wear + breakage

noth­ing lasts for­ev­er

An item’s qual­i­ty deter­mines when it breaks.

  • Rust­ed or impro­vised items break at 1 wear.
  • Stan­dard items break at 3 wear.
  • Mas­ter­work items break at 6 wear.

Weapons and tools gain wear when struck (19–20 on wound tables) and from hard use. Aimed attacks can do this inten­tion­al­ly.

Armor items gain wear when breached—i.e. when incom­ing dam­age exceeds armor hard­ness.

Reversing Wear & Breakage

Wear can be removed with a craft­ing skill top­ic and a repair tool. Blade­smithy and Armor­smithy are com­mon repair skills.

Bro­ken items are hard to fix. You need all the craft­ing skills and mate­ri­als required to make an item in order to fix it. 

Jams

Gun­springs and lev­erettes have a chance to jam when they gain wear. A jammed weapon can­not shoot and must be unjammed with Top­ic: Gun­smithy.

  • Gun­spring jam chance: 1-in-4
  • Lev­erette jam chance: 1-in-6

GUNSPRING COIL RUPTURES

When a gun­spring breaks, it can suf­fer a coil rup­ture (1-in-2 chance,) sub­ject­ing the wield­er and every­one with­in 2 meters to 1d4 hits deal­ing 1d6+1 slash dam­age.