Equipment is anything characters can create, find, and buy in the world of Eternal Morning. To keep things simple, we don't care about the actual cost of items, just whether they're "common" or "expensive". An expensive item must either be gained as part of a character trait, found out in the world as part of a GMed scene, or requires a minimum of 1 month of game time with active work to acquire. Common items can be gained without limit, and a character can possess as many inexpensive items as they want, within reason.
Currency
While many groups have their own personal currency systems, there is no universal form of currency in Eternal Morning. Most trade that happens between groups in Eternal Morning relies on barter or exchange of services.
Armor
Armor comes in three categories: Light, Medium, and Heavy, which give +1, +2, and +3 to your Armor stat respectively. Light and Medium armor also come in expensive variations that give +2 or +3 to Armor instead. Some examples for armor are below.
Light Armor (+1) |
---|
Leather Armor |
Reinforced Clothing |
Expensive Light Armor (+2) |
Spirit-Toughened Clothing |
Titanium-Alloy Weave Vest |
Medium Armor (+2) |
Hide Armor |
Kevlar Vest |
Expensive Medium Armor (+3) |
Spirit-Toughened Armor |
Mechanized Armor |
Heavy Armor (+3) |
Scale mail |
Riot gear |
Anyone can wear any armor, but doing so can be taxing. Wearing armor costs you Might points and reduces your Speed Pool. You can rest to recover these lost Might points in the standard manner, even if you’re still wearing armor. (See Recovery Rolls for more details.) The Speed Pool reduction remains as long as you wear the armor, but the Pool returns to normal as soon as you remove it. Garou and Humans have abilities that reduce the costs and penalties of wearing armor.
Shields are common items that count as an asset for Speed Defense rolls (lower the difficulty by one step).
Weapons
Light Weapons (2 points of damage) |
Ex? | Notes |
---|---|---|
Blowgun | Short range | |
Club | ||
Dagger | Can be thrown up to short range | |
Dart thrower | Y | Long range |
Hand crossbow | Short range | |
Pistol | Short range, Holds 15 bullets, Action to reload | |
XX 15 ammo | Y | |
Rapier | ||
Unarmed (punch, kick, etc.) | ||
Whip | ||
Wrench | ||
Medium Weapons (4 points of damage) |
Ex? | Notes |
Baseball Bat | ||
Battleaxe | ||
Bow | Long range | |
Broadsword | ||
Repeating crossbow | Y | Long range, Rapid Fire, Requires crank to advance, Holds 5 bolts, Action to reload |
Crossbow | Long range | |
Hammer | ||
Javelin | Long range | |
Klaive | Y | Large Silver dagger |
Mace | ||
Polearm | Often used two-handed | |
Quarterstaff | Often used two-handed | |
Spear | Can be thrown up to long range | |
Submachine Gun | Y | Short range, Rapid Fire, Holds 50 bullets, Action to reload |
XX 25 ammo | Y | |
Heavy Weapons (6 points of damage) |
Ex? | Notes |
Assault Rifle | Y | Short range, Rapid Fire, Holds 100 bullets, Action to reload |
XX 50 ammo | Y | |
Grand Klaive | Y | Massive silver sword |
Greataxe | ||
Greatsword | ||
Heavy crossbow | Long range, Action to reload | |
Hunting Rifle | Long range, Action to reload | |
XX 5 ammo | Y | |
Maul | ||
Shotgun | Immediate range, Holds 2 shots | |
XX 1 ammo | ||
Sledgehammer |
Not all characters are familiar with all weapons. Garou know their way around most types, but Humans prefer light or medium weapons, and Kinfolk usually stick to light weapons. If you wield a weapon that you have no experience with, the difficulty of making an attack with that weapon is increased by one step.
Light weapons inflict only 2 points of damage, but they reduce the difficulty of the attack roll by one step because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, and so on. Weapons that are particularly small are light weapons.
Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.
Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, and so on. Anything that must be used in two hands is a heavy weapon.
Other Equipment
Things like bug-out bags, first aid kits, or hiking packs are inexpensive as long as they contain items relatively easy to come by. Keep in mind that most societies in Eternal Morning are limited in materials to what can be made or scavenged by small societies.
Fetishes and talens are expensive items. Most talens can be created with just a little time and effort, but creating fetishes needs special ingredients that usually require a GMed scene.
High tech items recovered from the cities (including things like tasers, flamethrowers, and guns) are expensive items. These also usually require expensive ammunition, fuel cartridges, batteries, etc.