Crossroads SF

- Other

Equipment

Carrying Equipment

For reasons, Grenades, Stimulants, and Poisons should each be carried in an .

They may be tracked individually, or may be treated like other Equipment Packs that use charges.

Barriers

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

Name Effect
Absorbtion Barrier Has BB [H]
Deflection Barrier 2 attacks per turn gain d1 on Attack Rolls.
Weakening Barrier 1 attack per turn gains d1 on damage.

Barriers

In Crossroads SF, Barriers affect projectiles near the bearer. This will also affect any weapons the bearer is using, meaning that Barriers are typically used by melee fighters.

This effect is based on the Barrier, and may be amplified by Overcharging the Barrier.

Barrier Power

Overcharging a Barrier

Examples:
A Character is wearing Light Energy Armour which reduces energy damage by D.
If the character is struck by an attack that deals D energy damage, this damage will be absorbed by the armour.
If the character is struck by an attack that deals DD energy damage, this damage will be reduced to D.
If the character is struck by an attack that deals D energy damage, or any attack that deals physical damage, this armour will not absorb it.

Certain creatures may have natural armour.

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. 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 may be thrown a Short Distance and deal damage based on how close the enemy is to the point. Bombs are treated like throwing weapons for the purpose of hitting their target. A Partial Success may involve the bomb exploding off target, chosen by the GM. If a throw attempt fails, the thrower may be affected by the bomb. Bombs are typically targeted at the ground, but a Great Success might have the bomb strike a moving target.

Bombs have a Short Range, and users gain d1 on attempts outside this range, as with other Thrown Weapons. They may also face penalties when throwing at targets that are Adjacent or closer.

When a bomb strikes a target or a surface, they deal their effect in the given Radius. Effects may be increased against closer targets, for example gaining a1 or doubling damage.

Range
Touch physically touching
Immediate less than 1 metre
Adjacent up to 2 metres
Close up to 5 metres
Short up to 10 metres
Radius
Personal less than 1 metre radius
Small up to 2 metre radius
Small up to 5 metre radius

Stimulants

Stimulants are amazing drugs that have a miraculous effect and definitely not addictive effect once injected into the bloodstream.

Name Summary
Combat Stim 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 Stim Remove the effects of Fatigue for a Medium Duration.
Strength Stim Remove the effects of Weakness for a Medium Duration.
Clarity Stim Gain a1 on all Skill Rolls using [W]illpower for a Medium Duration.

Using Stimulants

Stimulants 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 poison Damage.
Crippling Poison Deals non-lethal poison Damage.
Weakening Poison Target becomes Weakened.
Draining Poison Target becomes Fatigued.
Dampening Poison Target may be unable to control their Magic.

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 .

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

Poison Damage in Narrative Health

In , Poison Damage turns one D into D unless the target passes a [T] Resist Avoidance Roll. Some creatures are immune to Poison Damage.

Other Equipment and Finance

Equipment and Finances may be tracked in a number of ways. Either through detailed record of available funds and equipment, down to the coins carried and types of equipment, or it can be generalised somewhat.

Finance

General Finance rules work through Finance Points. In this manner, parties need not track their individual income and expenditure, but simply track times when this would be atypical. For regular adventurers, a job or two would allow them to live comfortably with regards to food and housing for a certain length of time. These expenses would be taken into account when giving a job or staying in an area.

Finance points work to signify unusual costs. A particularly lucrative job would grant finance points to represent the higher payout. This would not always be a larger payment of coin, but could represent a favour from a noble, or an item of value. Similarly, rare or valuable items that are found may be recorded as finance points. In this manner you can record the financial aspects of an individual or group without worrying about the details.

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.

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 , 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.

Equipment Packs

Equipment may be tracked in a manner similar to Finance. Rather than tracking each individual piece of equipment, adventurers may simply specify a weapon/armour and 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 may be 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 assume that any pieces used would be replenished at appropriate times and renewed, unless specified by the GM. The GM may also have equipment be missing from the packs for dramatic effect, though this should be agreed upon with the characters beforehand.

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, and retrieved items cannot be stored once more to regain charges. Charges are restored whenever the Character is able to resupply (such as in a Settlement) or when the GM permits.

Characters may carry a limited number of Equipment Packs before becoming .

Examples of packs:

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.

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.

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

Profession Kits

Some professions require a kit. These will typically not have charges or be used outside of a or Camp, but might be required and must be carried.

Examples of Profession Kits:

Options
Back to Top