Standard Equipment (FiD)
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Standard items available to all characters.
- ☐, ☐ means you can have several items of this type, as many as there are separate boxes divided by commas. Count load for each. Some playbooks have access to multiple light ◯, ◯, ◯ or heavy ☐-☐, ☐-☐ items, which work the same way.
- ☐-☐ means the item costs several load, you must pay the full load to have a single item. There are even heavier items that take up more load, like ☐-☐-☐ or even more.
- ◯ 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 cestus, whip, or length of chain.
- 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, blackjack, brass knuckles, pistol, 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.
- Simple Disguise ◯: A hooded cloak or a type of hat large that is ubiquitous in the setting. It helps you avoid attention as long as you lie low in a crowd, but won't conceal you if individually examined.
- 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.
- Animist Disguise ☐: A coverall or robe that hides an animist's spirit symbols without interfering with powers. You have to doff this to use powers. Playbook.
- Athame ◯: A ceremonial Magic iron dagger with inscriptions of occult symbols. The athame insulates the wielder, protecting from corruption, while also allowing the wielder to affect both the physical and ethereal worlds. It allows the wielder to draw glowing lines on any surface or even in the air, usually to create wards or as a part of a ritual. Improves position when rolling for rituals and functions as a fine, potent dagger.
- 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 more than 1 higher than your tier. See Alchemy page 226 for more on alchemicals.
- Black Lotus ☐: A tar-like resin made from the leaves of the plant. Induces hours of stupor and visions. Adds effect to Attune rolls. Alchemy, Consumable, Volatile “Woozy,” lvl 2 harm.
- Breastplate ☐-☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.
- Cacao, Coffee, or Tea ☐: A dark, bitter brew cultivated in tropical areas. Restores 1 point of stress. Improves alertness for 4 hours. Alchemy, Common, Consumable, Unreliable/Volatile Complexity die when the effect ends: 1-3 level 1 harm: "Anxiety".
- Ceremonial Robe ☐-☐-☐: Extravagant robe embroidered with mystic symbols, along with a ceremonial hat. Reduces the stress cost of powers by 1. Playbook.
- Chosen's Disguise ◯: A hooded cloak or a type of large hat that is ubiquitous in the setting. It helps you avoid attention as long as you lie low in a crowd, but won't conceal you if individually examined. As a chosen, this also protects you from all Attune, Study, and Survey Powers. Playbook.
- Chosen's Token ☐: Give an object used to visualize a your use of powers 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 rating. Playbook.
- Coca Leaves ☐: Leaves grown in tropical mountains, rolled into a ball and chewed. Restores 2 points of stress. Improves energy for 10 hours. Alchemy, Common, Consumable, Unreliable/Volatile Complexity roll (starts at 2d) when the effect ends: 1-3 level 2 harm: "Restlessness" when the effect ends.
- 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.
- Darklight Goggles ◯: Goggles that lets you see in the invisible light of a Darklight Lamp. Vision is sepia-tinted. Gadget.
- Darklight Lamp ☐: A Lantern that does not shed visible light. Still hot and vulnerable to falls. Gadget.
- 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.
- Experimental Gizmo ☐: The kind of machine an artificer uses for all powers, but this one is an experimental foray into a new area. Grants a single use of a power that is not known but is accessible to artificers. Playbook.
- Experimental Machine ☐-☐: A large end robust experimental device, trying out new areas of technology. Grants access to a specific power effect for the duration of a score. This is an effect of a power you do not know that is accessible to artificers. Playbook.
- Familiar Spirit ◯: A monster camouflaged as an item or a small animal that acts as an agent of your patron. This is an expert (loremaster) (p 96). It can pick Intelligent as a flaw, allowing an edge as normal.
- Fetish ☐: A figurine or medicine bundle, increases the effect of a single use of a power. Consumable, Playbook.
- Fine Bottle of Wine ☐: A rare vintage from your personal collection, potent both in its alcohol and its ability to impress. Desirable to most people and tends to loosen tunges.
- Fine 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. Refined for your use to give increased effect. Note that the Infiltrator special ability negates the Fine equipment bonus.
- 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 Heavy Tools ☐-☐: Tools for heavy construction work, like that of a , blacksmith,, carpenter, , lumberjack, , mason, or, miner. Fine Quality improves your effect.
- Fine Loaded Dice, Trick Cards ◯: Gambling accouterments subtly altered to favor particular outcomes. Adds effect, making wins larger.
- Fine Monster Lure ☐ or ☐-☐: Something enticing to unsophisticated creatures like a decoy, glass beads, strong drink, food, or a scent lure. Fine quality and insight into monster nature gives increased effect. Alchemy, Playbook.
- Fine 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. Gadget.
- Fine Tinkering Tools ☐: A finely crafted set of tools for detailed mechanist work. A jeweler's loup. Measuring devices. Increases effect on suitable tasks, including work with clockwork and traps.
- 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.
- Gadgets ☐-☐, ☐, or ◯. Pick up and use gadgets in your possession. The various combination of boxes is a limitation on each size, one ☐-☐, three ☐, and three ◯.
- Gift ☐: An object someone gave you. This can be something you were offered in the past, or something you are given right now. An immaterial spirit cannot pick up or receive items, it has to be given and counts as a gift, even if it is your crew handing it to you. Playbook.
- Grenade ☐: Explodes in a cloud of smoke and shrapnel. Overcomes scale. Grenadier special ability adds other types of grenades. All of these are Alchemy concoctions.
- Heraldry ◯: Kaō, shield mark, blazoned surcoat, or badge of identity and pride that negates the cost of resisting once per score.
- Heraldry ◯: Kaō, shield mark, blazoned surcoat, or badge of identity and pride that negates the cost of resisting once per score.
- Hunter's Body Paint ☐: Smells nice and friendly to animals, makes them treat you like one of them. Alchemical, Consumable.
- Hunting Pet Cohort ◯: Your animal companion obeys your commands and anticipates your actions. Cohort: Expert: Hunter, Tenacious, Animal intelligence. See page 96.
- Incense ☐: Burns for an hour in a censer, a perforated metal bowl hung on chains. Swung in one hand, it spreads aromatic smoke. Saturating an area with incense smoke takes a minute for a large room. This improves position against spiritual threats. Alchemy, Common, Consumable, Unreliable
- 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. Playbook.
- 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.
- Memento ◯: A small personal item reminding you of your goals and passions. Reduces the stress cost of a 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 for a power. Playbook.
- Monster Clothes ☐: Monsters and spirits only come with the minimum clothes required for decency. These clothes cover you up and are adapted to your physique. This does not disguise your monstrous nature, it makes you presentable or even well-dressed to people willing to accept that you are a monster. Playbook.
- 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 Compass ☐: A compass with a Magic loadstone that responds to ethereal phenomena such as Power effects, ley lines, spirits, and even specific monsters at great range. Can be configured to point to different things using Attune. A magical link to the target greatly enhances the effect. Variants can be a pendulum or loadstone.
- Natural Object ☐: An object related to your powers, such as a branch for plant or a rock for earth. This can be a rare item like a medicinal herb or rock crystal, but not one worth coins. Playbook.
- 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.
- Pet ◯: An animal, tiny monster, or item that is Intelligent and can talk but is not especially capable.
- Potent Oil ☐: A weapon coated in this oil becomes potent against the supernatural for an hour. Alchemy, Common, Consumable.
- Powder Keg ☐-☐: A small keg of gunpowder, along with some fuse and fuse cord. Useful as a reserve store of gunpowder, but mainly as a bomb. It can be deployed to destroy a strong gate or masonry wall or to overcome scale. If you have the Sapper special ability you gain three powder kegs without additional load. Alchemy.
- Power Pack ☐-☐: A large store of energy designed to power artificer devices. Select one power. This reduces the Stress cost of using effects of that power by one. Playbook.
- Power Robe ☐: An extravagant robe displaying your power and allegiance. +1d on Command rolls. Conspicuous, Playbook.
- Power Token ☐: Grants a one-time use of a power you do not know but that is available for you to choose. You cannot choose a Domain Power (those marked in yellow) unless you have the Expanded Domains special ability. Playbook.
- Prayer Beads ☐: Improves a chi-users position against fear and mental influence effects. Playbook.
- Qiankun Medicine Bag ◯: A Qiankun Bag holding medicinal herbs. It keeps herbs fresh, giving +1d on healing treatment rolls. Playbook.
- Relevant Map ☐: A map of the area of operations, gained through contacts and information gathering. Negates the engagement roll penalty for complex plans. Playbook.
- Reliquary ☐-☐-☐: Fancifully decorated box containing a holy relic, suspended on a pole to display as a banner. Increases the effect of powers, worsens position against physical interactions. Needs both hands. Artifact, Playbook.
- Scroll ☐: Allows a single use of a power available to your playbook but not known to you. Playbook.
- Second Sight Potion ☐: Gives the ability to see spirits and the invisible. Lasts several hours. Alchemy, Consumable, Unreliable/Volatile. You may see things that are not there.
- 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.
- Silence Potion ☐: A vial of golden liquid that negates all sound within 10 paces of the drinker for a span of several moments. Consumable.
- Silver Bullets ☐: Especially cast in a holy or magical place, these silver bullets make potent attacks with a firearm. A similar effect for bows and crossbows can be gained with silver-tipped arrows and bolts. You have enough silver bullets for the entire score. Consumable.
- 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. Gadget.
- 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 but this gives them level 1 harm: drowsy. Consumable.
- Smoke Bombs (3) ☐: Makes a flash and a cloud of smoke, an excellent distraction that also creates a large cloud of dense smoke. Quickly disperses in any wind. Conspicuous, Consumable.
- Sorcerous Seal ◯: A seal or other token of your heritage, such as a piece of jewelry or even a tattoo. Causes your power(s) to display around you for a few minutes, clearly identifying you and your powers to any observer. You might be surrounded by an aura appropriate to your powers or magical patterns or symbols. Ruins any disguise or stealth. Reduces the stress cost of all powers by one for the duration. One use per score. Playbook.
- Spellbook ☐-☐: Allows you to use powers with Study instead of whatever action the task normally uses, but requires several minutes for each use. Losing your spellbook is disastrous, see Trauma Condition—Spellbook. Playbook
- Spirit Bottle (2) ☐: An arcane device used to trap a spirit. A metal and crystalline cylinder, the size of a loaf of bread. Other variants can be made of wood or ceramics and often in the form of statuettes of the intended target. Gadget.
- Spirit Bribe ☐: A token imbued with power and sacrifice, valued by spirits and useful as a bribe. Gives +1d on a single use of an Animist power. Consumable, Playbook.
- Spirit Mask ☐: An arcane item that allows the trained user to see 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.
- Staff ☐-☐: Increases the time and reduces the stress cost of using powers you know by one. Also an emergency heavy weapon. Playbook
- Stagewear ◯: Fancy stage kit, often provocative. 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 Token ☐: A token of a pact made in advance with a spirit strange to the user. Allows an animist a single use a power they do not know. Consumable, Playbook
- Thinking Cap ◯: A pointed hat iconic for wizards and representing intellect and study. Allows you to use Study instead of any Insight or Resolve action. One use per score. Playbook
- Thrown Weapons (3) ☐: 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.
- Tinker Drone ◯: Tiny creature like a rat, small monkey, or homunculus; often robotic. Can assist you on Tinker rolls. You pay the stress cost. It is too limited to act on its own. Playbook.
- Trained Hunting Pet ◯: Your animal companion obeys your commands and anticipates your actions. It is Intelligent. Cohort (Expert: Hunter). See p 96.
- 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. +1d on all Resolve actions against imbiber. Alchemy, Common, Consumable, Unreliable.
- Veil ◯: Impairs vision, giving -2d on most actions, but this blindness does not affect the use of Powers. Halves the stress-induced die requirement of powers from Trauma Condition—Balance. Playbook.
- Wand ◯: It allows the wielder to draw glowing lines on any surface or even in the air, usually to create wards or as a part of a ritual. Improves the casting of spells, you can burn out the wand in order to turn a failure into an opposed success when using powers you know. Playbook
- Warding Charm ◯: Magic Item made to ward against a specific type of creature, usually defined by a Power, but sometimes against all Summoned creatures or all Spirits. Keeps the creature at bay and improves position in a conflict. Each warding charm uses a separate formula. Common, Rare.
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 ☐: A coverall or robe that hides an animist's spirit symbols without interfering with powers. You have to doff this to use powers. Playbook.
- Experimental Gizmo ☐: The kind of machine an artificer uses for all powers, but not for an established power. Instead this is an experimental foray into a new area. Grants a single use of a power that is not known but is accessible to artificers. Playbook.
- Experimental Machine ☐-☐: A large end robust experimental device, trying out new areas of technology. 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.
- Power Pack ☐-☐: A large store of energy designed to power artificer devices. Select one power. This reduces the Stress cost of using effects of that power by one. Playbook.
- Prayer Beads ☐: Improves a chi-users position against fear and mental influence effects. 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.
- Chosen's Token ☐: Give an object used to explain or visualize a chosen's use of powers 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.
- Familiar Spirit ◯: a monster camouflaged as an item or a small animal that acts as an agent of your patron. It is an Intelligent. Cohort (Expert: Occultist). See p 96. If killed it returns 24h later, usually angry at you.
- Fetish ☐: A figurine or medicine bundle made of bones and feathers, increases the effect of a single use of a power. Consumable, Playbook.
- Fine Monster Lure ☐: Something enticing to unsophisticated creatures like a decoy, glass beads, strong drink, food, or a scent lure. Fine quality and insight into monster nature gives increased effect. Playbook.
- Incense ☐: Increases the outcome of Study and Survey powers by enhancing visions and lucid dreaming. Playbook.
- Memento ☐: An item reminding you of your goals and passions. 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 Clothes ☐: Monsters and spirits only come with the minimum clothes required for decency. These clothes cover you up decently and are adapted to your physique. This does not disguise your monstrous nature, it makes you presentable or even well-dressed to people willing to accept that you are a monster.
- 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.
- Ceremonial Robe ☐-☐-☐: Extravagant robe embroidered with mystic symbols. Reduces the stress cost of powers by 1. Playbook.
- Power Token ☐: Grants a one-time use of a power you do not know but that is available for you to choose. Playbook.
- Ritual Supplies ☐: Material components that reduce the stress cost of a power by 1. Consumable, Playbook.
- Scroll ☐: Allows a single use of a power available to your playbook but not known to you. Playbook.
- Simple Disguise ☐: A hooded cloak or a type of hat that is ubiquitous in the setting. It helps you avoid attention as long as you lie low, but won't conceal you if individually examined.
- Sorcerous Seal ☐: A seal or other token of your heritage, such as a piece of jewelry. Use it to cause your power(s) to display around you for a few minutes, clearly identifying you and your powers to any observer, even at a distance. Ruins any disguise, even powers used for concealment. Reduces the stress cost of all powers by one for the duration. One use per score. Playbook.
- Spirit Bribe ☐: A token imbued with power and sacrifice, valued by spirits and useful as a bribe. Gives +1d on a single use of an Animist power. Consumable, Playbook.
- Stagewear ☐: Fancy sage kit, often provocative. 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 Token ☐: A token of a pact made in advance with a spirit strange to the user. Allows an animist a single use a power they do not know. Consumable, Playbook.
- Tinker Drone ◯: Small creature, often robotic. Can assist you with Tinker rolls. You pay the stress cost. It is an Intelligent. Cohort (Expert: Crafter). See p 96. If killed you can rebuild it as a 4-clock long-term Tinker project. Playbook.
- Veil ☐: Blinds you but this blindness does not affect powers. Halves the stress-induced die requirement of powers from Trauma Condition—Balance. Playbook.