Armory

The Builder

Throughout the course of games in FTS, characters will acquire weapons, armor, mounts, animal companions, and many other trinkets of various quality, and intended for various purposes. The Builder is designed to help players and STs determine the relevant information for those items as they wish—to truly build an item from the ground-up.

The first step in using The Builder is to determine what it is that you seek to create: Weapon, Armor, Beast, or Tool.

WEAPON
Step I: Decide if you want the weapon to be Skirmish or Ranged. Choose one of the categories below.
Ranged: This category encompasses all weapons that either launch projectiles or are themselves a projectile. Examples include bows, crossbows, rifles, and throwing daggers.
Skirmish: This category encompasses all weapons designed to be in close or hand-to-hand combat. Examples include axes, polearms, daggers, and warhammers.
Unarmed: This category encompasses all fighting styles and attacks that are done without the use of weapons. Examples include punches, sleeper holds, and trips. If you are making an unarmed attack (it will be called an “attack” instead of a “weapon), skip Steps II, IV and VI.
Step II: Determine the weapon’s size. Choose one of the sizes below, and immediately apply the Trait defined in italics.
Stealth: Small, easily concealed weapons, designed for stealthy attacks; like daggers, stilettos, dusters, and spring launchers. This weapon imposes a 1 penalty on all Physical-based Tests made while it is in use.
Hand: Weapons designed to be held and used in one hand; like arming swords, hatchets, maces, and pistols. This weapon imposes a -2 penalty on all Physical-based Tests made while it is in use.
Large: Weapons designed to be held and used in two hands; like claymores, battleaxes, crossbows, and shortbows. This weapon imposes a -3 penalty on all Physical-based Tests made while it is in use.
Huge: Extremely large and unwieldy weapons, often too clumsy for anything beyond a single, specific purpose; like longbows, rifles, pikes, and lances. This weapon imposes a -4 penalty on all Physical-based Tests made while it is in use.
Step III: (Weapons): Determine the weapon’s quality. Choose one of the quality ratings below.
Poor: Weapons of this quality are usually in either an extreme state of disrepair, or were not very good to begin with (or both). Expect rusted metal, splintered wood, loose grips, and dull edges. Weapons of this quality should be noticeably less expensive than normal weapons of the same kind.
Fair: Weapons of this quality are not particularly impressive, but also not particularly amazing, either. Expect very standard craftsmanship and material quality in all aspects of the weapon. Weapons of this quality should be average-priced for weapons of this kind.
Outstanding: Weapons of this quality are of impressive construction, and perform very well in their assigned functions. Expect a high grade of materials and noticeably above-average craftsmanship, with a high degree of attention to detail. Weapons of this quality should be substantially more expensive than normal weapons of the same kind.
Masterpiece: Weapons of this quality are of incredibly high value, and undoubtedly one-of-a-kind. Expect a masterful level of craftsmanship, with only the best materials used in its construction. Weapons of this quality should cost a fortune, if they are even for sale at all.
Legendary: Weapons of this quality are legends in and of themselves. Often hundreds, if not thousands, of years old, there are tales and songs about these weapons, and whomsoever wields it is truly destined for great things. Even the most masterfully crafted weapon will pale in comparison to these artifacts, and
-when in the hands of a true master—these weapons can change the fate of the world. It is impossible to put a price on weapons of this quality.
Step III (Attacks): Determine the attack’s quality. Choose one of the quality ratings below, and immediately apply the Trait defined in italics.
Poor: Attacks of this quality are either poorly designed or were thought of in the spur of the moment (or both). Expect direct motions that require little-to-no skill, that can be easily countered or avoided. These attacks can be created in less than one second. This attack has a starting Lethality of -1.
Fair: Attacks of this quality are about standard for someone who is trained in fighting unarmed. Expect average-difficulty motions that could be performed by just about anyone with some training. These attacks take a few hours of practice to create. This attack has a starting Lethality of 0.
Outstanding: Attacks of this quality are rare, and usually only known by someone with years of training. They are difficult to learn, and, often, even more difficult to counter. These attacks can take years to create, but can be taught in a few days by one who already knows it. This attack has a starting Lethality of 1.
Masterpiece: Attacks of this quality are often signature moves, capable of ending fights swiftly and decisively. They are profoundly difficult to learn, and only one who has devoted their entire life to the form could understand it. These attacks can take decades to create, but can be learned through several months of devoted study under a true master. This attack has a starting Lethality of 2.
Legendary: Attacks of this quality are the stuff of legend. Only a true grandmaster of the style could even hope to learn it, and even then, it would take devoting the remainder of their natural life to intense study of the form, under the watchful gaze of one who already knows it. This attack has a starting Lethality of 3.
Step IV: Determine the weapon’s Lethality. Based on the weapon’s Size and Quality, use the table below to determine the Lethality of your weapon. Also, take note of the number in the Traits column, as this will be used in Step VII.

STEALTH
HAND/HUGE
LARGE
TRAITS
POOR
1
2
3
0
FAIR
2
3
4
1
OUTSTANDING
3
4
5
2
MASTERPIECE
4
5
6
3
LEGENDARY
5
6
7
4

Step V: Determine the weapon or attack’s Type. Choose one of the types below, and immediately apply the Trait defined in italics.
Skirmish Types
Axe: Weapons with a short attacking edge at the end of a long haft, designed for hacking and chopping. Examples include battleaxes, hatchets, and halberds. When attacking with this weapon, Critical Successes triple its Lethality, instead of doubling it.
Blade: Weapons with a long, sharp attacking edge, designed for slashing and stabbing. Examples include knives, swords, and most kinds of spears. This weapon’s Lethality is increased by 2 when used against opponents wearing Light or no Armor.
Cudgel: Weapons with a heavy, weighted attacking end, usually at the end of a long haft, designed for bludgeoning and crushing. Examples include clubs, maces, and hammers. You may apply this weapon’s Lethality both before and after applying the Wound Reduction of any armor your opponent is wearing, but only when used against opponents wearing Medium or Heavy armor.
Ranged Types
Bow: Weapons that use a string tied across a flexible material (usually wood) to propel projectiles at high velocities. Examples include shortbows and longbows. This weapon can be loaded as part of the attack action, and does not require a turn of downtime. This weapon has an effective range of 100 yards.
Crossbow: Weapons that use the design of bows, but mount it on a stock for added stability and power at the cost of speed. Examples include repeating crossbows and arbalests. This weapon’s Lethality is increased by 3 when used against opponents wearing Medium or Heavy Armor. This weapon requires an action of downtime (one turn spend doing nothing but reloading) in order to be used again. This weapon has an effective range of 100 yards.
Firearm: Weapons that use an explosion—often created by black powder—to launch projectiles at extremely high velocity. Examples include pistols and rifles. This weapon’s Lethality is increased by 1. This weapon requires an action of downtime (one turn spent doing nothing but reloading) in order to be used again. If this weapon ever gets wet, it cannot be used until it has been thoroughly dried (a thirty minute process). This weapon has an effective range of 50 yards.
Thrown: Weapons that are launched by the attacker’s own force, usually small and balanced to maximise accuracy over short distances. Examples include daggers, tomahawks, and javelins. This weapon can double as a Skirmish weapon, though it does so at Disadvantage. This weapon has an effective range of 25 yards.
Unarmed Types
Strike: Moves that use a part of your body to deliver a forceful blow. Examples include punches, kicks, elbows, and headbutts. Increase this attack’s Lethality by 2.
Throw: Moves that prevent your opponent from performing certain actions and/or put them at a disadvantage. Examples include trips, holds, and pins. Increase this attack’s Lethality by 1.
Step VI: Determine the weapon’s design. Based on the weapon’s Size and Type, use the table below to determine what your weapon is shaped like. This table is not designed to be comprehensive, merely a general guideline for determining the overall shape and size of your weapon thus far. This step is not necessary, but is a good idea; just as a means of helping you understand what your weapon is starting to look like, and what to expect after this point.

STEALTH
HAND
LARGE
HUGE
AXE
No existing examples
Hatchet
Battleaxe
Halberd
BLADE
Knife, Stiletto
Arming Sword, Dirk, Rapier
Longsword, Claymore, Short Spear
Pike, Spear, Glaive
BOW
No existing examples
No existing examples
Shortbow
Longbow
CROSSBOW
Spring Launcher
Hand Crossbow
Arbalest
Repeating Crossbow
CUDGEL
Sap
Club, Mace
Warhammer, Greatclub
Mancatcher
FIREARM
Derringer
Pistol
Blunderbuss, Musket
Rifle
THROWN
Dagger, Shuriken
Tomahawk, Javelin
No existing examples
No existing examples

Step VII (Weapons): Apply any additional Traits. Weapons receive a number of traits based on their quality, as shown in Step IV. Huge weapons get up to two additional Traits for free. ST’s are encouraged to keep technology and its relative costs in mind while determining the weapon’s final price. Choose from the list below which Traits (if any) you would like your weapon to have. Keep in mind that these Traits are tied to the weapon—not your character—and are relevant only when your character is using the weapon.

Aerodynamic (Thrown) – This weapon is shaped in such a way as to minimize wind resistance, and maximize velocity. Double this weapon’s effective range.

Arming (Hand) – This weapon is designed to be used in tandem with a shield, where defense can be easily followed by an attack with a single, fluid motion. Any time you get a Critical Success while defending from an attack, you may add this weapon’s Lethality to the Wound you inflict.

Balanced – This weapon is very well-balanced, maximizing the ease of use, while minimizing the energy required to use it. You have Advantage on all Physical Endurance Tests made to resist fatigue from extended fighting.

Barbed (Bows, Crossbows, Thrown) – The business end of this weapon (or its projectiles) is covered in small metal barbs, designed to inflict greater damage on anyone attempting to remove it. Immediately after resolving any Wounds dealt with this weapon, the target takes another Severity 2 Wound, which is not subject to the Wound Reduction of Armor.

Basket Hilt (Blades) – This weapon has a large protective basket encasing the hilt, to protect the wielder’s hand. Attempts to disarm you are done at Disadvantage.

Bearded (Axes) – This axe’s cutting edge extends below the width of the butt, which not only makes it a much lighter, more practical tool, but also allows it to hook onto opponent’s weapons and shields in combat. Opponents gain only half the benefit of using a shield while fighting you.

Breach-Loaded (Firearms) – This weapon is loaded from the back off the barrel, allowing for a faster loading process than its muzzle-loaded counterparts. This weapon can be loaded as part of the attack action, and does not require a turn of downtime.

Cavalry – This weapon is built with use from horseback in mind, and is designed to minimize additional difficulties for doing so. This weapon can be used while mounted without Disadvantage.

Composite (Bows, Crossbows) – This weapon is made of multiple different materials, designed to maximize power without adding unnecessary size. Increase this weapon’s Lethality by 1.

Concealable (Stealth) – This weapon is very small, and can easily be hidden inside clothing. This weapon can be used in Ambush attacks without penalty or Disadvantage.

Crushing (Cudgels; Large, Huge) – This weapon has a heavily weighted business end, and can deliver blows capable of flooring even the most stalwart of opponents. Upon inflicting a Wound, your target suffers Disadvantage until the end of the scene.

Curved Edge (Axes, Blades) – This weapon’s cutting edge is curved, dramatically increasing its cutting power. Increase this weapon’s Lethality by 1.

Ensnaring (Thrown; Hand) – This weapon is designed to halt the target’s movement, either by grabbing them or entangling their feet. On a hit with this weapon, your target immediately halts movement. Determine the Severity of Wounds dealt by this weapon normally. However, instead of actually inflicting a Wound, that number becomes the Final Result that the target must achieve on a Physical Control or Physical Power (Mobility) Test before they can resume movement. Until this Test is successfully made, the target is at Disadvantage, and grants Advantage to anyone attacking them.

Fencing (Blades) – This weapon is small and light, designed to deliver rapid, small strikes. When attacking, make two Tests to determine your Final Result. You may only keep one of them, but you may choose which one to keep.

Flintlock (Firearms) – This weapon uses a flintlock mechanism that exposes the powder automatically upon pulling the trigger, keeping it dry in all but the wettest of conditions. This weapon can be used while wet, and does not need to be thoroughly dried before use.

Javelin (Thrown; Hand) – This weapon is lengthened into a long, sharpened cylinder—and reduced in weight dramatically—to maximize its thrown range. Triple this weapon’s effective range. Decrease this weapon’s Lethality by 1.

Lance (Blades; Huge) – This weapon is designed to be used from atop a charging beast, piercing armor and flesh with ease. Quadruple this weapon’s Lethality when used while mounted atop a charging beast.

Lengthened Barrel (Firearms; Large, Huge) – This weapon has a much longer barrel, allowing the bullet to travel accurately over longer distances. Double this weapon’s effective range.

Longbow (Bows; Huge) – This weapon has a much larger bow to it, allowing it to fire accurately over greater distances. Double this weapon’s effective range.

Muzzle-Loaded (Firearms) – This weapon is loaded from the barrel’s muzzle, allowing for more powder to be packed in (resulting in increased bullet velocity) than its breach-loaded counterparts. Increase this weapon’s Lethality by 1.

Poisoned (Stealth) – This weapon is designed to house and deliver a small reserve of poison upon wounding someone. Decrease this weapon’s Lethality by 1. Any character that suffers a Wound from this weapon must immediately make a Physical Endurance (Mettle: Fortitude) Test, or suffer the effects described below, determined by the weapon’s quality. There is no section for Legendary, because those effects should be unique, and determined by you and your Storyteller during the weapon’s creation.
Poor: Disadvantage on all Tests for one minute.
Fair: Disadvantage on all Tests until an antidote is administered. If no antidote is received within 24 hours, immediately suffer a Severity 11 Wound (no Wound Reduction from Armor).
Outstanding: Disadvantage and half dice on all Tests until an antidote is administered. If no antidote is received within 1 hour, immediately suffer a Severity 11 Wound (no Wound Reduction from Armor).
Masterpiece: Immediately suffer a Severity 11 Wound (no Wound Reduction from Armor).

Reach (Axes, Blades, Cudgels; Huge) – This weapon has a particularly long haft, allowing it to be used to strike opponents from a safe distance. Such a large weapon, however, is very difficult to use against an opponent who manages to make it inside your guard. Opponents have Disadvantage while attacking you with a Skirmish weapon without the Reach trait, until they successfully Wound you; then you have Disadvantage. This can toggle back-and-forth. This weapon cannot be used in confined quarters (ST’s discretion).

Repeating (Crossbows; Large, Huge) – This weapon is mounted with a device that allows it to be reloaded and redrawn in an incredibly short amount of time. Decrease this weapon’s Lethality by 2. When attacking, make two Tests to determine your Final Result. You may only keep one of them, but you may choose which one to keep. This weapon can be loaded as part of the attack action, and does not require a turn of downtime.

Rifled Barrel (Firearms; Huge) – This weapon has small grooves carved into the inside of the barrel, to introduce spin on the bullet and dramatically increase its in-flight stability. Triple this weapon’s effective range.

Spring-Loaded (Crossbows; Stealth) – This weapon is effectively one-time use, as it must be disassembled to be reset—however, its small size allows for it to be hidden beneath clothing or armor. This weapon can be used in Ambush attacks without penalty or Disadvantage. Quarter this weapon’s effective range. This weapon can only be used once, then must be disassembled and reset (a ten minute process). Ambush attacks made with this weapon are always done at Advantage.

Weighted (Axes, Cudgels, Thrown) – This weapon has extra weight added into the head, to increase the force with which it can be swung. Increase this weapon’s Lethality by 1.

Step VII (Attacks): Apply any additional Traits. Attacks receive a number of traits based on their quality; Poor get 0, Fair get 1, Outstanding get 2, Masterpiece get 3, and Legendary get 4. Throws get up to one additional Trait for free. ST’s are encouraged to keep down-time and travel-time in mind while determining how long it takes to develop or learn the attack. Choose from the list below which Traits (if any) you would like your attack to have. Keep in mind that these Traits are tied to the attack—not your character—and are relevant only when your character is making the attack.

Acrobatics (Strike) – This attack uses superior acrobatics and tremendous force (usually with an elbow or knee) to deliver an incredibly lethal blow—it is, however, much easier to defend against. Increase this attack’s Lethality by 3. Opponents have Advantage when defending against this attack.

Choke (Throw) – This attack uses leverage and pressure points to limit oxygen flow to the brain, disorienting and unbalancing your target. Decrease this attack’s Lethality to 0. Instead of inflicting a Wound, when this attack is successful, your target suffers Disadvantage for one minute.

Chop (Strike) – This attack strikes in a downward motion, targeting the head, shoulders, neck, and upper arms. On a Critical Success, triple this attack’s Lethality, instead of doubling it.

Counterattack (Strike, Throw) – This attack uses your opponent’s own motions to their disadvantage, opening them up for a follow-up attack. Decrease this attack’s Lethality to 0. Any time you get a Critical Success while defending, you may forego inflicting a Wound to instead immediately make this attack.

Disarm (Throw) – This attack uses leverage and the advantage of open hands to remove your opponent’s weapon from their possession. Decrease this attack’s Lethality to 0. Instead of actually inflicting a Wound with this attack when successful, your opponent immediately loses one weapon of your choice, and it is now in your possession. This attack cannot be used to disarm a shield.

Disable (Throw) – This attack uses dislocation, broken bones, or just tremendous pain to disable one of your opponent’s arms or legs. Upon inflicting a Wound, choose one of your opponent’s limbs. Your opponent suffers Disadvantage on all Tests involving that limb until the end of the scene. If you get a Critical Success on this attack, you may forego the increase in Lethality to instead render the limb useless until medical attention is received.

Groundfighting (Strike) – This attack uses superior training to turn a mutual disadvantage into an advantage for just you. Anytime you and your opponent both have Disadvantage, you have Advantage with this attack. You may give yourself Disadvantage on all Physical-based tests any time you wish.

Haymaker (Strike) – This attack uses pure muscle strength and momentum to deliver a tremendously powerful blow. Increase this attack’s Lethality by 1.

Jab (Strike) – This attack is extremely fast, and very difficult to defend against. Decrease this attack’s Lethality by 1. You always have Advantage when making this attack.

Painful (Strike, Throw) – This attack targets nerve endings and pressure points to inflict tremendous pain in your opponent. Upon inflicting a Wound with this attack, your opponent can do nothing but defend on their next turn.

Pin (Throw) – This attack uses holds and wrestling techniques to pin down your opponent. If your target is suffering from Disadvantage when you make this attack, you may forego inflicting a Wound to instead prevent your opponent from moving or attacking with any Large or Huge weapons. Both you and your opponent grant Advantage to anyone attacking you (including each other). This remains in place until you voluntarily end the Pin, or your opponent gets a higher Final Result than you on a competitive Physical Control (Mobility) Test.

Uppercut (Strike) – This attack strikes in an upward motion, targeting the legs, knees, solar plexus, and groin. Upon inflicting a Wound with this attack, your opponent suffers Disadvantage on all Physical-based Tests on their next turn.

Unbalance (Throw) – This attack uses leverage and your opponent’s own momentum to put them off-balance. Decrease this attack’s Lethality to 0. Instead of actually inflicting a Wound with this attack when successful, your opponent now suffers from Disadvantage, and grants Advantage to anyone attacking them. This remains in place until they can succeed on a Physical Control (Mobility) Test with a Final Result that can beat your Weaponry Test.

ARMOR
Step I: Decide if you are making a shield or mail. Choose one of the types below.
Mail: A protective layer worn over the body, designed to mitigate and lessen injury to the wearer.
Shield: A separate protective object, usually carried in the off-hand, designed to block and redirect incoming attacks.
Step II: Decide how thick you want your armor to be. Choose one of the thicknesses below, and immediately apply the Trait defined in italics.
Light: Small and relatively noninvasive, armor of this thickness is easy to use, and sacrifices a high degree of protection for keeping most of the wearer’s mobility intact. Examples include layered hides, furs, and thick clothing. This armor imposes a 2 penalty on all Physical-based Tests made while it is worn.
Medium: The most common form of practical armor, armor of this thickness can be used effectively with very little training, and still offers a good degree of protection. Examples include soft leather, chainmail, and brigandine. This armor imposes a -3 penalty on all Physical-based Tests made while it is worn.
Heavy: Uncommon and expensive, armor of this thickness is often very difficult to use without training, though the protection it offers is unmatched. Examples include laminar, plate, and lamellar. This armor imposes a -4 penalty on all Physical-based Tests made while it is worn.
Step III: Determine the armor’s quality. Choose one of the quality ratings below.
Poor: Armor of this quality is usually in either an extreme state of disrepair, or was not very good to begin with (or both). Expect rusted metal, splintered wood, loose straps, and unbalanced weight. Armor of this quality should be noticeably less expensive than normal armor of the same kind.
Fair: Armor of this quality is not particularly impressive, but also not particularly amazing, either. Expect very standard craftsmanship and material quality in all aspects of the armor. Armor of this quality should be average-priced for armor of this kind.
Outstanding: Armor of this quality is of impressive construction, and offers excellent protection. Expect a high grade of materials and noticeably above-average craftsmanship, with a high degree of attention to detail. Armor of this quality should be substantially more expensive than normal armor of the same kind.
Masterpiece: Armor of this quality is of incredibly high value, and undoubtedly one-of-a-kind. Expect a masterful level of craftsmanship, with only the best materials used in its construction. Armor of this quality should cost a fortune, if it is even for sale at all.
Legendary: Armor of this quality is a legend in and of itself. Often hundreds, if not thousands, of years old, there are tales and songs about this armor, and whomsoever wears it is truly destined for great things. Even the most masterfully crafted armor will pale in comparison to this artifact, and
-when worn by a true master—this armor can change the fate of the world. It is impossible to put a price on armor of this quality.
Step IV: Determine the armor’s Wound Reduction. Based on the armor’s thickness and quality, use the table below to determine the Wound Reduction of your armor. Also, take note of the number in the Traits column, as this will be used in Step VI.

LIGHT
MEDIUM
HEAVY
TRAITS
POOR
0
1
2
0
FAIR
1
2
3
1
OUTSTANDING
2
3
4
2
MASTERPIECE
3
4
5
3
LEGENDARY
4
5
6
4

Step V: Decide what material you want your armor to be primarily made of. Choose one of the materials below, and immediately apply the Trait defined in italics.
Light Materials
Cloth (Mail Only): Typically linen, wool, or burlap, this armor can be little more than layered clothing worn into combat, and is preferred by many for its flexibility. Lower this armor’s Physical penalty by 1.
Fur (Mail Only): Favored by explorers and travelers for its added warmth, this armor is typically little more than a single layer of fur, often worn over clothing. You have Advantage on all Tests made to survive in cold temperatures.
Rawhide: Undoubtedly the easiest of all armors to make, this armor often consists of little more than un-tanned leather sewn into a layer of clothing. This armor can be made in one-fifth (rounded down) the time it would normally take.
Wicker (Shield Only): Though time-consuming to make and prone to breaking, this armor is favored for its ease of use. Lower this armor’s Physical penalty by 2.
Medium Materials
Metal: The pinnacle of technology, metal is favored by many for its resilience and high degree of protection. Increase this armor’s Wound Reduction by 1.
Soft Leather (Mail Only): Tough enough to protect the wearer from most small blows, this armor is prized by those who want protection without having to sacrifice mobility. Lower this armor’s Physical penalty by 1.
Wood (Shield Only): Much easier and cheaper to make than metal, this material is favored for being relatively light and easy to use. Lower this armor’s Physical penalty by 1.
Heavy Materials
Hard Leather: Tough enough to protect the wearer from most blows, this armor is prized by those who seek protection without weighing themselves down. Lower this armor’s Physical penalty by 1.
Metal: The pinnacle of technology, metal is favored by many for its resilience and high degree of protection. Increase this armor’s Wound Reduction by 1.
Step VI: Apply any additional Traits. Armor receives a number of traits based on its quality, as shown in Step IV. ST’s are encouraged to keep technology and its relative costs in mind while determining the armor’s final price. Choose from the list below which Traits (if any) you would like your armor to have. Keep in mind that these Traits are tied to the armor—not your character—and are relevant only when your character is using the armor.

Aketon (Mail; Heavy, Medium): You wear a thin cloth padding underneath this armor to minimize chafing and fatigue from extended wear. You have Advantage on all Physical Endurance Tests made to resist fatigue from extended fighting.

Breastplate (Mail; Leather, Metal): This armor focuses on protecting in the chest, while minimizing restrictions to the wearer’s mobility. Lower this armor’s Physical penalty by 1.

Brigandine (Mail; Heavy; Metal): This armor uses metal plates sewn to cloth to maximize protection and mobility. Raise this armor’s Physical penalty by 1. Anytime an opponent gets a Critical Success while attacking you, they use only their weapon’s normal Lethality (they may not double it).

Buckler (Shield; Light): This armor is small and light, designed more for knocking aside blows than absorbing them. Decrease this armor’s Wound Reduction to 0. Attacks against you are made with Disadvantage.

Cavalry (Mail): This armor is designed with openings at the hips to allow the wearer to ride into combat without any discomfort. This armor can be used while mounted without Disadvantage.

Chainmail Bikini/Loincloth (Mail): This armor includes features to highlight the wearer’s sexuality, often in the hopes that it will distract any attackers from realizing how incredibly vulnerable the wearer is. Decrease this armor’s Wound Reduction by 4. Anytime an opponent gets a Critical Success while attacking you, add 2 to their weapon’s Lethality before they double it. You have Advantage on all Social Power or Social Control (Communication) Tests made against characters that are sexually attracted to you.

Even Weight Distribution (Mail): This armor features balanced construction, preventing the suit’s weight from slowing the wearer down. Lower this armor’s Physical penalty by 2.

Gambeson (Mail; Cloth): This armor utilizes quilting and extensive padding to provide top-notch protection, at the cost of added weight. Increase this armor’s Wound Reduction by 1. You have Disadvantage on all Physical Endurance Tests made to resist fatigue from extended fighting.

Gorget (Mail): This armor includes a stiff collar or thick pauldron, designed to protect the neck from chopping attacks. Anytime an opponent gets a Critical Success while attacking you, subtract 2 from their weapon’s Lethality before they double it.

Hauberk (Mail; Heavy, Medium): This armor has an extra-long chest piece that drapes to your knees, giving your upper legs additional protection without restricting mobility. This armor’s Physical penalty does not apply to any Physical Power or Physical Control (Mobility) Tests.

Kite (Shield): This armor is wide at the top and tapers at the bottom, allowing to to be used easily from horseback. This armor can be used while mounted without Disadvantage.

Mailed Joints (Mail; Heavy): You wear a thin underlayer of chain, minimizing exploitable openings in your armor. Raise this armor’s Physical penalty by 1. Increase this armor’s Wound Reduction by 2 when defending against an opponent using an Axe or Blade.

Manica (Mail): This armor foregoes protecting the entire arm, and instead protects only the most vulnerable parts, dramatically increasing range of motion. This armor’s Physical penalty does not apply to any Physical Power or Physical Control (Weaponry) Tests.

Plate (Mail; Heavy; Metal): This armor is made of large, metal plates, minimizing joints and weak points. Increase this armor’s Wound Reduction by 1.

Round (Shield): This armor is large and circular, making it easy to deflect attacks from all directions, despite its weight. Raise this armor’s Physical penalty by 1. Increase this armor’s Wound Reduction by 1.

Spikes (Shield; Medium, Heavy): This armor has spikes or blades on its protective surface, allowing you to more easily counterattack those who overextend themselves against you. Anytime you get a Critical Success while defending, you may add this armor’s Wound Reduction to the Severity of any Wounds you deal (as it were Lethality, on a weapon with the Arming Trait). If using the Armor: Offensive Skill to make an attack, you may treat this armor’s Wound Reduction as its Lethality.

BEASTS
Step I: Decide what category of beast you want. Choose from one of the categories below.
Burden: Burden beasts (or beasts of burden) assist with tasks that require great strength or speed. Examples include mounts, pack animals, and farm animals.
Companions: Companion beasts are more independent than burden beasts, but usually perform more specialized tasks (often requiring a greater deal of freedom). Examples include war dogs, messenger falcons, and hunting ferrets.
Step II: Decide what domestication you want. Choose one of the domestications below, and immediately apply the Trait defined in italics.
Domesticated: This beast has been domesticated for generations, and is considered a “conventional” type of animal to train and rely upon. Examples include horses, dogs, and birds. When determining this beast’s Loyalty, increase it by four.
Exotic: This beast is very uncommon, and often either difficult to find, difficult to train, or both. They tend to be sought out because of being particularly gifted in a certain way. Examples include hippogryphs, rhinos, and tigers. When determining how many Traits this beast may have, increase that number by one.
Step III: Determine the beast’s type. Choose one of the types below, and immediately apply the Trait defined in italics.
Large Airborne: Beasts of this type range in size from a few feet, up to several yards, and are primarily mobile through the air. Examples include eagles, vultures, and albatrosses. This beast immediately gains the Flight and Large traits, as detailed in Step VI.
Large Aquatic: Beasts of this type range in size from several feet, up to to dozens of yards (or larger!), and are primarily mobile through the water. Examples include whales, sharks, and walruses. This beast immediately gains the Swimming and Large traits, as detailed in Step VI.
Large Land: Beasts of this type range in size from several feet, up to several yards, and are primarily mobile on land. Examples include horses, bears, and elephants. This beast immediately gains the Running and Large traits, as detailed in Step VI.
Small Airborne: Beasts of this type range in size from one or two feet, down to a few inches, and are primarily mobile through the air. Examples include bats, falcons, and ravens. This beast immediately gains the Agile, Flight and Small traits, as detailed in Step VI.
Small Aquatic: Beasts of this type range in size from a few feet, down to a few inches, and are primarily mobile through the water. Examples include dolphins, fish, and tortoises. This beast immediately gains the Agile, Swimming and Small traits, as detailed in Step VI.
Small Land: Beasts of this type range in size from a few feet, down to one foot or less, and are primarily mobile on land. Examples include dogs, rodents, and lizards. This beast immediately gains the Running and Small traits, as detailed in Step VI.
Step IV: Determine how well-trained the beast is. Choose one of the training ratings below.
Poor: This beast is very poorly trained, and may be fearful or distrustful of people. They may be violent, difficult to control, or too timid to respond to even simple commands. Beasts of this training should be inexpensive or even free, and most beasts encountered in the wild will be of this training.
Fair: This beast has been trained in the basics of interacting with people, but is either too dim or poorly-trained to truly excel in any field; they’re simply OK. They may be easily distracted, unpredictable, or timid around strangers. Beasts of this training should be average-priced, and may even be an unusual find in the wild.
Outstanding: This beast has been very well-trained, and regularly outperforms others beasts of the same kind. They may be particularly fearless, respond very well to commands, and even have a heightened ability to understand their master’s wishes. Beasts of this training should be very expensive, and may even be a very rare find in the wild.
Masterpiece: This beast has been extremely well-trained, and may even have a hint of supernatural intelligence about it. They may be highly-focused, completely trusting of their master, and may even display human-like behavior. Beasts of this training should cost a fortune, if they are even for sale, and might be encountered in the wild once in a lifetime.
Legendary: This beast has a truly impossible level of understanding of people, and there is likely much speculation that they may be a person trapped in a beast’s body. They often possess razor-sharp understanding and ability, and form deep emotional connections that rival those of other people. Beasts of this training are impossible to put a price on, and almost always choose their master—and rabidly defy any attempts to separate them.
Step V: Determine the beast’s Loyalty. Based on the beast’s category and training, use the table below to determine the Loyalty of your beast. Also, take note of the number in the Traits column, as this will be used in Step VI.

BURDEN
COMPANION
TRAITS
POOR
0
2
0
FAIR
2
4
1
OUTSTANDING
4
6
2
MASTERPIECE
6
8
3
LEGENDARY
8
10
4

Step V: Apply any additional Traits. Beasts receive a number of traits based on their quality, as shown in Step IV. ST’s are encouraged to keep training time and its relative costs in mind while determining the beast’s final price (or occurrence in the wild). Choose from the list below which Traits (if any) you would like your beast to have. Keep in mind that these Traits are tied to the beast—not your character—and are relevant only when your character is riding, commanding, or working with the beast.

Agile: Your beast is especially quick, and can change direction easily, without losing much momentum. Increase this beast’s Loyalty by 4 when making competitive Physical-based Tests against beasts that do not have this trait.

Armored (Exotic): Your beast has a hard outer layer, making it much harder to harm than others of its kind. Attempts to harm this beast are made as though it has Wound Reduction 4.

Bioluminescence (Exotic): Your beast emits light naturally, and can help you in the dark. Increase this beast’s Loyalty by 2 in the dark. You may use this beast to perform actions in complete darkness.

Climbing (Land; Exotic): Your beast is a capable climber, and can scale difficult surfaces with ease. This beast does not need to make Tests to climb. If this beast also has one of the Mount traits, increase its Loyalty by 4 when making Physical Control, Physical Endurance, or Physical Power (Mobility:Climbing) Tests.

Dire: Your beast is particularly large and fearsome for creatures of its type. Increase this beast’s Loyalty by 4 when making Social Power or Social Control (Communicate: Coercion) Tests. Change this beast’s domestication to Exotic and its size to Large (you may have to make adjustments to previous Steps to accommodate these changes). If it is already Large and/or Exotic, increase its Loyalty by 2 when in combat.

Endurant: Your beast is capable of great feats of endurance, and can travel long distances without requiring rest. This beast can travel twice as fast as people. If this beast also has the Mount, Travel trait, triple your overland movement when using this beast.

Faithful: Your beast is deeply loyal to you, and resists being used by anyone else. Increase this beast’s Loyalty by 2, but decrease it by 6 if anyone else tries to use it. If this beast gets separated from you, it will do everything in its power to get free and find you.

Fast: Your beast is particularly fast, and is capable of outstriping all but the quickest of creatures. Increase this beast’s Loyalty by 4 when making any Physical-based Tests to outrun others. This trait may be taken more than once.

Fearsome (Exotic): Your beast is terrifying to look upon, and can make those unaccustomed to seeing it very nervous with relative ease. You may treat this beast as an ally with 0 Ranks in Communicate when making Social Power or Social Control (Communicate: Coercion) Tests. If this beast already possesses the Large trait, treat this beast as having 4 Ranks in Communicate.

Flying (Airborne): Your beast specializes in airborne movement, and is eager to help you when in the air. Increase this beast’s Loyalty by 2 when in the air. You may use this beast to perform actions in the air.

Hunting: Your beast excels in using its senses to track and find people, objects, and creatures. Increase this beast’s Loyalty by 2 when making Awareness Tests, and by 4 when making any Test that used the (Wilderness: Forage) Forte.

Hybrid: Your beast is capable in more than one form of movement, and can function comfortably in a wide range of environments. This beast immediately gains one of the following types: Airborne, Aquatic, or Land, as well as the trait associated with that type (Flying, Running, or Swimming). This trait may be taken up to two times.

Intelligent (Companion): Your beast is particularly smart, and displays near-human levels of understanding and perceptiveness. Choose up to two Skills or Fortes at the time of choosing this Trait. Increase this beast’s Loyalty by 4 when using this beast to help you with those Skills or Fortes. With this trait, you may choose Skills or Fortes that beasts may not normally be able to help with, such as Language or Science.

Large (Large): Your beast is larger than the average person, and can use that size to help you frighten others. You may treat this beast as an ally with 0 Ranks in Communicate when making Social Power or Social Control (Communicate: Coercion) Tests. If this beast already possesses the Fearsome trait, treat this beast as having 4 Ranks in Communicate.

Leviathan (Large; Aquatic; Exotic): Your beast is tremendous in size, and is a true terror of the seas. Decrease this beast’s Loyalty by 4. You may use this beast to engage naval vessels in combat (such as ships).

Messenger: Your beast is trained in carrying messages to and from you. You may use this beast to perform Social-based Tests over long-distance. The ST should use the distance and the beast’s speed to determine how long it takes to perform such Tests.

Mount, Combat (Large; Burden): Your beast is trained in carrying riders into combat, and is brave enough to do so when carrying a rider they trust. Increase this beast’s Loyalty by 2 in combat. You may move through combat twice as fast when using this beast (ST’s discretion).

Mount, Travel (Large; Burden): Your beast is trained in carrying riders, and is strong enough to carry you for long periods of time. Double your overland movement while using this beast.

Parroting: Your beast is capable of mimicking sounds it hears, including speech. Increase this beast’s Loyalty by 4 when making Social-based Tests to confuse, deceive, or frighten. If this beast also has the Messenger trait, increase this beast’s Loyalty by another 2 when you are using it to perform Social-based Tests over long-distance.

Regeneration (Exotic): Your beast is capable of regenerating lost limbs, and recovers from wounds quickly. This beast never requires medical attention for Wounds of Severity 6 or lower, and always recovers from such Wounds in one-quarter the time it would normally take.

Running (Land): Your beast specializes in pedal movement, and is eager to help you when on land. Increase this beast’s Loyalty by 4 when on land.

Small (Small): Your beast is smaller than the average person, and can easily fit into narrow openings that others may struggle with. You may use this beast to perform actions in openings that are too small for normal people (STs discretion).

Strong (Burden; Exotic): Your beast is particularly strong, and can carry much more than other beasts of its kind. Increase this beast’s Loyalty by 4 when performing Physical Endurance or Physical Power Tests made to push, pull, carry, lift, or otherwise move things.

Swimming (Aquatic): Your beast specializes in aquatic movement, and is eager to help you when in the water. Increase this beast’s Loyalty by 2 when in the water. You may use this beast to perform actions in the water.

Thick Coat: Your beast has a particularly thick outer layer, allowing them to survive with relative ease in very low temperatures. Increase this beast’s Loyalty by 2 when in cold conditions.

Vicious (Companion): Your beast is very distrustful of people other than you, and is very effective when let loose in violent situations. Increase this beast’s Loyalty by 4 in combat.

Optional: Loyalty & Usefulness
In the course of their adventures, characters in FTS are bound to encounter a task that they simply cannot perform (or perform well enough) with their hands alone—and they are likely to look to a tool, or sometimes, a helper animal for assistance. This is where the rules for Loyalty and Usefulness come into play. Please note that this ruleset should only be used if the campaign also includes the rules for The Builder.

Much like Lethality and Wound Reduction (see above), Loyalty and Usefulness are a measure of how helpful a beast or tool is in a given situation. In addition to making a task easier, beasts and tools can also allow the character to perform a task that would otherwise be impossible (such as using a ferret to explore a fist-sized opening, or using a hammer to shape a red-hot piece of metal into a sword). Unlike Lethality and Wound Reduction, however, Loyalty and Usefulness do not provide additional successes on Tests—instead, their total is a number of dice that is added to a Pool before performing a given task.

In both cases, it is important that the ST confirms that the task is something that the beast or tool could actually make easier. While a trained bear might be extremely eager to please its master and help as much as possible, it is going to have a hard time properly addressing the Royal Ambassador, and certainly won’t make the task any easier.

In cases where Beasts are also mounts, it can be difficult to perform certain actions while mounted. STs are encouraged to grant Disadvantage to characters when they attempt any Test that would logically be more difficult while mounted. Examples of this include combat, magic, or the Medicine or Stealth Skills. Tests that would have little logical reason for being more difficult while mounted should not suffer Disadvantage without significant justification. Examples of this include the Communicate, Mettle, or Awareness Skills.

It is also worth clarifying that even though in-game, a beast may be acting independently of its master, mechanically speaking, beasts never perform their own actions—their participation instead provides their master with bonus dice to add to their Pool before rolling. The only time a beast might actually act independently is if they are not helping their master.

Because this is a very nebulous mechanic that revolves heavily around an ST’s interpretation of events and how capricious the ST is feeling, Loyalty & Usefulness is not advised for all games. This mechanic takes a good amount of power from the players and gives it to the ST— which may be fine for many groups—but caution and thoughtfulness is nevertheless advised before including this mechanic in your game.

TOOLS
Step I: Decide which Skill or Forte you want your Tool to assist you with.

Armory

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