Equipment Traits

Equipment is more than just the items a character owns or carries. All characters are assumed to have reasonable standard items to perform the tasks they are skilled in, such as clothes, armor weapons, tools, survival gear, camping gear, etc. Equipment dice represent special rare (sometimes magical) items that give bonuses to related tasks.







Standard Equipment

Each character is assumed to have all necessary mundane equipment for adventuring: backpacks, bedrolls, rope, flint and tinder, weapons and armor, tools, etc. The equipment may be lost, stolen, or broken during an encounter, but it is assumed that the character can acquire replacements the next time they are in town, or where ever the character normally acquires equipment. Likewise, the character is assumed to have an amount of cash appropriate for his wealth, status, etc. Wealth and equipment may be lost, stolen, etc. during an encounter, but it does not need to be tracked unless appropriate to the plot and action of the story.



Special Equipment

The character may purchase with development dice special equipment that adds bonuses to rolls when used, such as a family heirloom weapon or suit of armor, a finely-crafted set of tools, etc. When the item is purchased, the item costs one trait or experience point per die of skill benefit (or damage, in the case of weapons). Alternatively, a special weapon may have other benefits, such as +2 to range increment or +1 to initiative per die of cost.

Existing special equipment can also be improved (either through magical means or by skilled artisans) after purchase, at a cost of one experience point per die of benefit.





Magic Items

Magic items in Aquila generally do not cast spells or grant special abilities. They are instead reservoirs of raw arcane power. Magic Items have a reservoir of Fate points that the holder may call upon to use as desired. The Fate points return every 24 hours, as the holder's own Fate points return with rest.



If the wielder has Strand traits, they are able to more efficiently use the magical energy, and gain an extra Mana point in addition to the Fate point per day. Magic items may be improved with experience at one Fate per experience spent.

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<p style="margin-bottom:0in;">Temporary magic items may be found or created that can allow the holder to cast certain spells or effects, and/or are temporary reservoirs of magical energy, but the Fate contained within such lesser magical items does not renew, and the magic fades when the Fate points within are expended. However, temporary magic items require no expenditure of experience dice to own, if found or created, and may not be purchased at character creation. They may only be found or created as in-game actions and quests.

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