Topic Index>Combat>Equipment Fatigue
Equipment is made to withstand a certain amount of abuse. Thus, each item, when new, begins with a durability die, depending on the material the item is constructed of, and the quality of it’s manufacture, as given on the table below.
Each time an item is used for an unusual purpose, is exposed to 10 rounds of combat, spends 7 days on the road, or is otherwise pushed to the limit of its ability, the fatigue die indicated is rolled. On a result of a 1, (2 in the case of 2d materials), the item drops down a level on the table and next time the item used must roll on the lower tier. For example, if a boot (leather, 2d4) is used as a hammer, its owner would need to roll 2d4. On a result of 2, the next time the boot was used as a hammer its owner would need to roll 1d12. When an item is down to rolling a d4, after a result of 1 the item must make a Constitution check every time it is used or break.
Weapons dropped in combat (see fumbling rules) that are not broken must roll for incidental damage immediately. This does not affect the round count until the next general combat fatigue roll.
Weapons and armor that are damaged or fatigued are less effective. For each step down, armor and shields lose 1 point of effectiveness, to a minimum of 1. Weapons will alternately suffer -1 to damage and -1 to attack at each step down. Successful attacks will deal at least 1 damage.
Every seven days that the item is packed up and moved about in a backpack or in a cart or saddlebag (any equipment that is not stored in a building, for the most part), the durability die must be rolled as well. If an item is carefully packed in a rigid container, only the container needs to make the roll, however. Items made of more than one material typically roll according to the material which weighs the most in the construction of the item.
More durable items may be purchased, up to three levels above the standard durability die for the cost multiplier indicated on the table, provided that at least that many of an item are available in the market. Less durable items may also be purchased for half the cost, but these items will drop a level on the table on a roll of a 1 or 2 (2 or 3 for 2d equipment).
Repairs may be made to an item (which is not broken) in the following manner: 1/10th the cost of the item must be spend on materials, and a number of hours equal to the die roll that you wish to increase the durability of the item to. Only one step may be advanced at a time. Items may not be repaired beyond their original damage die.
The Con score listed on the table is the number under which the item must roll once it has exhausted its life span each time it is used, or per day if it is merely being transported. This is also the number the item rolls against breakage when a character attempts a strength check to break the item, with the higher margin of success being the winner. The Con score listed is for items of ordinary quality, with each step up on the scale adding one to the Con score. Cheap items have a Con score of 2 less than the given value.
Hardy produce is everything like carrots, turnips, parsnips etc that can be stored in a root cellar for a while. Durable hardy produce would be apples or potatoes that can last longer. Delicate produce would be things like stonefruits, berries, leafy greens, etc. Durable delicate produce things like citrus fruits or melons. Hardy dairy would be cultured milk products, butter, thing like that. Durable hardy dairy is hard cheeses encased in wax or other impermeable rind. Delicate dairy is fresh milk or cream. Durable delicate dairy would be soft cheeses, or cottage cheese, perhaps yogurt, and eggs. Dry goods are flour, meal, cereals etc. Durable dry goods things like whole grains, rice, seeds. Fresh meat should be self explanatory, though durable fresh meat would be meat that has been lightly treated with some form of light preservation such as gravlax. Preserved meat is things like salted meats, durable preserved meats being totally dried like jerky. Baked goods would be bread, rolls, or cakes, durable baked goods being things like hardtack or crackers.
Foodstuffs lose a day off of their lifespan every day, regardless of whether they are being transported or in storage. Rough handling or extreme changes in temperature (what constitutes “extreme” will vary by food type) will apply the damage die. Food that is frozen will apply the damage die, but will not lose any more days until it is thawed again. Once the lifespan of the food item has expired, it is spoiled. If it is eaten after it has spoiled, the character doing the eating has a percent chance to get food poisoning (or other diseases) equal to the number of days since it has spoiled TIMES the percent given. Thus, four days after delicate dairy has gone off, there is a 100% chance that a character consuming it will get sick.
Cooking food after it has spoiled will reduce this chance to 1/10 of the disease chance, with a minimum of the base percentage. Note that 100% is not the maximum percentage for the purpose of this calculation, and the percent chance of disease will again increase by the same percentage each day. Cooking food before it has spoiled will reset the half-life of that item. Cooked foods made of combined elements will have a half-life equal to twice the half-life of the ingredient with the shortest remaining time.
The Con score is included in case the food needs to make a save against some magical effect or physical destruction.
The cost multiplier on the table is for specially prepared versions of ordinary foodstuffs to make them more portable. No cost multiplier need be applied for items listed above as “naturally” durable.
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