Usually, a PC can carry up to 6 ‘items’ (unless they have Packer). An ‘item’ in this case being anything larger than a fist. For instance, a character could carry a Gambeson, Rapier, Longbow, Quiver full of arrows, Rations, and Adventuring Gear. Things that don’t fall under this definition of ‘item’ are considered ‘trinkets’ and should play little to no mechanical benefit, but instead have an affect on the story itself.
Only one armor can be worn at a time unless otherwise specified.
- Gambeson (5W): Add 1 to Defense, can be worn with any other armor
- Lamellar (15W): Add 1 to Defense
- Splintmail (30W): Add 2 to Defense
- Chainmail (35W): Add 1 to Defense, can be worn with full plate
- Full Plate (100W): Add 2 to Defense, do not add Dodge bonus to Defense
Weapons are labelled as melee, ranged, thrown. Any thrown weapon also has stats for melee use, except darts. Weapons labelled as Two-Handed cannot be used with a shield. Two weapons cannot be used at the same time unless a character has Dual Wield.
All ranged weapons have a listed range of areas. When aiming within the listed range, they incur no penalty. They incur a penalty of 1 for every time they exceed that number. I.e. A dagger would have no penalty for being thrown at an adjacent area, a penalty of 1 when being thrown 2 areas away, a penalty of 2 being thrown 3 areas away, and so on. Certain weapons, such as crossbows, are listed as Hard-Capped (HC). Such weapons cannot exceed their listed range. Weapons listed as having reload require that a character use that many actions to reload the weapon before using it again.
Most weapons have an Injury Threshold Modifier (ITM) or a Fatigue Threshold Modifier (FTM), which indicates that they cause injuries or fatigue, respectively, and how the threshold should be modified for the injury or fatigue roll upon being hit (as described in Actions & Combat).
Some aptitudes refer to categories. These are listed in the parentheses after each weapon name before the cost.
- Dagger (sword, 1W): Melee, ITM +1. Ranged, ITM +0, Range 1.
- Dart (spear, 1W/20): Used to administer drugs rather than calling for an injury roll; Range 2.
- Handaxe (axe, 2W): Melee, ITM +1, +1 to hit. Ranged, ITM +1, Range 1.
- Javelin (spear, 1W/5): Melee, ITM +0. Ranged, ITM +1, Range 2.
- Spear (spear, 2W): Melee, ITM +1. Ranged, ITM +2, Range 1.
- Club (club, 1W): FTM +0; this should be used for most improvised weapons (sticks, table legs, etc.).
- Crowbar (club, 2W): ITM +0, FTM +0; +1 to attempts to pry things open.
- Epee (sword, 10W): ITM +1; +1 to hit; +1 to attempts to disarm.
- Flail (flail, 5W): ITM +0, FTM +0; +1 to attempts to disarm.
- Greataxe (axe, 15W): ITM +2; +1 to breaking down obstacles; Two-Handed.
- Greatsword (sword, 25W): ITM +3; +1 to hit; Two-Handed.
- Halberd (long spear, 15W): ITM +1; +1 to attempts to disarm, can attack adjacent areas; Two-Handed.
- Hammer (club, 1W): ITM +0. As it is a hammer, it can be used to fix things.
- Longsword (sword, 10W): ITM +2; +1 to attempts to disarm; can be wielded Two-Handed for +1 to hit.
- Mace (club, 5W): ITM +0, FTM +1.
- Pickaxe (axe, 4W): ITM +0; +1 to attempts to pry things open, +1 to breaking down obstacles, can be used for pickaxe things; Two-Handed.
- Pike (spear, 10W): ITM +1; can attack adjacent areas; Two-Handed.
- Shield (shield, 5W): FTM +0; add 1 to Defense.
- Shortsword (sword, 5W): ITM +2.
- Shovel (club, 2W): FTM +1; can be used for digging purposes.
- Sledge (club, 5W): ITM +0, FTM +1; +1 to breaking down obstacles; Two-Handed.
- Staff (club, 1W): FTM +0; +1 to attempts to vault (jump), grapple, or knockdown; ITM +0 vs. knocked down opponents.
- Targe (shield, 10W): ITM +0; add 1 to Defense.
- Blowgun (blowgun, 1W): Range 4; uses Darts.
- Crossbow, Heavy (crossbow, 25W): ITM +3, HC Range 10, Reload 1; uses Bolts.
- Crossbow, Light (crossbow, 10W): ITM +2, HC Range 5; uses Bolts.
- Hand Cannon (crossbow, 30W): ITM +4, HC Range 1, Reload 2; uses Gunpowder and Pellets.
- Longbow (bow, 25W): ITM +2, Range 10; uses Arrows.
- Slingshot (sling, 2W): ITM +0, FTM +1, Range 2; uses Pellets.
- Shortbow (bow, 10W): ITM +1, Range 4; uses Arrows.
The following are ammo carrying cases. Their fill price is included in the base cost.
- Bolt Case (2W): Holds 20 Bolts, costs 1W to fill.
- Pellet Pouch (2W): Holds 50 Pellets, costs 1W to fill.
- Powder Horn (5W): Holds 10 Rounds of Gunpowder, costs 4W to fill.
- Quiver (2W): Holds 20 Arrows, costs 1W to fill.
All items listed below (except Rations) act as 1 ‘item’ altogether (assumed to be held in a single pack) when it comes to carrying capacity. All characters are assumed to begin with common clothes and a backpack unless the GM determines otherwise.
If you’re going to be spending an extended period of time in the wilderness, something from this list may be important.
- Bedroll (1W): If you are sleeping in the wild without a bedroll, you must make a successful Resilience roll to reduce Fatigue. Note that this roll does not cause Fatigue.
- Chain (5W/3m)
- Firemaking Kit (1W)
- Fishing Net (2W/sq m)
- Mess Kit and Waterskin (1W): A collection of dishes used for meal prep and eating.
- Rations (2W): Feeds one person for up to 7 days.
- Rope (1W/3m)
- Tent, Small (5W): A tent large enough to comfortably fit two people and their belongings.
- Tent, Large (10W): A tent large enough to comfortably fit five people and their belongings.
- Traveling Clothes (5W): +1 when dealing with harsh weather and terrain.
- Twine (1W/30m)
- Whistle (1W): A metal whistle that creates a loud, sharp noise that can be heard from far away.
Let light overcome the darkness.
- Flask of Oil (1W)
- Lantern (5W): Lights an area for 6 hours per flask of oil, providing the immediate Area with dim light and causing fire level -3 (unless fire level already exists).
- Torches (1W/5): Remains lit for 1 hour, providing the immediate Area with dim light and causing fire level 0 (only if fire level is already less than 0).
Things for holding other things.
- Backpack (2W)
- Chest (5W)
- Lockbox (10W)
- Pouch (1W)
Charlatans, Thieves, and Bounty Hunters should look here for gear that might help them deceive, infiltrate, or subdue their targets.
- Bell (1W)
- Block and Tackle (2W): A system of ropes and pulleys used for lifting and moving heavy objects.
- Caltrops (1W/20)
- Disguise Kit (15W): Includes wigs, makeup, and other supplies to make the user look like someone else.
- Grappling Hook (2W): A large piece of metal with three hooks and a loop for running a rope through. Does not come with a rope.
- Ladder (2W): A ten-foot long ladder.
- Manacles (2W)
- Pitons (1W/10): A spike with a ring on the end, usually used for climbing.
- Pole (1W): A ten-foot long wooden pole for touching things from a distance (or pole-vaulting).
- Thieves’ Tools (15W): A mixture of various keys, picks, files, clamps, pliers, and a small mirror on a metal handle for picking locks and disarming traps.
Polite Odds and Ends
Any items found here could be considered vital to function within ‘polite society’.
- Boardgame (1W)
- Common Clothes (1W)
- Costume (5W): +1 when performing or attempting to impersonate someone (if the costume applies).
- Deck of Cards (1W)
- Fine Clothes (10W): +1 when dealing with the higher-ups of society.
- Holy Symbol, Gold (10W)
- Holy Symbol, Wooden (2W)
- Instrument, Musical (25W)
- Jewellery (50W)
- Makeup Kit (10W)
Items found here are intended for more scholarly pursuits.
- Chalk (1W/kg)
- Charcoal (1W/kg)
- Compass (50W)
- Ink Pen and Well (10W)
- Journal (15W): Characters do not have to roll for Committing to Memory if they write down the knowledge in the journal. They lose the knowledge if they lose the journal.
- Magnifying Glass (50W): +1 when inspecting fine objects.
- Mirror, Silver (25W)
- Mirror, Steel (5W)
- Sextant (50W)
- Spyglass (100W): +1 when inspecting far off objects.
Lady Luck’s Chosen Few is built with simplicity in mind. However, drugs are not simple (nor are the rules for them) so some groups may decide that it would be best to omit this section entirely. This is entirely up to the discretion of the group (as are all game rules).
Drugs count as adventuring gear in regards to carrying capacity. Every drug has a Potency and the cost of a drug is the listed price times the desired potency (so if a drug costs 2W and you want a version with Potency 3, you must pay 6W for it). When under the influence of a drug, characters must make a roll modified by Constitution with a threshold of the drug’s potency (if the drug’s potency is is greater than 6, the threshold is 6) when the drug is first administered and every subsequent timeframe afterward. On a success, the potency drops by 1. If a drug’s potency reaches 0, it leaves the character’s system. Potency can also be thought of as ‘doses’, administering the same type of drug raises the potency. I.e. If you are affected by Poison at Potency 2 and are injected with Poison at Potency 3, you are now suffering from Poison at Potency 5.
If a drug is listed as Hyperactive, this roll is made at the beginning of each of the influenced’s turns instead of each timeframe.
If a drug is listed as Addictive, make a roll modified by Willpower and Constitution with a base threshold of 2 any time the drug is administered. This roll is not affected by Adrenaline. On a failure, increase the character’s addiction rating to the drug by 1. If the character is not under the influence of the drug at a Potency at or above their addiction rating, they receive -1 to all rolls. For every 7 days that a character spends without having the drug in their system, their addiction rating is reduced by 1. Note that a drug counts as being in the character’s system even if they resist on the initial administration roll. You need only make an addiction roll on a drug once every 8 timeframes.
- Adrenaline (5W): Hyperactive, Addictive; add +1 to all rolls.
- Antidote (10W): Hyperactive; +1 to resisting Antidote, on a successful roll, reduce the Potency of all other drugs in the character’s system by the Potency of the Antidote prior to the resist roll’s success.
- Antitoxin (2W): +1 to all rolls to resist drugs except Antitoxin and Immunosuppressant.
- Alcohol (2W): Addictive; +1 to all rolls that can be affected by Might, ignore 1 Injury, -1 to all rolls that can be affected by Coordination, Steadiness, Endurance, or Intellect. If Potency >6, has the same effect as Neurotoxin.
- Analgesic (3W): Addictive; Ignore 1 Injury, -1 to all rolls that can be affected by Coordination.
- Cannabinoid (1W): +1 to all rolls that can be affected by Creativity, Faith, or Empathy, -1 to all rolls that can be affected by Might, Coordination, Reaction, Vision, Hearing, Smell, Perception, or Intellect.
- Detoxifier (15W): On a successful resist roll, reduce your addiction rating to all drugs by 1.
- Immunosuppressant (1W): -1 to all rolls to resist drugs except Immunosuppressant and Antitoxin.
- Neurotoxin (10W): Hyperactive; on a failure of the drug resistance roll, make a Resilience roll with FTM +1. Once a character is unconscious, the drug is no longer Hyperactive and if a character fails their drug resistance roll, they die.
- Poison (3W): -1 to all rolls.
- Psychedelic (4W): Addictive; +1 to all rolls that can be affected by Might, the threshold of Injury rolls are increased by 1, -1 to all rolls that can be affected by Intellect or Empathy.
- Stimulant (1W): Addictive; Ignore 1 Fatigue, -1 to all rolls that can be affected by Steadiness.
- Tranquilizer (5W): Hyperactive; on a failure of the drug resistance roll, make a Resilience roll with FTM +1. Once a character is unconscious, Tranquilizer is no longer Hyperactive and the Resilience roll is no longer made upon failure. Fatigue does not reduce until the Tranquilizer is out of their system.