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.

  • 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, pick any one available to you. 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 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 and Trick Cards ◯: Gambling accouterments subtly altered to favor particular outcomes. Adds effect, making wins larger. Makes fumbles worse.
  • 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 locks, clockwork, and metal 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. '
  • Hunting Pet Cohort ◯: Your animal companion obeys your commands and anticipates your actions. Cohort: Expert: Hunter, Tenacious, Animal intelligence. See page 96.
  • 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. 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.
  • Mule ◯: A draft animal trained to carry load. Depending on location this might be a lama or dromedary. Carries three times as much load as a person for the same load category. Can carry a rider, but is not a good mount.
  • Pet ◯: An animal, tiny monster, or item that is Intelligent and can talk but is not especially capable.
  • 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.
  • 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.