Standard Equipment (FiD)

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Standard items available to all characters.

☐, ☐ means you can have several items of this type. Count load for each.
☐-☐ means the item costs several load, you must pay the full load to have a single item.
■ means the item has no load cost. Unless listed with commas, you only have a single item.

Standard Equipment

☐, ☐, ☐ Weapon
☐-☐ Large Weapon
■ Knife
☐ Throwing Knives
☐-☐ Armor ☐-☐-☐ +Heavy
■ Holy Symbol
■ Whistle
☐ Musical Instrument
■ Tinderbox
☐ Torch
■ Lamp
☐ Lantern
☐, ☐, ☐ Oil flask
☐ Climbing Gear
☐ Hook and 15m Rope
☐ Mirror
☐, ☐ Caltrops
☐-☐ Folding pole (3m)
☐ Burglary Gear
☐ , ☐ Manacles
☐ Subterfuge Supplies
☐ Spikes
☐-☐ Camping gear
☐-☐ Medicine chest
☐ Light Tools
☐-☐ Heavy Tools
☐, ☐, ☐ Documents
☐, ☐, ☐ Monster Bribe

Standard Equipment Descriptions

☐ Weapon: A one handed weapon such as a sword, axe, mace, whip, pistol, sling, or hand crossbow. Includes exotic weapons such as a blackjack, brass knuckles, whip, length of chain, razor-edged fan, or steel-toed boots

☐-☐ Large Weapon: A two-handed weapon such as a longsword, greatsword, longbow, crossbow, musket, or pole-arm

■ Knife: A universal tool and emergency weapon.

☐ Throwing Knives: Six small, light blades such as knives or darts.

☐-☐ Armor: A thick leather tunic with a high collar, reinforced gloves and boots. Reduces physical harm by one level, once. ☐-☐-☐ +Heavy: The addition of chain mail, metal plates, a metal helm. The load and effect of heavy armor is in addition to normal armor.

■ Holy Symbol: A small religious symbol usually made of silver. Might protect from supernatural threats.

■ Whistle: A signaling device or tiny instrument such as a castanet or jaw harp.

☐ Musical Instrument: A small and handy musical instrument such as a bagpipe, flute, fiddle, lap harp, lyre, small drum, trumpet and the like. Large instruments are unsuitable for adventuring.

■ Tinderbox: Ignites tinder after about a minute of effort.

☐ Torch: Burns for about an hour, emergency potent weapon.

■ Lamp: Simple oil or candle lamp. Fragile and vulnerable to gusts.

☐ Lantern: Metal lantern with shutters and a lens to project a ray of light. Comes with 1h of oil. Vulnerable to falls.

☐ Oil flask: 6h fuel for lamp or lantern, lubricant, or emergency incendiary.

☐ Climbing Gear: A small pouch of chalk dust. A climbing harness with loops and metal rings. A set of iron pitons and a small mallet. Rope comes separately

☐ Hook and 15m Rope: 15 meters of thin rope with a grappling hook. Safe to 150 kg.

☐ Mirror: Polished metal or glass mirror in a protective case.

☐ Caltrops: Small spike traps to delay pursuit.

☐-☐ Folding pole (3m): Two thin wooden staves joined by a clever leather joint. Can trigger traps at a safe distance or assist jumps. Not suited for combat.

☐ Burglary Gear: A set of lockpicks. A small pry-bar. Vials of oil to silence squeaky hinges. A coil of wire and fishing hooks. A small pouch of fine sand.

☐ Manacles Two sets of chain cuffs with a connecting chain and a simple lock and key.

☐ Subterfuge Supplies: A theatrical makeup kit. A selection of blank documents, ready for the forger's hand. Costume jewelry. A reversible cloak and distinctive hat. A forged badge of office.

☐ Spikes: A dozen iron spikes, chisels, and a mallet. Can block doors.

☐-☐ Camping gear: Bedroll, cooking pot, tarpaulin, rations. Roughing it out with this gear allows a single downtime action to remove stress. Lacking this does not allow any effective rest. Food is only an issue on a longer trip.

☐-☐ Medicine chest: Scalpels, bone saw, pincers, needle & thread, bandages, opium, simple medicines, leeches.

☐ Light Tools: Tools for one craft that does light work, like clockmaker, scribe, tailor, whitesmith, or woodcarver.

☐-☐ Heavy Tools: Tools for heavy construction work, like that of a blacksmith, carpenter, lumberjack, or mason.

☐ Documents: Blank pages, a vial of ink, a pen, and a selection of papers such as a registry of the nobility, City Watch duty list, monster identification manual, treatise on scholarly subject, a few rough maps, a number of letters and official papers. Specific documents may require a flashback to acquire.

☐ Monster Bribe: Something enticing to unsophisticated creatures like glass beads, strong drink, food, or a scent lure.

Special Equipment

☐ Fine Weapon: A masterwork weapon that fits you perfectly, improving your effect. This refers to one particular weapon. If lost, you have to find a new one.

☐ Potent Weapon: A weapon magically potent against the supernatural. Certain creatures take less or even no damage from mundane weapons.

■ Fine Clothes & Jewelry: An outfit that appears to be of such fine make as to pass you off as a noble. If you're carrying this item as a second outfit to change into, it is ☐.

☐ Fine Disguise Kit: A theatrical make-up kit equipped with an impressive array of expert appliances to fool the eye. The fine quality of this kit may increase the effect of your deceptive actions when you use it.

■ Fine Loaded Dice, Trick Cards: Gambling accouterments subtly altered to favor particular outcomes. Gives +1d on your deceptive actions when you use it, but a failure (not an opposed success) has desperate consequences.

■ Hunting Pet Cohort: Your animal companion obeys your commands and anticipates your actions. Cohort: Expert: Hunter, Tenacious, Animal intelligence. See page 96.

☐ Spyglass: Telescopic brass tube with lenses, amplifies three to four times.

☐ Fine Tinkering Tools: A finely crafted set of tools for detailed mechanist work. A jeweler's loup. Measuring devices.

☐-☐ Fine Wrecker Tools: A specialized set of tools for sabotage and destruction. A small, powerful drill. A mallet and steel spikes. A prybar. Vials of acid.

☐ Bandolier of Alchemicals: A strap worn across the body, fitted with specially-padded pouches to hold five flasks of alchemical agents. When you employ an alchemical from a bandolier, choose one from the list at right (or one of your custom-made formulas). See page 226 for more on alchemicals.

☐ Gadgets: You may create gadgets during downtime by Tinkering with tools and materials. See Gadgets, page 227. Track the load for each gadget you deploy during an operation.

■ Fine lockpicks: A finely crafted set of tools to disable and circumvent locks.

☐ Light Climbing Gear: A well-crafted set of climbing gear that is less bulky and heavy than a standard set. Includes 15 meters of rope made of silk or hair.

☐ Fine Cover Identity: Paperwork, planted stories and rumors, and false relationships sufficient to pass as a different person.

☐ Fine Bottle of Wine: A rare vintage from your personal collection, potent both in its alcohol and its ability to impress.

■ Palm Pistol: A small firearm with a weak charge, easily concealed in a sleeve or waistcoat. Often concealed as a snuffbox, holy symbol, or other personal item. This pistol has extremely limited range; only a few feet. It's very difficult to detect on your person, even if you're searched.

☐ Spirit Mask: An arcane item that gives the wearer potent vision, which allows a trained user to see spirits and supernatural energies in great detail. Also affords some measure of protection against possession. Each spirit mask is unique. What does yours look like? What makes it strange and disturbing to see?

☐ Thrown Weapons (3): These are heavier throwing weapons such as javelins or hatchets.

☐ Shield: Functions as armor. Takes up one hand. Light but cumbersome.

☐-☐ Breastplate: Functions as armor.

■ Coat or Arms or Badge: A heraldic or martial symbol that shows you off as a leader and thus reduces the stress cost of a group action you lead by 1.

☐ Relevant Map: A map of the area of operations.

☐ Disguised Weapon: A weapon that does not appear to be a weapon except under close scrutiny. Examples include cane swords, fighting fans, hair pin daggers, daggers concealed in holy symbols, belt buckles, shoes, and emblems of rank, palm pistols concealed in cutlery, snuff boxes, swagger sticks, or purses. Sashes, belts, or clock chains made to be used as whips or garottes.

☐ Light Camping Gear: Bedroll, cooking pot, tarpaulin, fishing line, snares, all personalized and chosen to be lightweight. Functions as normal Camping Gear, above.

☐-☐ Bomb: Small tun of gunpowder with a fuse. Improves effect of Wreck actions and speeds up Wreck used to destroy static objects like doors or walls.

☐ Grenade: Small bomb made to be lit and thrown. Overcomes scale with Wreck attacks at short range.

☐ Parrying Instrument: Buckler, main-gauche, gauntlet, hat, cloak or other device used defensively in the off hand. Improves position but reduces effect in Finesse combat.

☐ Workman's Hat: Lets you disappear in a crowd of similar workers.

Power Implements

Things used to improve the use of powers, often specific to a certain magic tradition/power playbook.

☐ Spirit Bribe: Gives +1d on a single use of an Animist power.

☐ Temporary Pact:Pact made in advance with a spirit strange to the user. Allows an animist a single use a power they do not know.

☐-☐ Animist Disguise: Hides an animist's spirit symbols without interfering with powers.

☐-☐ Artificer Implement: Grants an artificer access to a specific power effect for the duration of a score. This is an effect of a power they do not know that is accessible to artificers.

☐ Artificer Gizmo: Grants a single use of a power that is not known but is accessible to artificers.

■ Tinker Drone: Can assist owner on Tinker checks. Owner pays stress cost.

☐ Beads: Improve a chi-users position against fear and mental influence effects.

☐ Kaō: Calligraphic mark or badge of identity that negates the cost of resisting once per score.

☐ Sorcerous Insignia of your heritage that reduces the stress cost of powers by one during a score. Ruins any disguise.

☐-☐ Calligraphic Scroll: Allows a single use of a chi power that is not known.

☐ Chosen's Blessing: A chosen can bless any object to make it potent.

☐ Chosen's Concealment: Simple hooded cloak that hides the chosen from information gathering by the Attune, Study, and Survey actions. Usually used to escape the attention of hostile theurges, it works against all detection, both mundane and using powers.

☐ Miraculous Means: This is any object used to explain or visualize a chosen's use of powers. Gives you +1d on a single action roll.

☐ Chosen Token: to give to another to allow them one use of a power effect you know as if they knew that power themselves. They use it with their own action.

☐ Power Token: Granting one-time use of a power you do not know but that is available for you to choose.

☐ Monster Clothes: (beyond what is required to meet the group's standards of decency) adapted to your physique.

☐ Monster Bait: Gives increased effect when trying to lure creatures that are not sapient.

☐ Simple Disguise: Avoids attention as long as you lie low. Hides your identity, can be quickly donned or doffed.

☐ Mystic Amulet: Reduces the stress cost of powers by one as long as you have no stress.

☐-☐-☐ Mystic Robe: Improves position when using powers.

☐ Incense: Increases the outcome of Study and Survey powers by enhances visions and lucid dreaming.

☐ Veil: Blinds you but this blindness does not affect powers. Halves the stress-induced die requirement of powers from Trauma Condition—Balance.

■ Prayer Beads: Restores two points of stress with ten minutes of meditation. One use.

☐ Memento: Reduces the stress cost of an orphic power by one. One use.

☐ Music Sheet: Allows one use of a power on the list of orphic powers that you do not know.

☐ Stagewear: Allows you to push any resolve action roll (not just powers) at the cost of only one stress. You must carry no more than a light load.

☐ Fetish: Enhances power, increasing the effect of a single use of a power. One Use.

'☐ Drug Gives a soulsworn +2d to a single action roll for a power, but inflicts medium harm: disoriented. This consequence cannot be resisted.

■ Familiar Spirit:, a monster camouflaged as an item or a small animal that acts as an agent of your patron.

☐, ☐, ☐ Ritual supplies: that can reduce the stress cost of a power by 1. One use.

Inventions

Gadgets, alchemical creations, and rituals are three categories of special resources you must earn during play. Certain special abilities make this easier or give you the ability to create one of these things. When an invention is found on a playbook's list of items, such a character can renew their stock without having to use the invention rules.

Gadgets

This includes unusual items, both magic and mundane. It is often hard to know if a device is magical. Rulebook p 224 and forward.

Charm against XXX: Mystic item made to ward against a specific type of creature, usually defined by a power, but sometimes against all summoned creatures. Keeps the creature at bay and improves position in a conflict.

Darklight Goggles: Goggles that lets you see in the light of a Darklight Lamp.

Darklight Lamp: A lantern (above) that does not shed visible light. Still hot and vulnerable to falls.

Dark-sight Goggles: An arcane device that allows the wearer to see in pitch darkness as if it were well-lit.

Syringe Crossbow: A pistol crossbow that fires a bolt that injects a drug or poison. Effective to about 10 meters. You must supply the drug.

Spirit bottles (2): An arcane device used to trap a spirit. A metal and crystalline cylinder, the size of a loaf of bread.

Spirit Lantern: Reveals spirits and invisible creatures and objects in its light. Works best in darkness, has to be very close to work in sunlight.

Alchemy

Alchemic substances come in frail containers that must be handled with care, thence the load. For a more efficient way to carry these, see Bandolier.

Alchemists Fire: Immolates a target or creates a pool of intense, quick-burning fire.

Acid: Destroys clockwork, stops regeneration, burns bare flesh. Potent against many creatures.

Potent Oil: Renders a weapon coated in this oil potent against the supernatural for an hour.

Silence Potion: A vial of golden liquid that negates all sound within 10 paces of the drinker for a span of several moments.

Slumber Essence: A dose of slumber essence sufficient to put someone to sleep for an hour. This can be imbibed, inhaled, or made wet to be injected. The victim's sleep isn't supernatural, but it is deep—they can be roused with some effort.

Smoke Bomb: Makes a flash and a cloud of smoke or glitter, an excellent distraction that also creates a 2 meter radius cloud of dense smoke. Quickly disperses in any wind.

Trance Powder: A dose of the popular drug, which induces an altered mental state. The victim of this powder is not fully unconscious, but rather retreats into a calm, suggestible mental state, similar to hypnotism.

Snake Oil: A painkiller draught that makes drinker feel fortified and able to overcome pains and aches. Suppresses level 1 or 2 harm that involves pain for an hour. Repeated doses are toxic and addictive.

Hunter's Body Paint: Gives camouflage and smells and friendly nice to animals.

Rituals

Rulebook p 222.