Contingency RPG


Early Playtest

Equipment & Consumables


Early Playtest

Weapons

Melee Weapons

Knife/Handaxe

light melee, single handed, thrown

  • Skill: Dexterity (Throw: Power)
  • Range: Close - you and your target occupy the same tactical zone.
  • Severity: 1 - Superficial
Short Sword/Club

light melee, single handed

  • Skill: Power
  • Severity: 2 - Significant
Dagger/Sabre/Rapier

light melee, single handed

  • Skill: Dexterity
  • Severity: 1 - Superficial
Quarterstaff

light melee, dual handed

  • Skill: Dexterity
  • Severity: 1 - Superficial
Great Sword/Battleaxe/Maul

heavy melee, dual handed

  • Skill: Power
  • Severity: 3 - Serious
Polearm/Glaive

heavy melee, dual handed, reach

  • Skill: Power
  • Range: Close - you and your target occupy the same tactical zone.
  • Severity: 2 - Significant

Ranged Weapons

Shortbow/Longbow

dual handed, ranged, ammunition

  • Skill: Accuracy
  • Ammunition: Arrow (Capacity: 1)
  • Range: Near - you and your target occupy adjacent tactical zones.
  • Severity: 1 - Superficial
Crossbow

duale handed, ranged, ammunition

  • Skill: Accuracy
  • Ammunition: Bolt (Capacity: 1)
  • Range: Far - you and your target occupy tactical zones that are further spread apart.
  • Severity: 2 - Significant

Shields

Shield

heavy melee weapon, single handed

  • Skill: Power
  • Severity: 1 - Superficial

While wielding this weapon you may perform the Shield Up maneuver as an Interaction action. While your shield is up the result of all skill rolls that require movement is halved, but you can make a Defend action with advantage. You may choose to lower your shield at any time as a free action. You lower your shield on a failed defend roll.

Player Omens

When making a Strike attack with this weapon you have access to the following omen.

▢ ⏵ ⍟ Shove (repeatable): Force an engaged target away from, they become no longer engaged with you.

Armors

Armor acts as a wearable device to aid in protecting oneself from sustaining injuries in the form of additional omens and features that may provide an injury reduction.

Features and Omens

Armor Marks

Each piece of armor has a set of Armor Marks associated with the different characteristics it posses.

Features

Increase the result of your Defend (Guard) skill roll by one (1).

Player Omens

▢▢ ⏵ ⍟⍟ Endure (repeatable): Increase the result of your Defend (Guard) role by one.

In the example above, this piece of armor has one (1) feature giving it a +1 to the result of a Defend (Guard) action. As well as an omen with a cost of two (2) that again increases the result of a Defend (Guard) roll. The +1 Defend (Guard) feature has a single Armor Mark associated with it, and the omen has two.

Armor Break

There will be times were you come across abilities, equipment or omens that have a trait called Armor Break and an associated numerical value. Whenever your suffer the effects from something that has this trait you must mark off a number of Armor Marks, from your relevant equipment, equal to the number associated with the Armor Break trait.

Features

Increase the result of your Defend (Guard) skill roll by one (1).

Player Omens

☒▢ ⏵ ⍟⍟ Endure (repeatable): Increase the result of your Defend (Guard) role by one.

For example, if you sustain an injury from a weapon that has the trait Armor Break +2 then you must mark off two (2) Armor Marks from your equipment, if you have them available. When marking off your Armor Marks, you may choose to divide them across any of the unmarked slots available, they do not need to be marked against the same feature, trait or even the same piece of armor.

The only way to lose Armor Marks is through the Armor Break trait.

Losing all Armor Marks

If a characteristic of your armor loses all its associated Armor Marks then your character is no longer able to make use of that characteristic until you are able to repair those Armor Marks.

Features

Increase the result of your Defend (Guard) skill roll by one (1).

Player Omens

☒☒ ⏵ ⍟⍟ ~Endure (repeatable):~ ~Increase the result of your Defend (Guard) role by one.~

In the example about, the Endure omen has lost all its Armor Marks, which means that the player will no longer be able spend omens to use it. However, their +1 Defend (Guard) feature still has an Armork Mark available. So although they can no longer use the omen, the player can still take advantage of the armor's feature.

Penalties

Wearing armor that is too heavy or bulky will inflict a penalty to some of your skill rolls, or potentially give bonuses to your adversaries.

Available Armor

For the purposes of this playtest, your characters have access to the following pieces of armor. The actual piece of armor, that your character begins with, is determined by the Archetype and/or Vocation that you have selected.

Cloth Armor

light armor, cloth material

Penalties

Not Armor: For the purposes of system rules, Cloth Armor does not count as armor, however cannot be worn with other armor.

Features

Increase the result of your Defend (Dodge) skill roll by one (1).

Player Omens

▢ ⏵ ⍟⍟⍟ Soften Blow (repeatable): Reduce the severity of an injury caused from Physical damage by one level.

Leather Armor

light armor, leather material

Penalties

d4 Strength: Decrease the result of any Agility Roll by one (1).

Features

Increase the result of your Defend (Guard) skill roll by one (1).

Player Omens

▢ ⏵⍟⍟ Soften Blow (repeatable): Reduce the severity of an injury caused from Physical damage by one level.
▢▢ ⏵ ⍟⍟⍟ Endure (repeatable): Increase the result of your Guard role by one.

Chain Mail Armor

medium armor, metal material

Penalties

d4 Strength: Decrease the result of any Agility Roll by three (3).
d6 Strength: Decrease the result of any Agility Roll by one (1).

Features

Increase the result of your Defend (Guard) skill roll by one (1).
Increase the result of your Defend (Guard) skill roll by one (1).

Player Omens

▢▢ ⏵ ⍟⍟ Soften Blow (repeatable): Reduce the severity of an injury caused from Physical damage by one level.
▢▢ ⏵ ⍟⍟ Endure (repeatable): Increase the result of your Guard role by one.

Full Plate Armor

heavy armor, metal material

Penalties

d4 Strength: Decrease the result of any Agility Roll by five (5).
d6 Strength: Decrease the result of any Agility Roll by three (3).
d8 Strength: Decrease the result of any Agility Roll by one (1).

Features

Increase the result of your Defend (Guard) skill roll by one (1).
Increase the result of your Defend (Guard) skill roll by one (1).
Increase the result of your Defend (Guard) skill roll by one (1).

Player Omens

▢▢ ⏵ ⍟ Endure (repeatable): Increase the result of your Guard role by one.
▢▢ ⏵ ⍟⍟ Soften Blow (repeatable): Reduce the severity of an injury caused from Physical damage by one level.
▢ ⏵ ⍟⍟⍟ Stone Wall (repeatable): Add a free luck dice to your Guard roll before the result of the skill roll is resolved.

Consumables

Vitality Potion

consumable item

Mark one unit of Resilience and gain 1d4 + 1 temporary vitality points that last for 1 hour. Consuming a second Vitality Potion will undo the temporary vitality points of the first one.

Smoke Bomb

consumable item, thrown

Fills a single combat zone with a thick dark haze, making it harder to see. Skill rolls that involve either Disengaging, Hiding or Sneaking are rolled with advantage. Ranged attacks into of within the affected zones are rolled with disadvantage. Any action that targets an adversary which your need to perform a Step to engaged with are also rolled with disadvantage.

The smoke effect lasts for 2d4 + 1 combat rounds. The effect duration is halved if there is a strong wind.

Glue Vial

consumable item, thrown

Perform the Throw action against a single target and any target they are engaged with.

On a success each successful target gains 1d4 units of the Glued condition.

Glued Condition Anytime you move (not forced movement) roll either Strength+Endurance or Finesse+Endurance against a difficulty of twice the number of Glued units you have. The effects of glued lasts for 1 hour or until it is washed off with water.
On a success Remove 1 unit of glued and make your movement as per normal.
On a failure Remove 1 unit of glued and either mark one unit of stamina or do not move.

Player Omens

⍟⍟⍟ Completely Unstuck: Remove all units of glued.

Handful of Caltrops

consumable item, thrown

Fills a single combat zone with a scattering of Caltrops. Any creature that moves within the affected zone must make an Agility+Accuracy skill roll agaist the number of Caltrops within the zone.

On a failure the creature takes an injury with a severity of 1 - Superficial and removes one Caltrop from the affected zone.