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Hunter's Armory

Image by Andrea Greenway

"Hell has granted them much: claws, fangs, savagery, and all manner of devilish powers. Providence has provided you with blunted teeth, brittle nails, and a soft body. This has never been a fair fight, tip the odds with as much fire and silver as you can carry."

- Alram Raedler, Scarred Reckoner

Item basics

Once a hunter has been created, they need to be equipped in order to stand a chance in the battles to come. A Rank 1 crew starts with 80 silver for items, or 20 silver per hunter. Any given hunter can equip a single armor item, and up to five additional items of any type 

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Every item that a hunter uses has an Item Level (IL) which indicates its quality. Many items will add their IL to certain tests a hunter makes (weapons add to Strike or Shoot, talismans add to certain Saves, etc.). Other times, the IL will determine how powerful the effects of the item (potions healing more wounds, bombs inflicting more damage, etc.).  

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The cost to purchase a given item is equal to a a base silver cost x the IL. All items in this example section are all IL 1, and the cost and benefits are calculated accordingly.  

Armor

Full body covering designed for protection. A hunter cannot equip more than one armor item at a time. Armor cannot be equipped, unequipped, or swapped during an encounter.

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Special

Loud: This hunter suffers a 1d4 bane on Stealth Saves.

Physical Resistance 1: Reduce the damage this hunter would suffer from Strike and Shoot Actions by 1. 

Slow: Reduce equipped hunter's speed by 1. 

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Melee Weapons

Handheld armaments designed for close-quarters. All melee weapons add their IL (1d4) to Strike actions, and add their Damage Rating (DR) to damage if the attack is successful. 

Special

Finesse: Wielder may use Agility in place of Might when using the Strike Action. 

Hack: When making a Strike Action, may spend an additional ◇ to target all engaged enemies. 

Knockdown: Whenever this weapon scores 3✪+ on a successful Strike Action, the target must make a Might Save against the Strike RN or be knocked prone. 

Parry: Wielder may use the Parry Action to add the items IL to Defense Saves against Strike Actions.

Reach: May use Strike Actions within 2” and enemies within 2” are considered engaged.

Swift: May use Strike Actions as a Side Action when wielding this weapon.

RAnged Weapons

Projectile armaments used to kill an enemy at a distance. A hunter must have a ranged weapon equipped in order to use the Shoot Action, and adds the IL (1d4) to the die pool. On a successful hit, the attacking hunter adds the DR of the ranged weapon to the damage inflicted. 

Special

Ammo X: This weapon starts with a number of shots equal to its ammo rating. Each time the weapon is used for a Shoot Action, decrease ammo by 1. A Reload Action refills the weapon to its ammo rating. 

Blast 1": Equipped hunter targets a point on the board instead of a single target when making a Shoot Action. All targets within 1” of that point must make a Defense Save against the Shoot RN or suffer damage as normal. 

Pierce: When this item is used in a Shoot Actions, targets may not add Defense boons to their pool of a level equal to or less than the IL of the piercing weapon. 

Swift: May use Shoot as a Side Action when wielding this weapon.

Potions

Elixirs, tinctures, and mutagens that clear the mind and fortify the body. Single use items consumed with the Drink Action. 

Talismans

Symbols of power that grant the hunter spiritual protection. All talismans add a bonus to Saves equal to their IL (1d4)

Tools

Miscellaneous utensils and gear designed to assist in performing specific tasks.

Rare items

Legends speak of many powerful artifacts with miraculous properties. These items cannot be purchased in a shop, and must be crafted using rare components or found in treasure troves lost to time. 

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