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, requires Fortuitous; do not add Dodge bonus to Defense
- Shield (5W): Add 1 to Defense, can be worn with any other armor
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).
- Dart (1W/20): Used to administer drugs rather than calling for an injury roll. Range 2.
- Dagger (1W): Melee, ITM +1. Ranged, ITM +0, Range 1.
- Javelin (1W/5): Melee, ITM +0. Ranged, ITM +1, Range 2.
- Handaxe (2W): Melee, ITM +1, +1 to hit. Ranged, ITM +1, Range 1.
- Spear (2W): Melee, ITM +1. Ranged, ITM +2, Range 1.
- Hammer (1W): ITM +0. As it is a hammer, it can be used to fix things.
- Club (1W): ITM +0, FTM +0.
- Staff (1W): FTM +0; +1 to attempts to vault (jump), grapple, or knockdown; ITM +0 vs. knocked down opponents.
- Crowbar (2W): ITM +0, FTM +0; +1 to attempts to pry things open.
- Shortsword (5W): ITM +2.
- Mace (5W): ITM +0, FTM +1.
- Flail (5W): ITM +0, FTM +0; +1 to attempts to disarm.
- Sledge (5W): ITM +0, FTM +1; +1 to breaking down obstacles; Two-Handed.
- Longsword (10W): ITM +2; +1 to attempts to disarm.
- Rapier (10W): ITM +1; +1 to hit; +1 to attempts to disarm.
- Pike (10W): ITM +1; can attack adjacent areas.
- Halberd (15W): ITM +1; +1 to attempts to disarm, can attack adjacent areas.
- Greataxe (15W): ITM +1; +1 to breaking down obstacles; Two-Handed; requires Heavy Hitter.
- Greatsword (25W): ITM +3; +1 to hit; Two-Handed; requires Heavy Hitter.
- Blowgun (1W): Range 4; uses Darts.
- Slingshot (2W): ITM +0, FTM +1, Range 2; uses Pellets.
- Shortbow (10W): ITM +1, Range 4; uses Arrows.
- Longbow (25W): ITM +2, Range 10; uses Arrows.
- Light Crossbow (10W): ITM +2, HC Range 5; uses Bolts.
- Heavy Crossbow (25W): ITM +3, HC Range 10, Reload 1; uses Bolts.
- Hand Cannon (30W): ITM +4, HC Range 1, Reload 2; uses Gunpowder and Pellets.
The following are ammo carrying cases. Their fill price is included in the base cost.
- Quiver (2W): Holds 20 Arrows, costs 1W to fill.
- 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.
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, character’s 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.
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 always assumed to have a backpack and common clothes.
- Rations (2W): Feeds one person for up to 7 days.
- Traveling Clothes (2W): +1 when dealing with harsh weather and terrain.
- Fine Clothes (10W): +1 when dealing with the higher-ups of society.
- Costume (5W): +1 when performing or attempting to impersonate someone (if the costume applies).
- Torches (1W/5): Remains lit for 1 hour, providing the immediate Area with dim light and causing fire level 0.
- Lantern (5W): Lights an area for 6 hours per flask of oil, providing the immediate Area with dim light and causing fire level -3.
- Flask of Oil (1W)
- Pitons (1W/10): A spike with a ring on the end, usually used for climbing.
- Rope (1W/3m)
- Chain (5W/3m)
- Bedroll (1W): If you are sleeping in the wild without a bedroll, you must make a successful Resilience roll to reduce Fatigue. (This does not cause Fatigue)
- 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.
- Ink Pen and Well (10W)
- Chalk (1W/kg)
- Charcoal (1W/kg)
- Mess Kit and Waterskin (1W)
- Firemaking Kit (1W)
- Steel Mirror (5W)
- Silver Mirror (25W)
- Magnifying Glass (100W): +1 when inspecting fine objects.
- Spyglass (100W): +1 when inspecting far off objects.
- Lockpicks (25W)
- Instrument (25W)
- Boardgame (1W)
- Deck of Cards (1W)