Root RPG - Equipment Deck
Root RPG - Equipment Deck
Root RPG - Equipment Deck
Battle Axe
wear 6
Range Harm
CLOSE 1 INJURY
Range Harm
CLOSE 1 INJURY
Range Harm
FAR 1 EXHAUSTION
special tags
+ Poison: When you target a
vulnerable foe, inflict exhaustion
instead of injury; your target
is poisoned until cured. While
poisoned, each time they take a
significant or strenuous action,
inflict exhaustion. If they fall
unconscious, inflict injury every
6 hours until they receive the
cure or perish.
Bolas
Bolas
wear 3
Range Harm
FAR SPECIAL
special tags
+ Entangling: When you target
a vulnerable foe with this weapon,
aim for the head or the feet.
If the feet, then on a hit, instead
of inflicting harm, your target
becomes entangled and falls.
They must take time to free
themselves before moving.
If the head, then on a hit, mark
wear and inflict 2-injury.
Buckler
Buckler
wear 3
special tags
+ Metal rim: When you absorb
injury as wear on this shield in
close combat, you may mark an
additional wear to immediately
strike back with the edge of the
shield and inflict injury.
Range Harm
— SPECIAL
special tags
+ Scattered spike: When you
throw out caltrops to cover a
door, path, or small area, mark
any amount of wear. Anyone who
crosses the caltrops must either
take time and pass cautiously, or
mark injury for each wear you
marked to cover the area.
Range Harm
FAR 1 INJURY
Range Harm
CLOSE 1 INJURY
Range Harm
FAR 1 INJURY
Range Harm
INTIMATE, CLOSE 1 INJURY
special tags
+ Intriguing: Mark wear when
you play this instrument to ask
an audience member a question
from figure someone out.
+ Soothing: Mark exhaustion
when you play this instrument
in a quiet moment to clear
exhaustion from each of your
listeners.
Range Harm
INTIMATE 1 EXHAUSTION
Range Harm
CLOSE 1 INJURY
Range Harm
CLOSE 1 INJURY
special tags
+ Healer’s kit: When you use
these supplies to provide medical
aid to someone (including
yourself), mark wear to clear
exhaustion from them, or mark
2-wear to clear injury from them.
special tags
+ Arrow-proof: Ignore the first
hit dealing injury from arrows
that you suffer in a scene.
+ Thick: When you mark wear
on this shield to block a hit, you
only ever mark 1-wear, even if
you are blocking more harm
from a single hit.
Range Harm
FAR 1 INJURY
Range Harm
CLOSE 1 INJURY
Range Harm
CLOSE 1 INJURY
Range Harm
CLOSE, INTIMATE 1 INJURY
Range Harm
INTIMATE 1 INJURY
Range Harm
CLOSE 1 INJURY
Range Harm
FAR 1 INJURY
Range Harm
CLOSE 1 INJURY
Range Harm
CLOSE, INTIMATE SPECIAL
special tags
+ Throwable: Mark exhaustion to
target a vulnerable foe with this
weapon at far range.
- Expendable: When you throw this
weapon, it is automatically destroyed.
++ Explosive: When this item is
destroyed, it explodes and deals
3-injury to everyone in its range
(close). It also starts fires and
destroys structures.
Scorpion Tail
Scorpion Tail
wear 5
Range Harm
CLOSE 1 INJURY
Range Harm
CLOSE 1 INJURY
Range Harm
FAR 1 INJURY
Range Harm
CLOSE 1 INJURY
special tags
+ Reach: When you engage in melee,
mark wear on this weapon to inflict
harm instead of trading harm; you
cannot use this tag if your enemy’s
weapon also has reach.
+ Throwable: Mark exhaustion to
target a vulnerable foe with this
weapon at far range.
Range Harm
CLOSE 1 EXHAUSTION
Range Harm
CLOSE 1 INJURY
special tags
+ Metal boss: When you engage
in melee with an opponent, mark
wear to inflict exhaustion in
addition to all other harm.
Range Harm
CLOSE 1 INJURY
Range Harm
CLOSE 1 INJURY
Range Harm
CLOSE 1 INJURY
SPECIAL
Engage in Melee
SPECIAL
Engage in Melee
SPECIAL
Engage in Melee
SPECIAL
Engage in Melee
SPECIAL
Grapple an Enemy
SPECIAL
Grapple an Enemy
SPECIAL
Grapple an Enemy
SPECIAL
Target Someone
SPECIAL
Target Someone
SPECIAL
Target Someone