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
- ◯ 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 10-foot pole (3m)
- ☐ Burglary Gear
- ☐ , ☐ Manacles
- ☐ Subterfuge Supplies
- ☐ Spikes
- ☐-☐ Camping gear
- ☐-☐ Medicine chest
- ☐ Light Tools
- ☐-☐ Heavy Tools
- ☐, ☐, ☐ Documents
- ☐, ☐, ☐ Monster Lure
Standard Equipment Descriptions
Hand 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.
Heavy Weapon ☐-☐: A two-handed weapon such as a longsword, greatsword, longbow, crossbow, musket, or pole-arm.
Hidden Weapon ☐: A small weapon such as a dagger, palm pistol, sap, or garotte worn in an unconventional location: in a boot, cleavage, down the back or otherwise concealed. Will usually pass a visual examination.
Knife ◯: A universal tool and emergency weapon.
Throwing Knives ☐: Six small, light blades such as knives or darts.
Armor ☐-☐: A gambeson, hard leather torso armor, or leather coat. Reduces physical harm by one level, once. ☐-☐-☐ +Heavy: The addition of chain mail and 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 keep supernatural creatures at bay with an Attune roll.
Whistle ◯: A signaling device or tiny instrument such as an ocarina, 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 instrument is not suited for adventuring ☐-☐-☐.
Tinderbox ◯: Ignites tinder after about a minute of effort. Roll Tinker in a hurry. 4-5: Fire in about 12 seconds. 6: Fire in 3 seconds. Critical: Instant fire.
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. A grappling hook. Rope comes separately.
15m Rope ☐: 15 meters of rope safe to 150 kg.
Mirror ☐: Polished metal mirror, or glass mirror in a protective case.
Caltrops ☐: Small spike traps to delay pursuit. Covers a 1 meter radius in spikes dangerous, particularly to runners.
Folding 10-foot pole (3m) ☐-☐: Two thin wooden staves joined by a clever locking joint. Can trigger traps at a safe distance or assist jumps and climbs. 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 & Chain ☐: A set of heavy manacles and chain, suitable for restraining a prisoner.
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.
Gate Stoppers ☐: A dozen iron spikes, chisels, and a mallet.
Camping Gear ☐-☐: Bedroll, cooking pot, tarpaulin, three days rations. Roughing it out with this gear allows a single downtime action to remove stress. Lacking this does not allow any effective rest.
Medicine Chest ☐-☐: Scalpels, bone saw, pincers, needle & thread, bandages, opium, simple medicine, leeches.
Light Tools ☐: Tools for one craft that does light work, like a clockmaker, jeweller, mapmaker, scribe, tailor, whitesmith, or woodcarver.
Heavy Tools ☐-☐: Tools for heavy construction work, like that of a blacksmith, carpenter, lumberjack, mason, or miner.
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 Lure ☐: Something enticing to unsophisticated creatures like a decoy, glass beads, strong drink, food, or a scent lure.
Special Equipment
Equipment reserved to certain playbooks that are not Inventions. Such items can be added to your inventory using the Acquire Asset downtime action.
- 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 of your custom-made formulas or a Common alechemical with complexity no higher than your tier. See Alchemy page 226 for more on alchemicals.
- Breastplate ☐-☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.
- 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.
- Fine and Potent Dueling Weapon ☐: A masterwork light weapon like a rapier, smallsword, or arming sword. This weapon has been blessed or carry a magical sigil, making it potent. This is often a reward for service or an heirloom from an otherwise impoverished noble background. The fine quality improves the effect while the potency allows you to damage supernatural targets.
- Fine Bottle of Wine ☐: A rare vintage from your personal collection, potent both in its alcohol and its ability to impress.
- 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 Cover Identity ☐: An advanced disguise, personalized outfit, paperwork, planted stories and rumors, and false relationships sufficient to establish a false identity. +2d to maintain this identity. Takes at least an hour to don, so you need to explain this as a part of your plan.
- Fine Crew Identity ☐: A fake identity for your crew, covering insignia, false relationships, and planted rumors. Gives +1d to each member to maintain group identity.
- 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 when playing a role or relying on beauty.
- Fine Loaded Dice, Trick Cards ◯: Gambling accouterments subtly altered to favor particular outcomes. Gives +1d on your deceptive actions when you use it.
- Fine Lockpicks ◯: A finely crafted set of tools to disable and circumvent locks.
- Fine Tinkering Tools ☐: A finely crafted set of tools for detailed mechanist work. A jeweler's loup. Measuring devices.
- Fine Weapon ☐ or ☐-☐: A masterwork weapon that fits you perfectly, improving your effect. This can be either a hand weapon or a two-handed weapon of any type, but in some cases your choice of weapon will be limited. This refers to one particular weapon, if lost, you have to find a new one.
- 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.
- Grenade ☐: Small bomb made to be lit and thrown. Overcomes scale with Wreck attacks at short range.
Heraldry ◯: Kaō, shield mark, blazoned surcoat, or badge of identity and pride that negates the cost of resisting once per score.
- Hunting Pet Cohort ◯: Your animal companion obeys your commands and
- Light Camping Gear ☐: Bedroll, cooking pot, tarpaulin, fishing line, snares, all personalized and chosen to be lightweight. Roughing it out with this gear allows a single downtime action to remove stress. Lacking camping gear does not allow any effective rest.
- Light Climbing Gear ☐: A well-crafted set of Climbing Gear that is less bulky and heavy than a standard set. A chalk dust stone. A climbing harness concealed in your clothes. A set of steel pitons and a small silenced mallet. A silenced grappling hook. 15 meters of rope made of silk or hair.
- 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.
- Parrying Instrument ☐: Buckler, main-gauche, gauntlet, hat, cloak or other device used defensively in the off hand. Improves position in combat when used with Finesse but prevents trading position for effect. Cannot be used with a heavy or off-hand weapon.
- Potent Weapon ☐ or ☐-☐: A weapon magically potent against the supernatural. Certain creatures take less or even no damage from mundane weapons. This is one specific item, but can be either a hand or heavy weapon.
- Relevant Map ☐: A map of the area of operations, gained through contacts and information gathering. May reveal interesting routes and potential secrets.
- Shield ☐: A defensive weapon carried in one hand. Functions as armor and stacks with other armor. Cannot be used with a heavy or off-hand weapon.
- Slow Match ☐ A slow match is a slow-burning fuse that can burn even underwater. Commonly worn on a small rod, it can be worn in many ways—Blackbeard worse several in his beard. Serves as an instant source of fire, used to start fires, light fuses, and fire firearms.
- 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?
- Spyglass ☐: Telescopic brass tube with lenses, amplifies three to four times.
- Thrown Weapons ☐: A throwing weapon is a javelin, throwing axe, shakram, or throwing disk, a heavy throwing weapon that requires strength and room to throw. You generally get three throwing weapons in the package, and they can be picked up and thrown again.
- Workman's Hat ☐: Lets you disappear in a crowd of similar workers.
- anticipates your actions. Cohort: Expert: Hunter, Tenacious, Animal intelligence. See page 96.
Power Implements
Things used to improve the use of powers, often specific to a certain magic tradition/power playbook. Playbook' means you need to have this on the inventory of your playbook to use it.
- Animist Disguise ☐-☐: Hides an animist's spirit symbols without interfering with powers. Playbook.
- Artificer Gizmo ☐: Grants a single use of a power that is not known but is accessible to artificers. Playbook.
- 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. Playbook.
- Beads ☐: Improves a chi-users position against fear and mental influence effects. Playbook.
- Calligraphic Scroll ☐-☐: Allows a single use of a chi power that is not known. Playbook.
- Chosen's 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. Playbook.
- Chosen's Blessing ☐: A chosen can bless any object to make it potent. Playbook.
- 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. Playbook.
- Black Lotus ☐: A tar-like resin made from the leaves of the plant. Induces coma-like stupor and visions. Consumable, Volatile “Woozy,” lvl 1 harm. In addition a soulsworn gain +1d to action rolls for powers. Playbook.
- Familiar Spirit ◯: a monster camouflaged as an item or a small animal that acts as an agent of your patron.
- Fetish ☐: Enhances power, increasing the effect of a single use of a power. One Use. Playbook.
- Incense ☐: Increases the outcome of Study and Survey powers by enhances visions and lucid dreaming. Playbook.
- Memento ☐: Reduces the stress cost of an orphic power by one. One use per score. Playbook.
- 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. Playbook.
- Monster Bait ☐: Gives increased effect when trying to lure creatures that are not sapient.
- Monster Clothes ☐: (beyond what is required to meet the group's standards of decency) adapted to your physique.
- Music Sheet ☐: Allows one use of a power on the list of orphic powers that you do not know. Playbook.
- Mystic Amulet ☐: Reduces the stress cost of powers by one as long as you have no stress. Playbook.
- Mystic Robe ☐-☐-☐: Improves position when using powers. Playbook.
- Power Token ☐: Granting one-time use of a power you do not know but that is available for you to choose. Playbook.
- Prayer Beads ◯: Restores two points of stress with ten minutes of meditation. One use. Playbook.
- Ritual supplies ☐, ☐, ☐: that can reduce the stress cost of a power by 1. Consumable, Playbook.
- Simple Disguise ☐: Avoids attention as long as you lie low. Hides your identity, can be quickly donned or doffed.
- Sorcerous Insignia ☐: of your heritage that reduces the stress cost of powers by one during a score. Ruins any disguise. Playbook.
- Spirit Bribe ☐: Gives +1d on a single use of an Animist power. Playbook.
- 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 and cannot use armor. Playbook.
- 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. Playbook.
- Tinker Drone ◯: Can assist owner on Tinker checks. Owner pays stress cost. Playbook.
- Veil ☐: Blinds you but this blindness does not affect powers. Halves the stress-induced die requirement of powers from Trauma Condition—Balance. Playbook.