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.