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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:

Example Items

Non-Bulky equipment:

Bulky equipment: