Equipment gives a Hero useful tools and a recognizable presence. Record what is carried, how it looks, and what it makes possible. Weapons, Armor, Shields, and Clothing remain separate categories with distinct roles. Shield Power is not added to Clash.
Category | Use in play |
|---|---|
Add the equipped Weapon’s agreed base Power once to a Clash. | |
Unbroken armor blocks one incoming Wound instance, then loses one condition step. | |
An available Shield prevents one step of Position loss once per combat. | |
Describe appearance, cultural belonging, occupation, protection from ordinary conditions, and practical access. Clothing grants no automatic combat or social Power. |
Weapon, Armor, and Shield benefits require at least Trained Prowess unless a specific rule says otherwise. Keep any requirement established for an existing Hero or scenario. There is no item-tag system, equipment upgrade ladder, or automatic bonus for expensive or ornate gear.
Use Physical Conflicts in The System for Clash, armor-break triggers, Position and Health. Combat Styles offers a few optional, declared trade-offs; those choices belong to the action, not to the item.
A short equipment record Copy link
Weapon: name and base Power. Armor: description and current condition. Shield: description and Ready or Used. Clothing: appearance and practical details. Carrying several items does not stack their benefits.