Item Cards and Physical Props

Every item in the game comes with a card detailing its characteristics and abilities. If it isn’t written on a card, it doesn’t exist in the game. When creating, selling, looting, or otherwise acquiring items, a player must inform a judge so they can initial the transaction in order to validate it, or provide an item card if the item in question does not have one provided with it.

An item also needs to have a physical representation. For example, unless you are physically wearing a piece of armor, it doesn’t protect you, even if it is written on your item sheet. Weapon props must follow appropriate safety guidelines in order to be used.

Weapon props may be made out of padded foam, plastic, or wood. If you are using wooden weapons, you must be very careful how you swing them. Foam and plastic are recommended.

The following are absolutely forbidden in weapons props:

  1. Metal.
  2. Bowstrings.

In all cases props are subject to judge approval. If a judge deems a prop to be unsafe, it is not to be used. If you have any questions, ask the head judge.

Weapons and Armor

Weapons and armor can be made by Fighter classed characters who have taken the “Smithing” ability. They must pay EP for use of the ability, plus a small amount of money for the material costs.

Normal quality weapons and armor have a chance of breaking in battle, especially if they critically fail an attack or parry. The likelihood of such a failure is 5%.

High quality items are more expensive and more difficult to produce, however, they have a substantial benefit: they do not break under normal circumstances in a battle.

For more information on how weapons and armor function in combat, please see the step combat rules.

Gnomish Inventions / Firearms

Gnomish inventions and firearms are considered to be mechanical items. These types of items have a cumulative ten percent chance of breaking each time they are used, which deals damage to the wielder rather than the intended target. Gnomish items additionally have a chance of breaking over time, between each Phaze they are subject to an additional breakage test.

Magic Items

Magic items can look like almost anything. The most commonly enchanted items are potions, rings, scrolls, and weapons, but any small object can hold an enchantment.

Most enchanted items are made by either clerics or mage who have taken the item creation ability, but a wide variety of more obscure or varied magical items can be found at auctions or for sale by merchants who have traveled far and wide to acquire new types of magic.

Magic items will always have a certain number of charges as indicated on the character sheet. When a magic item is used, the charges are checked off. When the charges are all expended, the item that was enchanted disintegrates (unless it is high quality).

Enchantments on normal magic items fade the second Phaze after they were made, known as duration “Phaze +1”. If the charges have not been expended at that time, the magic fades.

Artifacts and Signature Items

Some magic items are so powerful that their enchantments do not wear off and they retain their magical effect season after season. These items are incredibly rare. They may become attuned to their owner, meaning only that particular character can use it. Some even seem to gain an intelligence of their own.

“Signature item” can be chosen as a 20th level ability for some classes. In these cases, the player will submit their own idea for their item’s effect(s) along with their registration materials and it will be weighted for the appropriate level.

Throughout history there have been mentions of mysterious “artifacts” which are rumored to be made by gods. According to legend, these items embody the different ideals of the gods themselves.