Table of Contents

Equipment

Starting out

Everyone can start with as many uncrafted weapons as they like. These are not suitable for use with the Prowess skill but still hurt people when you hit them. Likewise, anyone can enter play with armour made of soft leather, fur, or solid synthetic materials that gives +1 Physical Health as long as it covers their torso.

Crafters start with one item already made per skill purchase they made in each type of Craft (five items in the case of drugs). Outdoorsfolk start with one sack of relevant materials per purchase they’ve made.

Inventory

Weapons

Armour

Note that the physreps must cover your torso and at least two limbs (greaves on the legs or bracers are the arms are enough for this) to count. Alternatively, fully covering all your limbs (but having an unarmoured torso) would be fine as well.

Photo by Tom Garnett

Drugs

Each sack of materials allows the production of five doses, as follows:

Note that taking multiple doses of Hazers at once does not continually increase the effectiveness of your Spiritual Health expenditure; nor does taking multiple doses of Ragers at once increase your Physical Health exponentially.

If you take more doses of Ragers than your normal Physical Health (i.e. excluding armour and bonuses from other sources) in a day (dawn to dusk) or night (dusk to dawn), please tell a Guide. Likewise, if you take more doses of Hazers than your normal Spiritual Health (i.e. excluding bonuses) in a day (dawn to dusk) or night (dusk to dawn), please tell a Guide. Similarly, if you take more doses of Libs (excluding those used for healing) than your normal Spiritual Health (i.e. excluding bonuses) in a day (dawn to dusk) or night (dusk to dawn), please tell a Guide.

Artefacts

Some items are considered Artefacts. There are two types, temporary and Fatimal.

Temporary Artefacts are those created using Synthesis, for example Applying Conviction or Devotion. As well as having whatever effect is caused by the Synthesis power, a temporary Artefact will:

Fatimal Artefacts are parts of a Fatima that She has given away. They are identified by a luggage tag. They have a number of effects: