Objects

Objects, such as lead pipes, walls, or cars, have three traits: Size, Durability, and Health. Mostly, these relate to how easy the object is to destroy. If a character has a particularly important object, they will receive a small card with all of it’s relevant traits on it. This includes how well it can function as a Tool for Skills and Special Training; any traits it may have through being a Weapon, Armor, or Vehicle; any traits it may have by virtue of being a Ritual or Alchemy; or any unique abilities it may possess.

Size

How large the object is. Objects smaller than Size 1 can fit entirely in a person’s palm. Size is often incurred for specific penalties, such as to Stealth or Theft draws.

Common Sizes

Size Examples
1 Knife, Bird
2 Crowbar, House plant
3 Dog, Assault rifle
5 Person, Motorcycle
7 Golf Cart, Bear
10 Sports car
15 SUV
20 Tractor

Durability

How hard the object is to damage. Durability gives the object the corresponding amount of Armor, subtracting damage from successful hits as usual. A reinforced or armored object has at least +1 Durability, but sometimes more depending on the situation.

Common Durabilities

Durability Examples
1 Wood, hard plastic, thick glass
2 Stone, aluminum
3 Steel, iron

Health

The length of an Object’s Health track equals its Durability + Size. Each point of damage fills one box of it’s Health. Once the object has taken more damage than it has Durability, anyone using the object suffers a –1 penalty. When its Health hits 0, the object is destroyed. Objects do not differentiate between Bruising and Lethal damage, and can be repaired with a Handy draw.

Vehicles

Vehicles have three different traits; Handling, Acceleration, and Threshold.

Handling: This is the amount subtracted or added from the driver’s Dexterity + Drive draws.

Acceleration: This is the amount they can increase their Speed each turn. It’s either 5, 10, or 15. Successes on a Dexterity + Drive draw add 5 Speed to the normal acceleration.

Threshold: This is the maximum safe speed. If you are traveling over the safe speed, you have a -1 penalty to all Dexterity + Drive draws, with another -1 for every 5 speed you go over this limit.

Motorcycle

Handling: 0
Acceleration: 15
Threshold: 100

Family Car

Handling: -2
Acceleration: 10
Threshold: 90

Sports Car

Handling: -1
Acceleration: 15
Threshold: 100

Van

Handling: -3
Acceleration: 5
Threshold: 80

Pick-Up

Handling: -2
Acceleration: 5
Threshold: 80

SUV

Handling: -3
Acceleration: 10
Threshold: 100

Horse (purely shown for comparison)

Handling: 0
Acceleration: 5
Threshold: 20

Vehicle Modifications

With mechanical know how, characters can modify vehicles from their base statistics. A vehicle can support a number of modifications equal to the technician’s Handy dots; each modification requires at least four hours’ work to install. Depending on the modification, the Storyteller can require an Intelligence + Handy, Intelligence + Engineering, or Intelligence + Artsy draw. Vehicle modifications will be handled on a case by case basis, but there are some guidelines below.

Potential modifications include:

  • Smooth: +1 Handling (Can be taken up to 4 times)
  • Peripherals: A secondary Tool bonus of +1. For example, a masterful paint job which offers a bonus to Persuasion draws, or a hidden compartment for a Stealth bonus. (Can be taken multiple times, choosing a new type of bonus each time.)
  • Armored: +1 Durability (Takes the space of 2 Modification Slots)
  • Fast: +5 Acceleration (Takes the space of 2 Modification Slots)

Weapons

Weapons have a Damage trait and can also have Qualities. Ranged weapons can also have the Range trait. By default, all weapons deal Lethal damage.

The Damage trait is added on after a successful attack, dealing extra Lethal damage as stated.

Range is two different numbers, a smaller number before a slash and a larger number after one. The first number is the weapon’s short distance, and allows a character to make attacks up to that many yards away. The second number is the maximum range of the weapon, and any attack made between the short range and the maximum range is done at a -3 penalty. Ranged attacks past the maximum range cannot be attempted.

Qualities represent any specific abilities that the weapon may have, or any modification that it might have received. There are many more qualities listed on the Crafting page.

Two-handed Quality
This weapon requires two hands. If it is used one-handed, the weapon imparts a -3 penalty to any draws made with it.

Small Melee Weapon

(Knives, Hatchets)
Damage: 0
Qualities: None

Medium Melee Weapon

(Swords, Clubs)
Damage: +1
Qualities: None

Large Melee Weapon

(Spears, Axes)
Damage: +2
Qualities: Two Handed

Handgun

Damage: +1
Range: 30/60
Qualities: None

Rifle

Damage: +2
Range: 200/400
Qualities: Two Handed

Shotgun

Damage: +3
Range: 15/30
Qualities: Two Handed

Armor

Armor has 2 different traits, Rating and Defense Modifier.

Rating: This is how much Damage an Armor stops from each attack. Rating is applied at the same time a Weapon’s Damage trait would be, and effects Lethal damage the same as Bruising damage.

Defense Modifier: This is how much the Armor changes the wearer’s defense. Usually, this is a negative number as Armor more often binds and constricts movement in exchange for reducing damage. The exception to this are Shields, which allow the user to block attacks and hide behind them.

Qualities represent any specific abilities that the armor may have, or any modification that it might have received. There are many more qualities listed on the Crafting page.

Heavy clothing

(Hunting Gear, Leather Coat)
Rating: 1
Defense: 0
Qualities: None

Archaic Armor

(Chainmail, Boiled Leather, Plate Mail)
Rating: 4
Defense: -4
Qualities: None

Body Armor

(Riot Gear, Flak Jacket)
Rating: 3
Defense: -2
Qualities: None

Shield

Rating: 0
Defense: +2
Qualities: None