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
- ☐-☐ Armor ☐-☐-☐ +Heavy
- ☐ Burglary Gear
- ☐, ☐ Caltrops
- ☐-☐ Camping gear
- ☐ Climbing Gear
- ☐, ☐ Documents
- ☐ 15m Rope
- ☐ Gate Stopper
- ☐, ☐ Hand Weapon
- ☐-☐ Heavy Weapon
- ◯ Holy Symbol
- ◯ Knife
- ◯ Lamp
- ☐ Lantern
- ☐ , ☐ Manacles
- ☐-☐ Medicine chest
- ☐ Mirror
- ☐ Monster Lure
- ☐ Musical Instrument
- ☐, ☐, ☐ Oil flask
- ◯ Signet Ring
- ◯ Simple Disguise
- ☐ Subterfuge Supplies
- ☐-☐ 10-foot (3m) pole
- ☐ Throwing Knives
- ☐ Tools, Light
- ☐-☐ Tools, Heavy
- ◯ Tinderbox
- ☐ Torch
- ◯ Whistle
Standard Equipment Descriptions
- 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.
- 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.
- Caltrops ☐: Small spike traps to delay pursuit. Covers a 1 meter radius in spikes dangerous, particularly to runners.
- 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.
- 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.
- 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.
- 15m Rope ☐: 15 meters of rope safe to 150 kg.
- Gate Stopper ☐: A dozen iron spikes, chisels, and a mallet.
- 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.
- Holy Symbol ◯: A small religious symbol usually made of silver. Might keep supernatural creatures at bay with an Attune roll.
- Knife ◯: A universal tool and emergency 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.
- Manacles ☐: A set of heavy manacles and chain, suitable for restraining and leashing a prisoner.
- Medicine Chest ☐-☐: Scalpels, bone saw, pincers, needle & thread, bandages, opium, simple medicine, leeches.
- Mirror ☐: Polished metal mirror, or glass mirror in a protective case.
- Monster Lure ☐: Something enticing to unsophisticated creatures like a decoy, glass beads, strong drink, food, or a scent lure.
- 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 ☐-☐-☐.
- Oil flask ☐: 6h fuel for lamp or lantern, lubricant, or emergency incendiary.
- Signet Ring ◯: A ring with your symbol, used as identification and signature to seal deals and documents.
- 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.
- 10-foot pole (3m) ☐-☐: Can trigger traps at a safe distance or assist jumps and climbs.
- Throwing Knives ☐: Six small, light blades such as knives or darts.
- 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.
- Tools, Heavy ☐-☐: Tools for heavy construction work, like that of a blacksmith, carpenter, lumberjack, mason, or miner. Also good for demolition.
- Tools, Light ☐: Tools for one craft that does light work, like a clockmaker, jeweler, mapmaker, scribe, tailor, whitesmith, or woodcarver.
- Torch ☐: Burns for about an hour, emergency potent weapon.
- Whistle ◯: A signaling device or tiny instrument such as an ocarina, castanet, or jaw harp.
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.
- 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.
- Breastplate ☐-☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.
- 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.
- 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.
- 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. Playbook.
- 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.
- 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.
- Heraldry ◯: Kaō, shield mark, blazoned surcoat, or badge of identity and pride that identifies negates the cost of a resistance roll you just made. Playbook
- Hunting Pet Cohort ◯: Your animal companion obeys your commands and anticipates your actions. Cohort: Expert: Hunter, Tenacious, Animal intelligence. See page 96.
- 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. This can be a piece of equipment or something you pick up pr are given to use the power. 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 a power by one as long as you have no stress. One use per score. Playbook.
- 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. Makes up for some of the weaknesses of Finesse combat against multiple opponents.
- Mount ◯: A horse (or appropriate mount) trained to carry you in battle.
- Pet ◯: An animal, tiny monster, or item that is Intelligent and can talk but is not especially capable.
- 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 position against fear and mental influence effects. Playbook.
- Qiankun Bag ◯: These small drawstring bags might be simple cloth or fancy embroidered silk. They hold more than they should, to the tune of an additional load, but only small items. Things put into them do not age, allowing storage of both ready meals and fresh fruit, fish, and meat. 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.
- 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.
- 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 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.
- Staff ☐-☐: Increases the time and reduces the stress cost of using powers you know by one. Also a potent 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.
- 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. Playbook