Crossroads MVP

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Equipment

Carrying Equipment

For reasons, Oils, Bombs, Potions, and Poisons are carried in .

Equipment Packs

Rather than tracking each individual piece of equipment, adventurers with a weapon/armour assume that all other required gear (Whetstones, oil, etc.) are included, and would be maintained at each stop unless otherwise specified. Additional equipment such as special weather gear or camping equipment may be added to the costs of travel, or purchased once.

Individual pieces of gear are grouped into kits or packs, such as a dungeon-delving kits or alchemy sets, and players may retrieve items from these packs within reason (Taking torches or rope from a dungeon-delving kit is okay, but finding a riding harness would not be) and charges are renewed when entering a , unless specified by the GM. The GM may also have equipment be missing from the packs for dramatic effect. See for more information on GM Intervention.

Charges

Equipment Packs have a limited number of Charges, typically 3 to 5, given when the Pack is purchased, and these charges are spent each time an item is retrieved. Certain items may cost more than one charge. Charges are written like Pack[5], where the pack has 5 charges.

Charges are restored whenever the Character is able to resupply (such as in a Settlement) or when the GM permits.
Items may not be returned to the Pack to restore charges, but they may be stored in the Pack to be used again later.

Equipment Pack Use Examples:

A Dwarf carrying Adventuring Gear [5] needs rope to climb down a cliff.
Using 1 charge from the Pack, he is able to retrieve rope from his pack.

An Elf carrying Camping Gear [5] needs a tent.
The GM says it will take 3 charges to retrieve a tent from the Pack.

  • Adventuring Gear[5]
  • Camping Gear[5]
  • Dungeon-delving Pack[4]
  • Climbing Gear[3]
  • Horse-care Kit[5]
  • Cooking Gear[5]
  • Oils Satchel[3]
  • Potion Pack[3]
  • Poison Kit[4]
  • Bomb Pouch[2]
Bomb Pack [2] Poison Pack [3] Healing Kit [5] Adventuring Gear [5]
Bomb Pouch
• ⚬
Poison Pack
⚬ ⚬ ⚬
Healing Kit
⚬ ⚬ ⚬ ⚬ ⚬
Advent. Gear
⚬ ⚬ ⚬ ⚬ ⚬

Healing Kits

Healing Kits are treated like other Equipment Packs. They have limited charges and are restored when appropriate.

Using Healing Kits is detailed further in the Section.

Healing Kit Examples:

Healing Kit [3] Healing Kit [5]
Healing Kit
⚬ ⚬ ⚬
Healing Kit
⚬ ⚬ ⚬ ⚬ ⚬

Armour Repair Kits

Armour Repair Kits are treated like other Equipment Packs. They can have limited charges that are restored when appropriate, or may be infinite use if the players would prefer.

Armour Repair Kits repair one AV per use. This may be A or A.

Armour Repair Kit Examples:

Repair Kit [5] Repair Kit [10]
Repair Kit
⚬ ⚬ ⚬ ⚬ ⚬
Rep. Kit
⚬ ⚬ ⚬ ⚬ ⚬
⚬ ⚬ ⚬ ⚬ ⚬

Oils

Oils are put on weapons to change the damage type or add other effects to weapon attacks.

Name Summary
Lamp Oil May be ignited to deal fire Damage for a Short Duration.
Frost Oil Deals frost Damage for a Short Duration.
Weapon Acid Deals acid Damage for a Medium Duration. Does not affect Iron.
Blessed Oils Deals holy Damage for a Medium Duration.
Liquid Silver Attacks count as Silver for a Medium Duration.
Dampening Oil Attacks are immune to magical effects for a Short Duration, including magical defences.

Using Oils

Oils are alchemical mixtures that may be put on weapons to affect their damage. Certain oils may also be put into Bombs in order to affect the damage type. It takes a Double Action to apply Oils to a weapon.

Oils Pouch Example:

Noble retrieve oil from pack

Apply oil to weapons

Bombs

Bombs are small orbs that may be thrown for devastating effect. They usually detonate on impact, though special bombs using a time delay detonation might be possible.

Name Summary
Fire Bomb Deals fire damage in a Small Radius.
Acid Bomb Deals acid damage in a Small Radius.
Shrapnel Bomb Deals puncturing damage in a Small Radius.
Smoke Bomb Covers a Small Radius in smoke that reduces visibility. This may increase to a Medium Radius over time.
Slime Bomb Covers a Small Radius in a highly flammable slime. This slime also counts as Difficult Terrain.

Using Bombs

Bombs have a Close Range when throwing and deal damage based on how close the enemy is to the detonation.

Bombs are treated like throwing weapons for the purpose of hitting their target. A Success means the bomb detonates on the floor near the target. Partial Success may involve the bomb exploding off target, chosen by the GM. With Failure, the GM might choose a new target. Bombs are typically targeted at the ground, but a Great Success might be a direct hit on the target.

When a bomb strikes a target or a surface, it deals the effect in the given Radius, affecting both friends and foe.

Most bombs deal D damage, with a1 for closer targets, and a2 for direct hits.

Potions

Potions are special Alchemical tinctures that have a miraculous effect once imbibed.

Name Summary
Relief Potion Stops bleeding and numbs pain. Heals all D for a Medium Duration.
Antivenin Gain a1 on all Resist Avoidance Rolls against Poison or similar effects for a Medium Duration.
Energy Potion Remove the effects of Fatigued for a Medium Duration.
Fortitude Potion Remove the effects of Weakened for a Medium Duration.
Dampening Potion Unable to use Magic but gain a1 on all Resist Avoidance Rolls against Magical effects for a Medium Duration.
Clarity Potion Gain a1 on all Skill Rolls using [W]illpower for a Medium Duration.

Using Potions

Potions are typically contained in small vials that may be quickly drunk. Grabbing, opening, and drinking a potion may be done within a . However, more actions may be required if the potion is not easily retrieved. Retrieving a Potion from a normal pack may take a number of Actions, but Potion Equipment Packs are designed to be easily accessible.

Potion effects typically come into effect after the current turn, but may be instantaneous if you wish. As with most rules, this should be agreed upon with other players. Any Damage, Fatigue, or Weakness will return after the Potion effects have worn off.

Poisons

Poisons are put on weapons to cause effect to anybody injured with these weapons, though some Poisons may work if they are imbibed.

Name Summary
Deadly Poison Deals D poison Damage.
Crippling Poison Deals D non-lethal, poison Damage.
Weakening Poison Target becomes Weakened.
Draining Poison Target becomes Fatigued.
Dampening Poison Target gains d1 on all Spell Rolls.

Using Poisons

Poisons may be applied to weapons or swallowed by a target, such as within their food or water. Effects from poisons take place immediately upon the start of the target's turn. Poisoned Targets must roll to Resist Poison.

Poisons will remain applied to weapons for a Medium Duration and typically take a to apply.

Some creatures are immune to poison damage and effects.

— Resisting Poison

Once Afflicted by Poison, the target must roll a [B] Resist Avoidance Roll every turn.

On a Success, the target is unaffected.
If Success is rolled twice in a row, or a Great Success is rolled, the Poisoned Affliction ends.
On a Partial Success, the target suffers the effect of the Poison.
On a Failure, the target might even suffer worse effects.

If a Poison Affliction ends, the effects (damage, Weakened, etc) remain.

— Poison Strength

Certain Poisons might be stronger or weaker than others. Simply apply a Modifier to the Resist Roll.

Poison Strength Example:

A Strong Crippling Poison will cause the targets to gain d1 on their Resist Roll.

— Additional Doses

If a Character is dosed by the same Poison again, they gain d1 on their next roll only.
If the Character has already beaten the Affliction, they are immune to further doses if the rule is in effect.

Poison Examples:

A Dwarf is struck by a Poisoned Arrow and affected by Draining Poison.

They roll a [B] Resist Avoidance Roll.
With a Partial Success, they are Weakened. On their next turn, they roll a Great Success.
The Affliction ends, but they are still Weakened.

An Elf fights a Cultist with a blade covered in Weak Deadly Poison.

Once afflicted, they must roll [B] every turn. Because the Potion is Weak, they gain a1 on their rolls.
Each time they are struck and afflicted by another dose of poison, they gain d1 on their next roll.

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