a Warden picks up more items, they may move from Agile to Heavy during play. At seven or eight slots, a Warden is encumbered and takes -1d to any task requiring movement. Wardens cannot carry more than eight slots.
Some items are considered Bulky; only Heavy Wardens may carry Bulky items, and all Bulky items must be declared when embarking. If a Warden acquires a Bulky item during a situation, they become Heavy even if they are carrying four or fewer slots.
Supplies
The Wardens collectively own a small catamaran sailing vessel. It has a capacity for 10 Supplies (see Gear and Equipment) and enough room for all the Wardens on a voyage.
The Wardens’ sailing vessel is stocked with crates of useful Supplies; their starting vessel has a capacity of 10 Supplies (see The Ship for more). Whenever they like, a Warden may visit the ship, crack open a crate, and mark off a point of Supplies to clear their marked slots and gear points.
When the Wardens return to Twill and re-supply their ship, it costs 1 Siglos per point of expended Supplies. If they need to buy Supplies at a different port, the Referee should determine the cost:
- Friendly and well-stocked trading posts 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)