Crossroads MVP
Equipment
Carrying Equipment
For
Encumbrance reasons, Oils, Bombs, Potions, and Poisons are carried in Equipment Packs.
When using Oils, Bombs, Potions, and Poisons, choose one to retrieve from the pack, and reduce the charges by 1.
Example:
A Dwarf is carrying a Bomb Pack [2]. He decides to retrieve a Smoke Bomb and marks a charge.
Bomb Pack [2] |
Poison Pack [3] |
Healing Kit [5] |
Repair Kit [10] |
Bomb Pack • ⚬
|
Poison Pack ⚬ ⚬ ⚬
|
Healing Kit ⚬ ⚬ ⚬ ⚬ ⚬
|
Rep. Kit ⚬ ⚬ ⚬ ⚬ ⚬ ⚬ ⚬ ⚬ ⚬ ⚬
|
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 Settlement, unless specified by the GM. The GM may also have equipment be missing from the packs for dramatic effect. See Fate — Balance of Fate 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 Combat — Health 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 ⚬ ⚬ ⚬ ⚬ ⚬ ⚬ ⚬ ⚬ ⚬ ⚬
|
—
Profession Kits
Some professions require a kit. These will typically not have charges or be used outside of a Settlement or Camp, but might be required and must be carried. These do not have charges.
Examples of Profession Kits:
- Cooking Gear
- Calligraphy Kit
- Alchemy Supplies
- Tailoring Kit
- Leatherworking Kit
- Mining Gear
Oils
Oils are put on weapons to change the damage type or add other effects to weapon attacks.
Oils
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.
Bombs
Name |
Summary |
Fire Bomb |
Deals fire damage in a Small Radius. Deals additional damage in a Personal Radius. |
Acid Bomb |
Deals acid damage in a Small Radius. Deals additional damage in a Personal Radius. |
Shrapnel Bomb |
Deals puncturing damage in a Small Radius. Deals additional damage in a Personal 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.
Potions
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 Fatigue for a Medium Duration. |
Fortitude Potion |
Remove the effects of Weakness 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 Single Action. 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.
Poisons
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. Targets must roll on the Affliction Table.
Poisons will remain applied to weapons for a Medium Duration and typically take a Double Action 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 Poison 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, Weakness, 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 Innoculation 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.
Finance
Finances may be tracked in a number of ways. In Crossroads, Finance Points are used.
Finance Points
Money and debt and other general finance is simplified through Finance Points. Players do not track their individual income and expenditure, only tracking special purchases. Any daily expenses, such as food or lodging, are ignored. Only unusual expenses or purchases are tracked.
Earning Finance
Finance points represent larger chunks of money. A particularly lucrative job would grant finance points to represent the higher payout. This might not be a larger payment of coin, but could be a favour from a noble or an item of value. Similarly, rare or valuable items that are found may be recorded as finance points. This helps to simplify the finance of the group.
Finance Points may be paid to the group and split, or paid to each player individually.
Spending Finance
Spending finance points can be done in a number of ways. While maintaining your gear might be covered by the regular income/expenditure that is overlooked, purchasing new or better gear might require one or more finance points. Loss of certain valuable resources might also require a finance point to replenish, as might fines or other levies charged upon the party. A drought of work or a particularly expensive area might require a finance point to represent the reduced income or increased expenditure.
Most equipment will cost 1 or 2 Finance Points, though this may go up if resources are rare in an area.
Travel will usually cost a certain amount of finance points to travel a certain distance, depending on terrain or weather or other factors. This will include required gear and food, as well as regular tolls and ferries as required, or lodgings if possible. Staying in an inn might not cost additional finance points, but might reduce the distance travelled or add delays to the journey. More expensive inns or ferries might cost additional finance points, and there may be shortcuts along toll-roads that might require additional costs or avoidance of the toll. Travel with a caravan or other convoy, as well as boats or other transports might also cost finance points, depending on the method, but would grant other benefits such as security or speed.
As per The Golden Rule, if players wish to track finance properly using coins instead of Finance Points they may, but there are no rules for that in this system.
—
Carrying Money
Characters will typically only carry a certain amount of money on their person, leaving the rest of their money in a safe location. Characters should track how many Finance Points they carry with them, as too many coins and other treasures may weigh them down and make certain actions more difficult. They should also ensure their money is in a safe place, though immaterial Finance Points such as favours or writs may not require protection.
This rule is optional.