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 AspectDescription
Armor-piercingWhen attacking an armored enemy, you may pay 2 focus. If you do, you gain 1d6 advantage to that attack.
CleavingWhen 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.
CoverAs 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.
FirepowerProjectiles shot from this weapon cannot be actively defended against, not even with a shield.
FlammableIf ignited, this item will burn for a while. If an attack with a burning flammable item deals damage, the target gains 1d6 fire counters.
GauntletsWhen attacking unarmed (with your fists), you may pay 2 vigor. If you do, you gain 1d6 advantage to that attack.
InconspicuousThis weapon is easy to hide or explain. You gain 1d6 advantage to checks for these purposes.
IntimidatingIf you incorporate this weapon into an intimidation check, you may pay 2 focus. If you do, you gain 1d6 advantage to that check.
LongThis weapon's melee attack range is increased by 1 field.
Long rangeThis 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.
LoudWearing a loud armor causes 1d6 disadvantage to all stealth checks. Using a loud weapon alerts everyone in the vicinity.
MasterworkThe 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.
ParryWhen actively defending with this weapon, you may pay 2 vigor. If you do, you gain 1d6 advantage to that defense.
PrestigiousIf 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.
QuickIf 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.
ReloadReloading this weapon takes a movement action.
ShatteringWhen attacking with this weapon, you may pay 3 vigor. If you do and the attack deals damage, the target gains 1 daze counter.
Short rangeThis 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.
TriggeredWhen attacking with this weapon, you may pay 2 focus. If you do, you gain 1d6 advantage to that attack.
UnarmedAttacks with this weapon count as unarmed attacks.
UnpredictableWhen 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.
UnwieldyYou gain 1d6 disadvantage to attacks with this weapon when fighting in confined spaces.
WhistlingThis ammo emits a whistling sound when flying at high speeds. Can be used as a signal, for intimidation and distraction.
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Item Counters

Items can have counters analogous to character counters.

CounterDescription
DamageFor 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.
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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...