Left for the Vultures

Equipment

Every character carries 10 equipment slots worth of gear: 13 armors, 35 weapons and 21 other items.

Left for the Vultures tracks only equipment that affects play. Armor adds to Defense, and more when you take the Guard action (plus your Resilience). Heavy armor and heavy weapons require the matching General Mastery. Light weapons take no slot at all.

Armor

Light Armor

Defense 4 / 5 when Guarding · 1 slot

Light Armor in Left for the Vultures
ArmorDefGuardSlotsMoveBenefit
Leather451—Regain 2 Grit if you take no damage from an attack while Guarding.
Brigandine451—When your initiative is 1, you may act on initiative count 10 instead.
Iorica Segmentata461—Guard bonus is 6 instead of 5.

Medium Armor

Defense 5 / 7 when Guarding · 2 slots · -5 movement · -2 to Hide

Medium Armor in Left for the Vultures
ArmorDefGuardSlotsMoveBenefit
Chainmail572-5No penalties when traversing harsh terrain.
Jack of Plate572-5No Hidden penalty. Can be concealed under clothing.
Splinted Mail572-5Weapons with bonuses against armored opponents don't get those bonuses against you.
Breastplate572-5+3 Defense vs critical damage.
Cuirass572-5+1 to Composure checks. +1 Defense vs critical damage.

Heavy Armor

Defense 7 / 9 when Guarding · 3 slots · -10 movement · cannot Hide or swim · requires the Heavy Armor Mastery

Heavy Armor in Left for the Vultures
ArmorDefGuardSlotsMoveBenefit
Plate Mail793-10+3 Defense vs critical damage. Requires Heavy Armor Mastery.
Gothic Plate793-10+2 to Composure checks. Regain 2 Grit if no damage while Guarding. Requires Heavy Armor Mastery.
Black Armor893-10Defense is 8 when not Guarding. Once per round, reduce MH damage from outside sources by 1. Requires Heavy Armor Mastery.

Helmets & Shields

Worn alongside body armor

Helmets & Shields in Left for the Vultures
ArmorDefGuardSlotsMoveBenefit
Helmet111—+1 Defense at all times. You are more easily identified.
Shield021—+2 Defense on Guard. Cannot use two-handed or heavy weapons. Dropping is free; equipping takes an action.

Weapons

Light Weapons

0 slots · no critical damage

Light Weapons in Left for the Vultures
WeaponDamageSlotsBenefit
Brass Knuckles / Steel Claws1 + F0—
Dagger3 + F0—
Hammer3 + F0—
Handaxe3 + F0—
Hook3 + F0—
Machete3 + F0—
Sickle3 + F0—

One-Handed Weapons

1 slot

One-Handed Weapons in Left for the Vultures
WeaponDamageSlotsBenefit
Arming Sword1d6* + F1Martial Balance: on initiative 10, regain 1 Grit.
Bearded Axe1d6* + 1 + F1Hook the Shield: no shield bonus against you.
Cutlass1d4* + 1 + F1Nimble Guard: +2 Defense vs two-handed/heavy weapons.
Falchion1d4* + F1Cleaver's Edge: +3 damage vs unarmored opponents.
Flail1d8* + 1 + F1Wild Momentum: -2 Defense until your next turn when you score critical damage (compounds).
Gladius1d6* + F1Shield Line: paired with a shield, add its Defense bonus even on the Attack action.
Mace1d6* + F1Blunt Force: Daze on critical.
Messer1d6* + F1Ruthless Grip: extra attack against another enemy in range when target is killed.
Morningstar / Pernach1d6* + 1 + F1Armor Ripper: armored opponents have -2 Defense vs your attacks.
Ulfberht Sword1d6* + F1Master-Forged: on critical, roll 2d4* instead of 1d6*, rolling an extra d4* for each 4 rolled.

Two-Handed Weapons

1 slot · no shield

Two-Handed Weapons in Left for the Vultures
WeaponDamageSlotsBenefit
Heavy Flail1d10* + F1Pound Down: critical Knocks Down targets Big or smaller.
Quarterstaff1d8* + F1Reach: 5 or 10 ft range.
Zweihander1d12* + F1Compounding Criticals: first critical rolls 2d4* instead of an extra d12; each d4 that maxes adds 1d12*.

One or Two-Handed Weapons

1 slot

One or Two-Handed Weapons in Left for the Vultures
WeaponDamageSlotsBenefit
Bastard Sword1d6* + F / 1d10* + F1Heaving Blade: wielded 2H, +1 Ferocity until end of combat each time initiative is 1 (compounds, exceeds 10).
Germanic Axe1d6* + F / 2d4* + F1Cleave: once per round (2H), extra 1d4* on critical.
Spear1d6* + F / 1d8* + F1Counter the Blade: sword users have -2 Defense vs your attacks.
Spetum1d6* + F / 2d4* + F1Warding Reach: flanking attackers counted against you reduced by 1. No shield bonus against you.

Heavy Weapons

2 slots · requires the Heavy Weapons Mastery

Heavy Weapons in Left for the Vultures
WeaponDamageSlotsBenefit
Bardiche / War Scythe1d12* + F2Sweeping Execution: 5-10 ft range. When flanked, each attack may also deal 4 PH to a different target.
Bec de Corbin (Raven's Peak)1d12* + F2Hook and Control: allies with a Flanking bonus vs your attack target add 3 to their damage.
Claymore2d6* + F2Break the Line: on critical, 2 PH to another creature within 10 ft.
Glaive2d4* + 1 + F2Sweeping Strike: 5-10 ft range. Enemies within 10 ft take 2 PH when moving away.
Lucerne Hammer3d4* + F2Crack Through their Defenses: once per initiative cycle on critical, target -1 Defense until end of combat (compounds).
Partisan2d4* + F2Set for Charge: enemies moving within 10 ft for the first time take 2 PH.

Ranged Weapons

1 slot · ammunition takes an additional slot

Ranged Weapons in Left for the Vultures
WeaponDamageSlotsRangeAmmoBenefit
Aklys1d4* + F + N115 ft1Use action to return to hand.
Crossbow1d10* + N1100 ft10Must reload (action or 3 Grit). Two-handed.
Hand Crossbow1d6* + N150 ft25Must reload (action or 3 Grit).
Throwing Spear2d4* + F + N125 ft1—
Bow1d10* + F + N1150 ft20Must aim: no movement (including free 10 ft) when attacking. Requires Archery Mastery.

Other Equipment

Each takes 1 slot and is consumed on use unless its entry says otherwise.

Concoctions

Concoctions in Left for the Vultures
ItemSlotsEffect
Ashbrew1Heal 1d4* MH, then take 2 PH damage.
Bear Pepper1One creature within 15 ft becomes Dazed.
Bloodthorn Extract1A Bleeding target within 15 ft adds 2 to its Bleeding value.
Corpse Wax1Rub on skin: +2 Defense until you take PH damage.
Essence of Stirring1+10 free feet of movement on your turn.
Flame Food1A Burning creature within 15 ft adds 2 to its Burning value.
Liquid Courage1Immune to Terrified until the next initiative cycle. You are Poisoned 2.
Smoke Kit1+3 to Hiding checks until the end of the initiative cycle.
Void Dust1Heal 1d4* PH, then take 2 MH damage.
Vomit Tonic1Immune to Nauseated until the end of the initiative cycle. You are Poisoned 2.

Miscellaneous Items

Miscellaneous Items in Left for the Vultures
ItemSlotsEffect
Caltrops1Cover up to 15 ft: becomes Harsh Terrain, 1 PH per 5 ft moved through.
Blood-letting Leeches1Remove the Poisoned condition. Take 1 PH that cannot be prevented.
Grave Salt1Line up to 15 ft: hags, horrors, and living dead touching it take 2 PH.
Lantern and Oil1Light in a 50 ft radius from the lantern.
Lucky Charm1Once per moon, reroll one die. Not consumed on use.
Serrated Shackles1Auto-succeed a grapple check; take 1 PH per round maintained. Destroyed when the grapple ends.
Sorrow Candle1Light it. Any mindless Living Dead within 15 ft must move toward it on their turn. Lasts until the initiative cycle ends.
Symbol of Faith1+2 to any check or roll against possession. Not consumed on use.
Tiny Stray Animal2Once per moon, heal 2 MH. Not consumed — may be used indefinitely.
Tallow Plug1Stops one Bleeding condition instantly. Take 1 PH that cannot be prevented.
Witchpins1+2 Ferocity for the combat, but Bleeding 1. Max one per combat.

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