In Nowhere Land, equipment is more than tools—it's survival. What you carry defines what you can do, and what you leave behind might cost you everything.
Equipment Overview
Characters carry gear measured in Loads. A typical traveler can carry 5-7 Loads comfortably. Exceeding this imposes penalties to physical actions. Quality matters: Mundane items work normally, Domain-Forged items have special properties, and Cursed items carry dark consequences.
Equipment Overview
Your Forma determines maximum Load: Forma + 3 = Maximum Load. Exceeding maximum causes -1 die per excess Load.
Weapons
All weapons have three stats: Damage (Wounds dealt on hit), Range (reach category), and Load (encumbrance).
Melee Weapons
| 0 to 10 | Load | Notes | ||
|---|---|---|---|---|
| Knife/Dagger | 1 | Close | 0.5 | Concealable, throwable |
| Short Sword | 2 | Close | 1 | Versatile, one-handed |
| Long Sword | 3 | Close | 1.5 | Can be two-handed for +1 damage |
| Great Weapon | 4 | Close | 2 | Two-handed, unwieldy |
| Staff/Spear | 2 | Reach | 1.5 | Defensive (+1 to parry) |
| Improvised | 1 | Close | Varies | Breaks on critical failure |
Ranged Weapons
| 0 to 10 | Load | Notes | ||
|---|---|---|---|---|
| Throwing Knife | 1 | Short | 0.5 | Single use until retrieved |
| Shortbow | 2 | Medium | 1 | Requires arrows (20 = 0.5 Load) |
| Longbow | 3 | Long | 1.5 | Cannot use in confined spaces |
| Crossbow | 3 | Medium | 2 | Requires action to reload |
| Pistol | 3 | Short | 1 | Loud, ammo scarce in domains |
| Rifle | 4 | Long | 2 | Bolt action: -1 attack per round |
Armor reduces incoming Wounds but imposes penalties to stealth and agility. Armor Value subtracts from damage taken.
| Load | Notes | |||
|---|---|---|---|---|
| Clothing | 0 | None | 0 | No protection, full mobility |
| Padded/Leather | 1 | None | 1 | Light protection, quiet |
| Chain/Mail | 2 | -1 Stealth | 2 | Noisy, medium protection |
| Plate/Heavy | 3 | -2 Stealth, -1 Athletics | 3 | Heavy protection, loud |
| Domain-Forged | 2+ | Varies | 1-2 | Special properties per domain |
Shields
| Load | Notes | ||
|---|---|---|---|
| Buckler | +1 Parry | 0.5 | Can still use two-handed weapons |
| Medium Shield | +2 Parry, +1 vs ranged | 1 | One hand occupied |
| Tower Shield | +3 Parry, +2 vs ranged | 2 | -1 Attack, provides cover |
Adventuring Gear
Essential equipment for domain exploration and survival.
Essentials Kit
| Load | Notes | ||
|---|---|---|---|
| Rope (50ft) | 1 | 5 silver | |
| Torch (6) | 1 | 2 silver | 4 hours each |
| Lantern + Oil | 1 | 10 silver | 8 hours, better light |
| Rations (7 days) | 1 | 7 silver | |
| Waterskin | 0.5 | 1 silver | |
| Bedroll | 1 | 3 silver | |
| Tent (2-person) | 2 | 15 silver | |
| Climbing Kit | 1 | 12 silver | +2 to climbing checks |
| Healing Kit | 1 | 25 silver | 10 uses, +2 to Medicine |
| Lockpicks | 0.5 | 20 silver | Required for lockpicking |
Special Items
| Load | Notes | ||
|---|---|---|---|
| Portal Compass | 0.5 | 100 silver | Points toward nearest portal |
| Domain Map | 0.5 | Variable | +2 to Navigation in mapped domain |
| Blessing Ward | 0.5 | 50 silver | Single-use curse protection |
| Count's Token | 0 | Priceless | Grants audience with The Count |
Domain-Forged Equipment
Items crafted within domains absorb their essence, gaining unique properties. These are rare, valuable, and often temperamental.
| Fauna or Flora Domain (Ephemen territory) | ||
|---|---|---|
| Verdant Blade | Verdant Tangle | Grows sharper near plant life (+1 damage in forests) |
| Ashen Shield | Ashen Wastes | Absorbs heat; immune to fire damage |
| Frozen Chain | Frozen Expanse | Slows struck targets (half movement for 1 round) |
| Umbral Cloak | Umbral Depths | Grants +3 to Stealth in dim light |
| Library Quill | Infinite Library | Translates any written language |
