Table of Contents
Mundane Items
The equipment you take on your adventures plays an important role. Especially weapons, armor and shields may decide over life and death in a dicey situation.
At the beginning of the game, the GM tells how much money you have available to purchase equipment and adventuring gear.
The costs of listed items are relative to each other and may differ during the game. Though FoG is not an economic simulation, the GM may consider local availability of labor and resources when determining prices of items.
Alchemy
Alchemy encompasses first aid, medicine and poisons. These concoctions have a potency which is rolled at the moment of consumption (not during preparation).
Weapons
Wielding a weapon grants you an advantage to your attack rolls according to its bonus (see equipment list).
Weapons may also have aspects that can be used during the game and are referenced by talents and maneuvers. For example, brandishing an intimidating weapon may grant you an advantage to intimidation checks while a prestigious sword might grant you an advantage to charm checks.
Ammunition
Ranged weapons require ammunition. When you go to pick up shot arrows or bolts, there is a 50% chance that they are broken. Ignited flammable ammo cannot be reused.
Fetching ammo from a backpack is a movement action. If you possess an item for carrying ammo (such as a quiver or bandolier), you may draw as part of your attack action.
Throwing Weapons
You may draw a throwing weapon as part of your attack action. When trying to retrieve a throwing weapon, there is a 10% chance that you cannot find it or it is broken.
Armor and Shields
Wearing armor grants you an advantage to your checks for active as well as passive defense according to its bonus (see equipment list).
A shield grants you an advantage to your active defense only. It also allows you to actively defend against projectiles and thrown weapons.
Armor and shields can also have aspects that are useful in- and outside of combat in the same way weapons do.
Durability and Repairs
When an item is damaged, it gains damage counters (see below). When an item breaks, it becomes unusable and it cannot be repaired.
Repairing an item costs 10% of the price of a new one for each damage counter removed.
Improvised Items
If you are using an item in a way that it was not intended for, but somewhat fulfills its function, it is an improvised item. In that case, you make all ability checks that you are using it for with 1d6 disadvantage.
Unarmed Attacks
When using your body as a weapon, it has the item aspect quick.
Reckless Usage
When attacking with a weapon or defending with either shield or armor, you may put 1 damage counter on it to gain 1d6 advantage to your check.
Item Aspects
This list includes all weapon aspects and their effect.
Item Aspect | Description |
---|---|
Armor-piercing | When attacking an armored enemy, you may pay 2 focus. If you do, you gain 1d6 advantage to that attack. |
Cleaving | When attacking with this weapon, you may pay 2 vigor. If you do, you gain 1d6 disadvantage to your combat ability check. If your target carries a shield, it gains 1 damage counter. Then, there is a 20% chance that it gains an additional damage counter. If the target does not carry a shield, the effect applies to its weapon. |
Cover | As a movement action, you may pay 1 vigor. If you do, you hide behind this shield for cover. Until your next turn, gain 1d6 advantage to your active defense. |
Firepower | Projectiles shot from this weapon cannot be actively defended against, not even with a shield. |
Flammable | If ignited, this item will burn for a while. If an attack with a burning flammable item deals damage, the target gains 1d6 fire counters. |
Gauntlets | When attacking unarmed (with your fists), you may pay 2 vigor. If you do, you gain 1d6 advantage to that attack. |
Inconspicuous | This weapon is easy to hide or explain. You gain 1d6 advantage to checks for these purposes. |
Intimidating | If you incorporate this weapon into an intimidation check, you may pay 2 focus. If you do, you gain 1d6 advantage to that check. |
Long | This weapon's melee attack range is increased by 1 field. |
Long range | This weapon can be used to effectively shoot projectiles over long ranges. For every 20 fields of distance, you gain 1d6 disadvantage to your ability check to attack. |
Loud | Wearing a loud armor causes 1d6 disadvantage to all stealth checks. Using a loud weapon alerts everyone in the vicinity. |
Masterwork | The bonus of this equipment is increased by 1d6, its durability is increased by 1. |
Misfire (__%) | When attacking with this weapon, there is a __% chance that the weapon misfires and the attack has no effect. |
Parry | When actively defending with this weapon, you may pay 2 vigor. If you do, you gain 1d6 advantage to that defense. |
Prestigious | If you show off this weapon or armor as part of a charm check, you may pay 2 focus. If you do, you gain 1d6 advantage to that check. |
Quick | If you use this item in a quick action, you may pay 2 vigor. If you do, you gain 1d6 advantage to one of the action's checks. |
Reload | Reloading this weapon takes a movement action. |
Shattering | When attacking with this weapon, you may pay 3 vigor. If you do and the attack deals damage, the target gains 1 daze counter. |
Short range | This weapon can be thrown or shoot projectiles effectively over short ranges. For every 10 fields of distance, you gain 1d6 disadvantage to your ability check to attack. |
Triggered | When attacking with this weapon, you may pay 2 focus. If you do, you gain 1d6 advantage to that attack. |
Unarmed | Attacks with this weapon count as unarmed attacks. |
Unpredictable | When attacking with this weapon, you may pay 1 vigor. If you do, you gain 1d6 advantage to that attack. However, there is a 50% chance that you also deal 1d6 damage to yourself. |
Unwieldy | You gain 1d6 disadvantage to attacks with this weapon when fighting in confined spaces. |
Whistling | This ammo emits a whistling sound when flying at high speeds. Can be used as a signal, for intimidation and distraction. |
Version | 2025.01.07 |
Item Counters
Items can have counters analogous to character counters.
Counter | Description |
---|---|
Damage | For each damage counter, ability checks with the item gain 1d6 disadvantage. When an item has at least as many damage counters as it has durability, it breaks. |
Enchantment (source) | The effect of an enchantment is determined by its source. One item can be enchanted multiple times with different effects, each having separate counters. Whenever one of the enchantment's effects is triggered, remove an enchantment counter of that source. When the last enchantment counter is removed, the effect ends. |
Version | 2024.11.02 |
Important Adventuring Gear
Do not forget to pack a lantern and some rope. Maybe even chalk or coal to mark your way through the caverns and some marbles or caltrops just in case. Maybe also get some dice...