Belongings
Belongings are objects used by Wardens to help them on their journey. Including varying Tools and Protection.
One cannot own things, for they are of the world, one can borrow but one day it must be returned. And so it is for the people, all things are borrowed, even if crafted the materials were borrowed.
Tools
Tools are items that aid you by granting bonus dice on specific actions or additional effects. You can carry up to 5 tools at the time.
Items
Ropes, Preparations, baskets, vials, clothes, and anything useful for your journey.
Gain +1 Bonus die on actions involving the item.
Light Arms
Swift to Manoeuvre and precise to strike.
Gain +1 Bonus die and +1 Harm on Strikes. While wielding this Item in one hand you can wield another Light Arm or Shield in your other hand.
Medium Arms
Effective and trustworthy
Gain +3 Harm on Strikes. While wielding this Item in one hand you can wield another Light Arm or Shield in your other hand.
Heavy Arms
Heavy and strong but imprecise.
Gain -1 Penalty die and +5 Harm on Strikes. You must use two hands to wield this item.
Protection
Items with Protection reduce incoming Harm by one per point of Protection they have. When you suffer a Trauma, you can instead force the Trauma onto an Item with Protection, reducing the items Protection by 1. When an item with Protection reaches 0 it breaks and is no longer useable as defensive material.
Armour
Protection attached to the body made from cloth, reed, wood and bone. Often bound by cloth to the body, or sown into clothing.
A Warden can carry one armour at the time. Armour have a Protection of 3 when Defending against Physical Harm.
Shield
Protection that is held in hands, is made from wood or reed.
A Warden can carry one shield at the time. A shield counts as a Light Arms, and have a Protection of 1 against Physical Harm.
Charm
Mystical Protection Talismans that is carried upon your person, made from any material and empowered through rituals.
A Warden can carry one Charm at the time. Charms have a Protection of 2 when Defending against Mental Harm, and increase the Harm dealt by Mental Strikes by 1.