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14:04, 18th May 2024 (GMT+0)

Equipment.

Posted by EntropyFor group public
Entropy
GM, 30 posts
Sat 20 Apr 2024
at 10:22
  • msg #1

Equipment

Once-precious commodities like gold coins and priceless gems are now worthless. The people of the Broken World do not need luxuries; all that matters is survival. They craft, trade, or barter for the things they need. An item’s value depends on its scarcity and utility, with reliable tools and weapons, warm clothes, and fresh food and water always in high demand.

There is little in the way of personal wealth in Broken Weave. Instead, the people of a Haven share what they have with one another, pooling their resources to survive. The Haven uses this communal pool to outfit Survivors tasked with combating a crisis, supply materials for new buildings and fortifications, trade with other Havens, and more.

As well as these common resources, the Broken World is filled with strange flora and fauna with bizarre properties. You can use these unique resources and components to modify your equipment, as explained later in this thread.

RESOURCES

Resources are the closest thing to a currency in Broken Weave. They represent a Haven’s surplus, including food, clean water, medical supplies, construction materials, weapons, armour, and anything else its people can spare.

There is no such thing as personal Resources — people keep what they need to survive and share the rest with their neighbours. Your Haven’s Resources are tracked on the Haven Sheet.

Using Resources

Survivors most often use Resources to acquire new gear and equipment, as shown below. Resources are also used to improve a Haven during The Passage of Time (see Downtime thread) and are depleted when a Haven falls under threat from a new Crisis.

ACQUIRING GEAR

When a Survivor wants a new piece of equipment, such as a sword, a set of tools, or medical supplies, they take it from their Haven’s Resources. Each item in this chapter lists its Resource Cost, Availability, and Crafting DC.

• The Resource Cost represents the item’s drain on a Haven’s supplies and its typical value when trading or adding it to the Haven’s Resources.

• An item’s Availability determines how easy or difficult it is to acquire. Items are listed as Common, Uncommon, Rare, and Very Rare. The Availability table below shows the chance to find an item based on the size of the Haven.

• The Crafting DC of an item is used when a Survivor takes the Craft Equipment Downtime Activity (see page 159).

AVAILABILITY

To acquire a new piece of gear, you must first check its Availability. The Availability of an item is determined by the size of your Haven, as shown on the Availability table. Common items can be found everywhere, Uncommon items are harder to find, Rare items harder still, and Very Rare items can only reliably be found in large Havens.

If the item is available in your Haven, you simply pay the Resource Cost and acquire the item. If there is only a chance it is available, the GM rolls a d100. If the result is equal to or less than the percentage chance listed, you find the item and pay the Resource Cost to acquire it.

If the result exceeds the percentage chance, you can’t find the item. You can try to find the item again after one week, or by taking the Reequip Downtime Activity between Crises.

Example: Arturius’ rusty sword was destroyed defending their Haven, Guardian’s Lament, from a rampaging Monster. Arturius decides they need a more reliable weapon and tells the GM they want to try to find a Forgemade Longsword. A Forgemade Longsword is Rare and Guardian’s Lament has a Population of less than 200, so there is only a 45% chance of finding one. The GM rolls 1d100 and gets a 37 — as luck would have it, the Haven’s Maker has just finished forging a new blade! Arturius reduces the Haven’s Resource by 2 and claims their new weapon.

Availability
Rarity<200200-400400-600600-10001000+
CommonAvailableAvailableAvailableAvailableAvailable
Uncommon60%75%90%AvailableAvailable
Rare45%60%75%90%Available
Very Rare30%45%60%75%90%

ABUNDANCE AND SCARCITY

During Haven Creation, you determine the Abundance and Scarcity of certain materials and natural resources around your Haven. Some of these resources, such as salt or sand, will likely have little impact on a Survivor hoping to acquire new equipment. Others, such as metal and wood, could significantly affect the availability of weapons and armour. But the people of the Broken World are resourceful and have learned to make what they need from all manner of things. For this reason, a Haven’s Abundance and Scarcity does not affect how you acquire new gear — if your Haven has a scarcity of metal, what are its weapons made from? These questions fuel roleplay and build your Haven’s story. However, if your group would like your Haven’s Abundance and Scarcity to come into play when sourcing new equipment, you can do one of the following:

• If the item is made from a scarce material, the Resource Cost is doubled. If it is made from an abundant material, the Resource Cost is halved (rounding up).

• When checking for Availability, the GM rolls two d100s. If the item is made from an abundant material, the GM takes the lower result. If the item is made from a scarce material, they take the higher result.

TRADING

When acquiring an item, you can exchange an item you own for the new item, reducing or increasing your Haven’s Resources by the difference in value.

Example: Finlay wants to trade in his shortbow for a longbow. The shortbow has a Resource Cost of 1, and the longbow has a Resource Cost of 2. Finlay acquires his longbow and reduces the Haven’s Resources by 1 (2 − 1 = 1). If he were swapping a longbow for a shortbow, he would increase the Haven’s Resources by 1 instead.

BARTERING

Your Haven has a vested interest in your success and will provide you with the equipment you need if it can. However, other Havens may not be as charitable. When you are trying to acquire equipment in another Haven, you must barter for what you need. You can’t use your Haven’s Resources unless a trade route has been established between the Havens. To barter for equipment, take the steps below:

• What do you want?: Tell the GM what you want. They roll to determine the Availability of the item based on the Haven’s Population (see page 103). If the item can be found in the Haven, you must choose something to trade.

• What are you offering?: Tell the GM what you are willing to trade. They roll to determine the Availability of the item in the Haven you are trading with. If the item is available, the value of your item is equal to its standard Resource Cost. If the item is not available, demand is high and your item’s Resource Cost increases based on its rarity, as shown on the Bartering Value table.

• Make the Trade: If the items being traded are of equal value, the parties make the trade. However, if your item is worth less than expected, you’ll have to offer something else as part of the deal. Likewise, if your item is worth more than you expected, you may wish to ask for something extra to be thrown in. If this happens, the GM once again rolls to determine the Availability and value of the items. Once both parties are happy with what is being exchanged, they hand over the items and finish their trading.

Bartering Value
RarityResource Cost
CommonStandard
Uncommon+1
Rare+2
Very Rare+3

Example: Azza has reached the Haven of Lantern Deep and wants to acquire a set of patchwork plate to protect her on the next leg of her journey. Patchwork plate is Uncommon but Lantern Deep has a population of over 200, so there is only a 75% chance of finding a set. The GM rolls a d100 and gets a 71 — Azza finds a smith willing to trade the armour for items worth 2 Resources or more (the standard cost of patchwork plate).

Azza has a long-hafted axe she no longer needs, and decides to offer it in trade. The axe is Rare, so there is a 60% chance that one can be found in Lantern Deep. The GM rolls an 82 — no such axe exists in the Haven, so the value of the long-hafted axe increases by 2, to a total of 4.

The trader is honest about the axe’s worth, and asks if there is anything else Azza needs. She adds a spool of rope (1 Resource) and a hunting knife (1 Resource) along with the patchwork plate and makes the trade.


Gaining Resources

Havens naturally produce small amounts of surplus over time. People set aside some preserved foods for leaner times; others stockpile construction materials to repair homes after a disaster. Your Haven can gain Resources in the following ways:

• Haven Creation: Your Haven starts with 1d4 Resources per party member.

• Over Time: Your Haven generates additional Resources every four weeks based on its size, as shown on the table in Haven Creation.

• Consolidating Resources: During downtime, the party can consolidate their Resources. Each party member can add any equipment they found or no longer need to the communal pool. The Haven’s Resources increase by the Resource value of the item. For example, returning a forgemade longsword (Resource 2) to the Haven would increase the Haven’s Resources by 2.

• Downtime Activities: Survivors can take Downtime Activities, such as Source Materials, to increase their Haven’s Resources. See the Downtime thread for a list of Downtime Activities.

• Harvesting: You can gain additional Resources by Harvesting creatures. See Harvesting later in this thread.

COMPONENTS

Components are unique resources that are tracked individually due to their special nature or effect. They include a Monster’s poison glands, a rare gemstone, a piece of living metal, etc. These are kept separate from your Resources and are tracked as unique Components on your Haven Sheet.

Components are often used in crafting to add unique Properties to equipment (see page 118). At the GM’s discretion, you can trade Components with other people or Havens in return for Resources.

HARVESTING

Skilled hunters and butchers are vital to a Haven’s longevity. When you kill or find the body of a Beast or Monster, you can attempt to harvest it for Resources or Components. Resources are added directly to the Haven’s Resources, including meat, bone, sinew, and hide. Components are unique creature parts, such as Strongback leather or Blightclaw tentacles. These are most often used when modifying equipment (see later in this thread).

When Harvesting a creature, you must choose whether to gather Resources or Components. If more than one Survivor is Harvesting from the same creature, they must all harvest the same thing — one Survivor can’t harvest Resources while another harvests Components. This is because Harvesting Resources destroys valuable Components and vice versa. The amount of Resources and Components you can gather is based on a creature’s Size, as shown on the Harvesting table. If a creature has been dead for more than a day, you can only harvest half the amount of Resources and Components.

Harvesting Resources and Components from Decayed creatures is incredibly risky. Any Survivor who attempts to harvest from a creature with Decay 10, such as Monsters and Titans, must succeed on a DC 15 Decay Saving Throw or suffer 1 Decay.

Harvesting
SizeResourcesComponents
Tiny01
Small11
Medium31
Large52
Huge73
Gargantuan94

HARVESTING RESOURCES

To harvest Resources, you must make a DC 10 Dexterity Test using Butcher’s Tools or Hunter’s Tools. The Test takes 20 minutes to complete. On a success, you harvest 1 Resource. On a failure, you destroy the Resource. You can continue to attempt to harvest Resources until you have exhausted all possible Resources, as determined by the creature’s Size.

Multiple Survivors can attempt to harvest Resources simultaneously, each making their own Test. The number of Survivors that can harvest from the same creature is limited by the amount of Resources that can be gained from that creature. For example, three Survivors could each attempt to harvest Resources from a Medium Creature. Alternatively, two Survivors can work together to harvest Resources, reducing the time taken to 10 minutes or gaining Advantage on the Test (the players choose which benefit they gain).

BLOOD IN THE WATER

Harvesting a body is a messy process that will likely spill a lot of blood and may attract predators. Each 20 minutes spent Harvesting has a cumulative 25% chance of attracting a predatory Beast or Monster from the area.

Example: Baskar, a Maker, wants to harvest Resources from the Strongback the party has just killed. The Strongback is Large, so it can yield a total of 5 Resources. Baskar makes a DC 10 Dexterity (Hunter’s Tools) Test and succeeds, securing 1 Resource. He has time, so he tries to harvest more from the Strongback. Unfortunately, he fails his Test, destroying a part of the corpse. The Strongback has 3 Resources remaining, but Baskar knows the party must move on soon. He asks his companions, Azza and Finlay, for help, and they move to aid him. Finlay assists Baskar, giving him Advantage on his Test, while Azza moves to another part of the corpse and makes her own harvesting Test. Both Baskar and Azza succeed on their Tests, securing 1 Resource each. The group has harvested a total of 3 Resources from the Strongback corpse. There is still 1 Resource remaining on the Strongback, but they have already spent an hour harvesting the corpse and must move on before they draw any unwanted attention.

HARVESTING COMPONENTS

To harvest a Component, tell the GM what Component you wish to Harvest and make a Dexterity Test using Butcher’s Tools or Hunter’s Tools. At the GM’s discretion and depending on what you are trying to harvest, you may also be able to use Alchemist’s Tools, Cook’s Tools, or Smith’s Tools. The DC for the Test is equal to 10 + the creature’s Decay. The Test takes 20 minutes to complete. On a success, you harvest the Component. On a failure, you destroy the Component during the extraction process. You can continue to attempt to harvest Components until you have exhausted all possible Components, as determined by the creature’s Size.

Due to its delicate nature, multiple Survivors can’t attempt to harvest Components simultaneously. However, two Survivors can work together to harvest a Component, reducing the time taken to 10 minutes or gaining Advantage on the Test (the players choose which benefit they gain).

Example: The party has just slain a monstrous Blightclaw. Sena, a Sage, knows that the tentacles, claws, and carapace of a Blightclaw can be particularly useful and decides to try to harvest some Components. The Blightclaw is Large, so it can yield a total of 2 Components. Because it is a Monster with Decay 10, the DC to harvest Components is 20 (10 + 10). Sena decides to try to harvest its tentacles first. She makes a DC 20 Dexterity (Butcher’s Tools) Test but gets only an 11. Sena fails and destroys the tentacles in the process, leaving her with nothing to show for 20 minutes of work. She can harvest one more Component from the Blightclaw and decides to try to remove its claws. She knows she needs to be careful but is also in a hurry. Sena asks Lucoye for help to harvest the Component faster. She makes another Test and succeeds, stripping the creature of its claws in just 10 minutes with Lucoye’s aid.

INCOMPLETE CORPSES

There is a good chance Survivors will find corpses in the wild that they did not kill. If the party discovers the corpse of a Monster or Beast partially eaten or destroyed, the GM may reduce the total number of Resources and Components you can harvest.
Entropy
GM, 31 posts
Sat 20 Apr 2024
at 10:23
  • msg #2

Equipment

EQUIPMENT


Most goods and equipment in the Broken World are scavenged from ancient ruins or handed down over generations. However, as a Haven grows, its people begin to craft new items, utilising the natural resources and strange new minerals the post-Breaking world has to offer. By combining the relics of the past with new creations born from necessity, the people of the Broken World have managed to create a wide range of equipment, weapons, and tools to help them survive.

CRAFTING MATERIALS

The equipment in this chapter represents what passes for typical gear in Broken Weave, and is based on what you can find in the Haven of Guardian’s Lament (see page 187). However, the people of the Broken World must make do with whatever resources are available and the weapons, armour, and equipment found in each Haven can be wildly different. Ropes are woven from the ethereal roots of ghostly plants, blades are chiselled from glistening crystal, and armour is forged from the carapace of giant insects.

Think about where your Survivor got their equipment and what it is made from. If their Haven is near a bestial graveyard, maybe their armour is made from bone; if one of the group is a Maker, perhaps everyone has newforged steel weapons; or if they are the survivor of a fallen Haven, maybe your Survivor scavenged their equipment from the bodies of their former friends. If you want your equipment to feel more personal and unique, speak with your GM about how you can change the gear in this chapter to reflect your place in the Broken World. Often, simply changing the name is enough — Patchwork Plate can easily become Boneshard Plate.

If your group agrees, equipment made from unusual materials can gain additional Properties (see below). For example, a sword made of glass could have the Brittle Property, while heavy armour made from the bark of a Deathstalk might be Flexible.
Entropy
GM, 32 posts
Sat 20 Apr 2024
at 10:26
  • msg #3

Equipment

Weapons


Since the Breaking, Survivors have utilised various weapons to protect themselves from the horrors that stalk the Broken World. Most take the shape of weapons used before the Breaking, though now forged from all manner of strange material. Regardless of their construction, no Survivor ventures beyond a Haven’s walls without a weapon.

The Melee Weapons and Ranged Weapons tables list the weapons commonly available in Broken Weave. Each entry includes the weapon’s name, Resource Cost, Availability, Crafting DC, amount and type of Damage it deals, weight, and any Properties it might have. If a weapon lists multiple Damage types, such as the Hunting Knife, you choose which type of Damage is inflicted when you make an attack.

MELEE WEAPONS

The following melee weapons are used by the people of Guardian’s Lament and may be found in other Havens in the Broken World.

BONESHARD GREATSPEAR

A 6 to 8-foot long piece of wood topped with a shard of bone. The boneshard is usually taken from the skull plate of a great beast and sharpened down to a wicked edge.

BREAKER’S HAMMER

A hefty hammer topped with a lump of iron or stone, often mined from the Haven of Lantern Deep (see page 202). Used for breaking rocks and shattering bone to harvest god-marrow.

BROKEN BLADE

A short, jagged blade that was once part of a longer sword, sharpened to a keen edge to be used again.

CLUB

A solid lump of wood or bone that can be wielded in one hand.

DEEPSTONE GREATHAMMER

A massive hammer topped with a chunk of deepstone — obsidian rock mined from the Depths. The haft of a deepstone greathammer is usually made from stonewood, as it is one of the only materials strong enough to not snap when the hammer is used.

FELLING AXE

A 2 to 3-foot haft topped with a sharpened wedge of iron. Used for felling trees and Monsters alike.

FIRE-HARDENED SPEAR

A sharpened wooden staff, its tip blackened by fire to strengthen it. Some Havens make rudimentary spears from the ribs of Lumberfiends.

FORGEMADE LONGSWORD

A newly forged iron longsword, fresh from the smithy. Its design pales in comparison to those spoken of in tales of the pre-Breaking world, but the blade cuts just as deeply.

HAMMER

A simple builder’s hammer.

HATCHET

A small hatchet, used for cutting and splitting wood.

HUNTING KNIFE

A small curved knife, typically used for gutting and skinning animals.

LONG-HAFTED AXE

A 6 to 8-foot long piece of wood topped with a sharpened wedge of iron. Sometimes known as a Monster Slayer’s Axe, as it lets the wielder keep a relatively safe distance from the creatures they are fighting.

REAPING HOOK

A short-handled farming tool with a long crescent shaped blade. Used for dealing with the Chichits that prowl the fields as much as for reaping a harvest.

REFORGED GREATBLADE

A large two-handed sword or axe from the pre-Breaking world. Its shattered remnants have been reforged into something new, much like those who wield it.

RUSTY SWORD

An old, rusty sword with a brittle blade. Many of these blades can be found strewn across Sorrowfield.

SMITHING HAMMER

A weighted iron hammer, often used by smiths. Can crack bone as easily as it can shape metal.

SPLITTING PICK

A 2 to 3-foot haft topped with a curved, pointed spike of metal. Used to split rock and clear debris, or to harvest godbone.

STAFF

A simple 6-foot staff. Often made from sturdy wood, such as stonewood, but sometimes carved from the stalks of the giant mushrooms found in the Endless Woods.

STONEWOOD GREATCLUB

A huge club made of stonewood. Its distinct grey bark chips away with each strike, exposing the pale white wood beneath.

Melee Weapons
NameCostAvailabiltyDCDamageWeightProperties
Simple Weapons------
Club1Common81d4 Bludgeoning2lbsLight
Fire-Hardened Spear1Common101d6 Piercing3lbsThrown (Range 20/60), Versatile (1d8)
Hatchet1Common101d6 Slashing2lbsLight, Thrown (Range 20/60)
Hammer1Common101d4 Bludgeoning2lbsLight, Thrown (Range 20/60)
Hunting Knife1Common101d4 Piercing / Slashing1lbFinesse, Light, Thrown (Range 20/60)
Reaping Hook1Common101d4 Slashing2lbsLight
Smithing Hammer1Common101d6 Bludgeoning6lbs-
Staff1Common101d6 Bludgeoning4lbsVersatile (1d8)
Stonewood Greatclub1Uncommon121d8 Bludgeoning20lbsTwo-Handed
Unarmed Strike---1 Bludgeoning--
Martial Weapons------
Boneshard Greatspear2Rare101d10 Piercing14lbsHeavy, Reach, Two-Handed
Breaker's Hammer2Uncommon101d8 Bludgeoning4lbsVersatile (1d10)
Broken Blade1Common101d6 Piercing / Slashing2lbsFinesse, Light
Deepstone Greathammer3Rare122d6 Bludgeoning16lbsHeavy, Two-Handed
Felling Axe2Uncommong101d8 Slashing4lbsVersatile (1d10)
Forgemade Longsword2Rare121d8 Piercing / Slashing3lbsVersatile (1d10)
Long-hafted Axe2Rare151d10 Slashing6lbsHeavy, Reach, Two-Handed
Reforged Greatblade3Very Rare152d6 Slashing6lbsHeavy, Two-Handed
Rusty Sword1Common81d8 Slashing3lbsBrittle, Versatile (1d10)
Splitting Pick2Uncommon101d8 Piercing2lbsVersatile (1d10)

RANGED WEAPONS

The following ranged weapons are used by the people of Guardian’s Lament and may be found in other Havens in the Broken World.

NOTE: A weapon with the Loading Property can only be fired once per turn, regardless of how many Actions a character can take.

BLOWPIPE

A foot-long hollowed out tube, often made from wood or mushroom stalks. Used to fire a variety of small projectiles, including carved wooden darts, shards of bone, or Parline claws.

BOWS

Bows are made from flexible but strong wood, such as from a young stonewood tree. The brightly coloured trees of the Painted Woods are a prized material for crafting bows, but venturing into the woods can be a death sentence.

CROSSBOWS

Sometimes called crank-bows, crossbows offer more destructive power than a typical bow but take longer to reload. Some come with a hand-crank to assist the wielder, while others require brute strength. Crafting a crossbow is usually the final test of a would-be Maker.

SLING

A small cradle between two pieces of string. Used to fire rocks, boneshards, or the shells of small crustaceans that lurk on the edge of the Lake of Frozen Tears.

Ranged Weapons
NameCostAvailabilityDCDamageWeightProperties
Simple Ranged------
Light Crossbow2Uncommon121d8 Piercing5lbsAmmunition (Range 80/320), Loading, Two-Handed
Shortbow1Common121d6 Piercing2lbsAmmunition (Range 80/320), Two-Handed
Sling1Common101d4 Bludgeoning-Ammunition (Range 30/120)
Martial Ranged------
Blowpipe1Common121 Piercing1lbAmmunition (Range 25/100), Loading
Hand Crossbow2Very Rare181d6 Piercing3lbsAmmunition (Range 30/120), Light, Loading
Heavy Crossbow3Rare151d10 Piercing18lbsAmmunition (Range 100/400), Heavy, Loading, Two-Handed
Longbow2Common151d8 Piercing2lbsAmmunition (Range 150/600), Heavy, Two-Handed

Entropy
GM, 33 posts
Sun 21 Apr 2024
at 00:46
  • msg #4

Equipment

Armour


The creatures of the Broken World can rip, tear, and kill in the blink of an eye. Anyone hoping to face such horrors and survive cloaks themself in whatever protection they can. Survivors craft armour from any sturdy materials they can find. Some favour tanned animal hides that offer freedom of movement, while others clad themselves in heavy interlocking plates of metal or bone.

The Armour table lists the armour and shields commonly available in Broken Weave. Each entry includes the type of armour or shield, its Resource Cost, Availability, Crafting DC, its Armour Class, any requirements to wear the armour, whether it imposes Disadvantage on Stealth Tests, and its weight.

LIGHT ARMOUR

Light armour offers some protection but its main benefit is manoeuvrability, allowing the wearer to avoid danger through stealth and agility.

CHICHIT PELT

Made from the stitched together pelts of dozens of Chichits, small pests that are common in many Havens. Chichit pelt offers minimal protection, but is easy to make due to the abundance of resources.

STRONGBACK LEATHER

Strongbacks serve as beasts of burdens or mounts, but their thick hide can also be used to make sturdy but flexible armour — though it always retains the Strongback’s distinctive earthy smell.

WOODWEAVE

Woodweave armour is made from stonewood saplings that have been tightly woven together. The saplings are light and flexible, but retain much of the strength stonewood trees are known for. The armour usually dries out and hardens after about a year, crumbling to kindling as the owner tries to don it.

MEDIUM ARMOUR

Medium armour strikes a balance between protection and flexibility.

ARMOLE SCALE

This armour is made from the plates of Armoles, small burrowing creatures with hard shells. The plates have been stitched into Strongback leather and overlaid to provide extra protection.

PATCHWORK PLATE

Patchwork plate is typically scavenged from the plains of Sorrowfield. It is sometimes reinforced with newforged steel, and underlaid with Strongback leather or layers of Chitchit hide.

NEWFORGED BREASTPLATE

Few Havens are lucky enough to have the resources to forge armour, or a skilled Maker to craft it. This armour is newly forged and offers solid protection against the claws and teeth of the beasts of the Broken World.

HEAVY ARMOUR

Heavy armour offers maximum protection, but is bulky and can be difficult to move in.

LUMBERFIEND HIDE

Lumberfiends are towering creatures that roam the Broken World. Their peaceful nature means they have had to develop a stone-thick hide to fend off the Monsters and people that hunt them. When one does fall, they can provide months of food for a Haven, and their hide can be fashioned into tough and resilient armour.

NEWFORGED CHAINMAIL

Seekers and scavengers often find fragments of armour made from intricate interlocking chain, but most smiths can’t fathom how such a thing was made. Newforged chainmail is crafted by talented Makers who have meticulously studied pre-Breaking armour and managed to reproduce the work of those who came before.

RECLAIMED PLATE

Reclaimed plate is an almost complete set of plate armour that managed to survive the Breaking. Such armour is vanishingly rare, and often needs to be repaired by a talented Maker before it can be worn in combat.

SHIELDS

Shields offer additional protection for those who know how to use them.

SPLINTERED SHIELD

A cracked and splintered shield from before the Breaking. A makeshift shield fashioned from planks of work or a mushroom cap also offer similar protection.

REINFORCED SHIELD

A Maker-crafted shield that has been reinforced with thick bands of iron.

SHELLSHIELD

A towering shield made from the shell of a Karag. Karags can vary in length from 4 to 8 feet, and their hard shells cover almost their entire bodies.

Armour
NameCostAvailabilityDCArmour Class (AC)Req.StealthWeight
Light Armour-------
Chichit Pelt1Common1011 + Dex Bonus--10lbs
Strongback Leather2Common1212 + Dex Bonus--13lbs
Woodweave3Uncommon1513 + Dex Bonus--15lbs
Medium Armour-------
Armole Scale1Common1013 + Dex Bonus (max 2)--20lbs
Patchwork Plate2Uncommon1214 + Dex Bonus (max 2)-Disadvantage30lbs
Newforged Breastplate3Rare1515 + Dex Bonus (max 2)-Disadvantage40lbs
Heavy Armour-------
Lumberfiend Hide2Uncommon1215Str 12Disadvantage40lbs
Newforged Chainmail3Rare1516Str 13Disadvantage50lbs
Reclaimed Plate4Very Rare1817Str 15Disadvantage60lbs
Shields-------
Splintered Shield1Common10+1--3lbs
Reinforced Shield2Uncommon12+2Str 12-6lbs
Shellshield3Rare15+3Str 14Disadvantage15lbs

Entropy
GM, 34 posts
Sun 21 Apr 2024
at 01:00
  • msg #5

Equipment

Tools


Tools speed up time-consuming tasks or allow you to perform actions you couldn’t otherwise do with your bare hands, such as crafting armour or repairing a clockwork artefact. The following is the list of tools available to Survivors in Broken Weave, separated into categories. If a Class feature, Talent, or other ability allows you to gain or become Proficient in a set of Tools from a specific category, you can choose any set of Tools in that category. For example, at Level 1 the Speaker gains Proficiency in two Kinship Tools of their choice. This means they can select any two Tools from Actor’s Tools, Board Games, Cards, Dice Set, or an Instrument of their choice.

FREE TO A GOOD HOME

Several items in this chapter have a Resource Cost of 0. This means the item is so small or insignificant that adding it to or taking it from the Haven’s Resources would have no real impact. Acquiring such items costs the Survivors nothing, but they still have to track it down. And it doesn’t mean they can have infinite free items! At the GM’s discretion, adding or removing a significant amount of value 0 items from a Haven can affect a Haven’s Resources.

CRAFTER’S TOOLS

Survivors use Crafter’s Tools to transform resources and components into vital equipment and valuable goods.

ALCHEMIST’S TOOLS

A set of Alchemist’s Tools includes flasks, vials, clay pots, mortar and pestle, and, most critically, thick leather gloves for handling dangerous materials.

ARTIFICER’S TOOLS

A set of Artificer’s Tools usually includes tweezers, callipers, files, pins, pliers, and various other tools in various shapes and sizes.

ARTIST’S TOOLS

Depending on the artist, a set of Artist's Tools might consist of brushes, paints, chisels, bowls for inks and dyes, soft clay, tools for creating jewellery, and so on.

BUILDER’S TOOLS

A set of Builder's Tools includes a hammer, nails, a saw, a hand drill, sandpaper, strings of various lengths used for measuring, ropes, and other construction tools.

COOK’S TOOLS

A set of Cook's Tools includes pots and pans, a ladle, and containers for fermenting alcohol. Depending on the cook, they may include a collection of spices, flour and eggs, and various herbs and grains.

SCRIBE’S TOOLS

A set of Scribe’s Tools comes with dozens of sheets of paper and everything you need to write on various surfaces, including a quill and ink, chalk, charcoal, and even a small hammer and chisel.

SMITH’S TOOLS

Smith’s Tools are used to reshape metal, repair broken tools, cure leather, and patch holes in armour. A set includes a hammer, tongs, a small anvil, sturdy gloves, a small knife and mallet, a large needle and heavy thread, and spare leather straps.

TAILOR’S TOOLS

Tailor’s Tools are used to make and alter clothing, weave fabric, and repair shoes. A set includes needles of various sizes, bobbins of thread, bolts of cloth, spare leather, hole punches, buttons, twine, and so on.

Crafter's Tools
NameCostAvailabilityDCWeight
Alchemist's Tools2Rare158lbs
Artificer's Tools2Rare1510lbs
Artist's Tools1Uncommon125lbs
Builder's Tools1Common106lbs
Cook's Tools1Common108lbs
Scribe's Tools1Uncommon124lbs
Smith's Tools2Common108lbs
Tailor's Tools1Common105lbs

FORAGER’S TOOLS

Survivors use Forager’s Tools to find and harvest all manner of resources.

BUTCHER’S TOOLS

A set of Butcher’s Tools includes a large cleaver, knives of various sizes, a whetstone, a bone saw, a spiked hand hammer for tenderising, and a large chopping block.

HERBALIST’S TOOLS

Herbalist’s Tools are used to prune dangerous plants, extract poison from animal glands, and create healing salves. A set includes small scissors, a pestle and mortar, thick gloves, an array of small pins and needles, and a collection of small pouches, jars, and vials.

HUNTER’S TOOLS

Hunter’s Tools allow for the trapping, cleaning, and preparation of small animals, birds, and fish. A set includes snares, a fishing line, a net, a small knife, hooks, and a variety of bait.

PROSPECTOR’S TOOLS

A set of Prospector’s Tools includes a pickaxe, a hammer, chisels, trowels, a shovel, wooden wedges, and panning equipment.

SEEKER’S TOOLS

Seeker’s Tools are used for navigating the unreliable paths of the Broken World. A set includes paper, ink, maps, star charts, magnets, callipers, rulers, and a sextant. This kit also includes all the materials needed to create new Waymarkers.

Forager's Tools
NameCostAvailabilityDCWeight
Butcher's Tools1Common107lbs
Herbalist's Tools1Uncommon124lbs
Hunter's Tools1Common105lbs
Prospector's Tools1Uncommon108lbs
Seeker's Tools2Rare1510lbs

KINSHIP TOOLS

Survivors use Kinship Tools to relax, foster new relationships, and build community.

ACTOR’S TOOLS

Actor’s Tools are used for putting on performances and taking on a new persona. A set includes dyes and powders for changing hair colour, makeup and face paint, a variety of wigs and false facial hair, and a motley collection of fanciful clothing.

BOARD GAME

A Board Game can contain a variety of components, including a tiled board, cards, dice, and dozens of intricately carved playing pieces. Boards and cards can be made of paper, wood, bone, or woven cloth.

CARDS

Card games are played in Havens across the Broken World, with wildly different rules and designs. Cards are made of paper where available but are often made of lacquered wood or, in some cases, carapace. The drawing and symbols on the cards vary from Haven to Haven, though the Broken Moon is a common, recurring symbol in nearly every deck.

DICE SET

Be they made of bone, wood, metal, or stone, dice are easily made and easily packed for long journeys. They can be used in games of chance or in predicting the future. Some Havens even ascribe a spiritual meaning to the results of a dice roll.


INSTRUMENT

Music speaks to the soul, can transcend boundaries, and can be essential to bridging the gaps between communities. Playing musical instruments together around a campfire creates goodwill between strangers. Instruments come in various shapes and sizes, including drums, wind instruments, string instruments, hollowed-out bones, and more.

Kinship Tools
NameCostAvailabilityDCWeight
Actor's Tools1Rare153lbs
Board Game1Rare121lb
Cards0Uncommon10-
Dice Set0Common10-
Instrument (choose)1Rare121lb-10lbs

VEHICLES

The Broken World is difficult to haul resources across. Survivors use vehicles to move heavy burdens further distances at faster speeds wherever possible. The Resource Cost, Availability, Crafting DC, and Weight of a vehicle is based on the type of vehicle and the Haven's location, and is determined by the GM.

LAND

The treacherous terrain of the Broken World is not kind to the fixed axles of carriages, carts, and wagons. These vehicles are usually reserved for moving resources within a Haven or along only the safest and least Decayed routes. Sledges are proven to be more reliable on rugged terrain.

WATER

Along with the existing dangers of travelling the seas of the Broken World, the influence of Decay makes any attempt at navigation beyond the sight of the coast almost impossible. River navigation and journeys along the coast are relatively easier to manage, with some Havens hauling goods by sailing ship, longboat, barge, or rowboats.
Entropy
GM, 35 posts
Sun 21 Apr 2024
at 02:30
  • msg #6

Equipment

Survival Gear


Along with weapons, armour, and tools, a Haven needs countless other pieces of equipment and gear to survive. The Survival Gear table lists a variety of equipment, its Resource Cost, Availability, Crafting DC, and weight.

HEALING POULTICE

A Healing Poultice is a salve that can be applied to wounds and injuries to speed recovery. As an Action, a Survivor can apply a Healing Poultice. After 10 minutes, the Survivor regains a number of Hit Points equal to their Hit Die + 2.

If a Survivor needs instant aid, Alchemists can create Elixirs of Healing (See Classes thread), which heal wounds immediately.

LANTERNS AND TORCHES

There are a wide variety of light sources in the Broken World. Many are mundane, like oil lamps and torches, but others use glowing crystals, or bioluminescent flora and fauna. Regardless of its nature, a light source is considered to be either a Lantern or a Torch.

• Lanterns require Lantern Fuel, such as oil, food, or another consumable substance. Each batch of fuel allows the lantern to burn for 12 hours.

• Torches are disposable light sources that burn for 1 hour before they are extinguished.

Both lanterns and torches cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.

At the GM’s discretion, specific Lanterns and Torches may have additional benefits based on their construction, such as oil based torches being capable of lighting fires, or crystalline torches working underwater.

MOONSTONE

One of the most rare and precious minerals in the Broken World, Moonstone is a luminescent crystal that can absorb Decay. If a Survivor spends a Long Rest with a chunk of Moonstone pressed against their flesh, their Decay is reduced by 1. After use, Moonstone dulls and transforms into mundane stone.

Survival Gear
NameCostAvailabilityDCWeight
Abacus1Rare122lbs
Arrows (20)1Common101lb
Backpack1Common105lbs
Barrel1Common1070lbs
Basket0Common102lbs
Bedroll1Common107lbs
Bell0Uncommon12-
Blanket1Common103lbs
Block and Tackle1Uncommon125lbs
Blowgun Needles (50)1Common101lb
Book (blank)1Very Rare155lb
Bottle, Glass0Rare152lbs
Bucket0Common102lbs
Chain (10 feet)1Uncommon1510lbs
Chalk (1 piece)0Common12-
Chest1Uncommon1525lbs
Climber's Kit2Rare1512lbs
Clothes, Common1Common104lbs
Clothes, Traveller's1Common156lbs
Clothes, Fine1Rare185lbs
Crossbow Bolts (20)1Uncommon121lb
Crowbar1Uncommon125lb
Fishing Tackle1Common124lb
Flask or Tankard0Common101lb
Grappling Hook1Rare154lbs
Healer's Kit (10 uses)1Uncommon123lbs
Healing Poultice1Rare151lb
Hourglass1Rare151lb
Hunting Trap1Rare1525lbs
Ladder1Common1225lbs
Lantern1Rare152lbs
Lantern Fuel1Rare151lb
Lock1Uncommon121lb
Magnifying Glass1Rare15-
Manacles1Rare156lbs
Mirror, Steel1Rare151/2lb
Moonstone (chunk)3Very Rare-1lb
Paper (20 sheets)1Rare15-
Pen and Ink (1oz bottle)0Rare15-
Perfume (vial)0Very Rare18-
Pouch0Common101lb
Quiver1Common121lb
Rations (5 days)1Common1210lbs
Rope (50 feet)1Common1010lbs
Sack0Common101/2lb
Scales1Uncommon153lbs
Scroll Case1Rare121lb
Sealing Wax0Rare12-
Shovel1Common105lbs
Sling Bullets (20)0Common101lb
Soap0Very Rare15-
Spikes, Iron (10)1Uncommon121/4lb
Spyglass1Very Rare181lb
Tent, two-person1Common1220lbs
Tinderbox0Uncommon151lb
Torch0Common101lb
Waterskin (full)1Common125lbs
Whetstone0Common121lb
Whistle0Common12-

Entropy
GM, 36 posts
Sun 21 Apr 2024
at 02:33
  • msg #7

Equipment

PACKS


Each Class gets one of the following packs as part of their starting equipment. These packs include essential equipment and gear a Survivor needs to face the challenges of the Broken World. Packs are less of a drain on a Haven’s Resources than if you bought the items individually. If you are returning a pack to the Haven’s Resources, it must be complete. You can’t split the items in a pack.

DELVER’S PACK

A Delver’s Pack includes a backpack, a bedroll, a crowbar, a hammer, chalk, a lantern, lantern fuel, five days of rations, a full waterskin, a grappling hook, and 50 feet of rope.

EMISSARY’S PACK

An Emissary’s Pack includes a backpack, a bedroll, a set of fine clothes or a costume, pen and ink, a small bag of sand, 20 sheets of loose paper, sealing wax, a scroll case, a lantern, lantern fuel, a spyglass, a bar of soap, and a vial of perfume.

LOREKEEPER’S PACK

A Lorekeeper’s Pack includes a backpack, a bedroll, an abacus, an hourglass, pen and ink, a blank book, a small bag of sand, chalk or charcoal, 20 sheets of loose paper, a scroll case, a magnifying glass, a lantern, and lantern fuel.

SURVIVOR’S PACK

A Survivor’s Pack includes a backpack, a bedroll, a tinderbox, 10 torches, a hunting trap, five days of rations, a full waterskin, a healing poultice, a healer’s kit, a two-person tent, and 50 feet of rope.

Packs
NameCostWeight
Delver's Pack552lbs
Emissary's Pack422lbs
Lorekeeper's Pack524lbs
Survivor's Pack472lbs

Entropy
GM, 37 posts
Sun 21 Apr 2024
at 03:06
  • msg #8

Equipment

MODIFYING EQUIPMENT


Survivors must use every tool at their disposal, including materials harvested from Decayed flora and fauna. This section details how to modify equipment using Components. The Tools required to modify equipment are determined by the GM — most weapons and armour require Proficiency in Smith’s Tools, while modifying other gear may require Tailor’s Tools, Builder’s Tools, Artificer’s Tools, or some other set of Tools.

New Properties

Broken Weave introduces several new weapon and armour Properties, which are listed below. To add one of these Properties to a piece of equipment, you must take the Modify Equipment Downtime Activity (see page 162). Each Property lists the type of equipment that it can be applied to, the DC of the Extended Test required to modify your equipment, and a number of potential Components that could grant the Property. Other Components may be suitable, but the GM has the final say on what Components are required for each Property. You may also find items that already have one of these Properties. For example, a rusty sword already has the Brittle Property.

AGONISING

Crafting: Any melee weapon or up to 10 pieces of ammunition; DC 8 + the CR of the Monster the Component came from.
Components: Godsblood, Murky Dancer acid gland, a stinger from a creature with the Venomous Retribution Decayed Transformation.

Any creature damaged by a weapon or piece of ammunition with this Property suffers 1d8 Acid or Poison Damage at the start of its next turn. The type of Damage is determined by the Component used.

AQUATIC

Crafting: Any light armour; DC 12
Components: Blightclaw flippers, Murky Dancer fins

While wearing armour with this Property, your Swim Speed is the same as your Walking Speed.

BALANCED

Crafting: Any melee weapon or up to 10 pieces of ammunition; DC 14
Components: Dreamspawn claws, minerals from an area with the Shifting Weight Hazard

You gain +1 to Attack Tests when using this weapon.

BRITTLE

Crafting: Any object; DC 10
Components: Glass, Blightclaw carapace

The Brittle Property functions differently based on what type of equipment it is applied to.

• If a creature wearing Brittle clothing or armour is damaged by a Critical Hit, the clothing or armour breaks.
• If an attack using a Brittle weapon results in a natural 1, the weapon breaks.
• If a Tool Test using a Brittle Tool results in a natural 1, the tool breaks.

Broken equipment can be repaired by taking the Repair Equipment Campcraft Activity (see Downtime thread).

CAMOUFLAGED

Crafting: A cloak or set of clothing; DC 12
Components: Deathstalk bark, the scales of a creature with the Invisible Decayed Transformation

While you are wearing clothing with this Property, you have Advantage on Dexterity (Stealth) Tests.

DAMAGE RESISTANT

Crafting: Any clothing or armour, DC 8 + the CR of the creature the Component came from
Components: The hide of a creature that is Resistant to one or more types of Damage

Armour or clothing with this Property gains Resistance to one Damage Type that the harvested creature was Resistant to.

DISTRACTING

Crafting: Any clothing or armour; DC 14
Components: Scythe splinters, Weeper spores

All creatures within 60 feet of armour or clothing with this Property have Disadvantage on Wisdom (Perception) Tests to notice anything other than the wearer.

ELEMENTAL

Crafting: Any melee weapon or up to 10 pieces of ammunition; DC 12
Components: Sparking automaton salvage, ever-frost from the Lake of Frozen Tears, blood from a Monster with the Volatile Blood Decayed Transformation

The Damage Type of weapons and ammunition with this Property changes to Cold, Fire, Acid, Lightning, or Necrotic. The type of Damage is determined by the Component used.

ENDURING

Crafting: Any footwear; DC 10
Components: Strongback leather, Mother Caring tendons

While wearing footwear with this Property, you ignore the effects of Difficult Terrain.

FLEXIBLE

Crafting: Any medium armour; DC 17
Components: Blightclaw tentacles, Drainer cartilage

Any medium armour with this Property lets you add a maximum of +3 Dexterity Bonus to your AC rather than +2.

GRASPING

Crafting: Any weapon; DC 12
Components: Clingray tentacles, appendages from a creature with the Covetous Skin Decayed Transformation

A weapon with this Property cannot be disarmed.

GLOOMY

Crafting: Any armour or clothing; DC 15
Components: The hide of a creature that has been exposed to the Oppressive Gloom Hazard

Clothing or armour with this Property dampens light around it, turning an area of Bright Light into Dim Light and Dim Light into Darkness.

INSPIRING

Crafting: Any weapon, clothing, or armour; DC 13
Components: Speakthief feathers, blooms from a creature with the Mystifying Aroma Decayed Transformation

While wearing or holding an item with this Property, you have Advantage on Performance and Persuasion Tests.

MERCILESS

Crafting: Any melee weapon or up to 10 pieces of ammunition; DC 20
Components: Godbone, shards of a Titan

Weapons and ammunition with this Property score a Critical Hit on a 19 and a 20.

RESILIENT

Crafting: Any object; DC 18
Components: Moonstone, Godbone

An item with this Property is immune to the effects of Decay.

Screaming

Crafting: Any weapon, armour, or jewellery; DC 13
Components: Shrieking Horror beaks, voicebox of a creature with the Mournful Wail Decayed Transformation

As a Free Action, you can cause the equipment to emit a loud scream or shriek that can be heard clearly up to 1,000 feet away. If this Property is on a weapon, you can cause this scream whenever you make an attack with it.

SILENCED

Crafting: Up to 10 pieces of ammunition; DC 14
Components: Shrieking Horror feathers, wood from an area with the Silencing Hazard

Ammunition with this Property does not make a sound when fired and does not reveal the attacker’s location.

SPIKED

Crafting: Any armour; DC 15
Components: Spines from a creature with the Spiny Decayed Transformation

Any creature that hits a target wearing Spiked Armour with a Melee Attack from within 5 feet takes 1d4 + 1 piercing Damage.

UNSETTLING

Crafting: Any weapon, clothing, or armour; DC 13
Components: Shrieking Horror talons, horns of a creature with the Unnerving Presence Decayed Transformation

While wearing or holding an item with this Property, you have Advantage on Intimidation Tests.

VIGILANT

Crafting: Any heavy armour or a shield; DC 20
Components: Godbone, skull-plates from a creature with the Telepathic Decayed Transformation

While wearing armour or wielding a shield with this Property, any Critical Hit against you becomes a normal hit.

WEATHERPROOF

Crafting: Any armour or clothing; DC 10
Components: Hide from a creature native to the chosen environment.

This attire grants protection from either hot or cold environments. While wearing it, you have Advantage to resist the negative effects of the chosen environment, and Disadvantage to resist the negative effects of the opposite environment.chosen environment

This attire grants protection from either hot or cold environments. While wearing it, you have Advantage to resist the negative effects of the chosen environment, and Disadvantage to resist the negative effects of the opposite environment.
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