Wear & Durability

Noth­ing lasts for­ev­er.

Wear & Breakage

Tools and weapons gain wear from use and vio­lence.

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.

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. 

damaging Enemy Weapons

An aimed attack can be made to attack a foe’s weapon. If it hits, the struck weapon gains 1–2 wear imme­di­ate­ly. 

breached armor

When an armor item’s hard­ness is exceed­ed by dam­age, the hit area is breached and pro­vides no pro­tec­tion until repaired.

Jams

Gun­springs and lev­erettes have a chance to jam when­ev­er 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 has a 1-in-2 chance of suf­fer­ing a coil rup­ture. A rup­ture sub­jects the wield­er and every­one with­in 2 meters 1d4 hits deal­ing 1d6+1 slash dam­age.