Equipment in Nowhere Land is measured in Loads, priced in silver, and subject to Wear. There is no unified economy — trade depends on context, scarcity, and the whims of reality.
Encumbrance & Loads
Load System
Comfortable Carry: 5–7 Loads
Maximum Load = Forma + 3
Overload Penalty: −1 die per excess Load on all physical actions
Mounts and porters increase capacity at Trickster discretion.
Item Quality Tiers
| Quality | Effect |
|---|---|
| Mundane | Works normally |
| Domain-Forged | Special domain-linked properties |
| Cursed | Carries dark consequences |
Weapons
All weapons have three stats: Damage (Wounds on hit), Range (reach category), and Load (encumbrance).
Melee Weapons
| Weapon | Dmg | Range | Load | Properties |
|---|---|---|---|---|
| Knife / Dagger | 1 | Close | 0.5 | Concealable, throwable |
| Short Sword | 2 | Close | 1 | Versatile, one-handed |
| Long Sword | 3 | Close | 1.5 | 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 | Var. | Breaks on critical failure |
Ranged Weapons
| Weapon | Dmg | Range | Load | Properties |
|---|---|---|---|---|
| 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 |
Weapon Proficiency
| Proficiency | Modifier |
|---|---|
| Unskilled | −5 penalty to roll |
| Normal | No modifier |
| Mastery | +3 bonus to roll |
Armor
Armor reduces incoming Wounds but imposes penalties to stealth and agility. Damage taken = Weapon damage − Armor Value.
Armor Table
| Type | AV | Penalty | Load | Notes |
|---|---|---|---|---|
| Clothing (None) | 0 | None | 0 | No protection, full mobility |
| Padded / Leather | 1 | None | 1 | Light, quiet |
| Chain / Mail | 2 | −1 Stealth | 2 | Noisy, medium protection |
| Plate / Heavy | 3 | −2 Stealth, −1 Athletics | 3 | Heavy, loud |
| Domain-Forged | 2+ | Varies | 1–2 | Special domain properties |
Shields
Shield Table
| Shield | Parry Bonus | 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 |
Wear System
Equipment degrades through use. Wear tracks damage to armor, weapons, and shields.
Wear Thresholds
| Wear | Effect |
|---|---|
| 0–2 | No effect |
| 3 | Protection drops by 1 |
| 6 | Armor breaks (destroyed) |
How Wear Accumulates
- Critical Hit (Armor Damage): On 3+ extra successes, attacker may choose “Armor Damage (1 Wear)”
- Failed Parry: Reduces incoming wounds by 1, but weapon/shield takes 1 Wear
- Improvised Weapons: May break on critical failure
- Repair Cost: ~50% of original item cost for major repair/replacement
Adventuring Gear
Essentials Kit
| Item | Load | Cost | Notes |
|---|---|---|---|
| Rope (50 ft) | 1 | 5 sv | — |
| Torch (×6) | 1 | 2 sv | 4 hours each |
| Lantern + Oil | 1 | 10 sv | 8 hours, better light |
| Rations (7 days) | 1 | 7 sv | — |
| Waterskin | 0.5 | 1 sv | — |
| Bedroll | 1 | 3 sv | — |
| Tent (2-person) | 2 | 15 sv | — |
| Climbing Kit | 1 | 12 sv | +2 to climbing checks |
| Healing Kit | 1 | 25 sv | 10 uses, +2 to Medicine |
| Lockpicks | 0.5 | 20 sv | Required for lockpicking |
Expedition Supplies
| Item | Load | Uses/Duration | Cost |
|---|---|---|---|
| Water (7 days) | 1 | 1 week | 3 sv |
| Medicine Kit | 1 | 10 uses | 25 sv |
| Shelter Kit (tent) | 2 | Permanent | 30 sv |
| Fuel (7 days) | 1 | 1 week | 5 sv |
| Repair Kit | 1 | 5 uses | 15 sv |
| Emergency Beacon | 0.5 | 1 use | 100 sv |
Special Items
| Item | Load | Cost | Effect |
|---|---|---|---|
| Portal Compass | 0.5 | 100 sv | Points toward nearest portal |
| Domain Map | 0.5 | Variable | +2 to Navigation in mapped domain |
| Blessing Ward | 0.5 | 50 sv | Single-use curse protection |
| Count's Token | 0 | Priceless | Grants audience with The Count |
Excavation Equipment
| Item | Cost | Benefit |
|---|---|---|
| Archaeological Kit | 25 sv | +1 to excavation, includes brushes/trowels/markers |
| Resonance Detector | 100 sv | +2 to Resonance Reading, detects conceptual artifacts |
| Temporal Stabilizer | 250 sv | Prevents paradox damage during primordial excavation |
| Curse-Proof Gloves | 75 sv | 1 hour protection from contact-activated curses |
| Stasis Container | 150 sv | Preserves unstable artifacts; prevents decay/activation |
Currency & Economy
Nowhere Land has no unified currency. Trade depends on context, scarcity, and relationship.
Currency Types
| Currency | Description |
|---|---|
| Silver Standard | Common coinage from the real world. 100 silver = 1 gold. Accepted in trading posts and bastions. |
| Domain Tokens | Local currencies specific to each domain. May have no value elsewhere. |
| Barter | Direct exchange of goods and services. Common in remote areas. |
| Ledger Credit | The Count's currency of favors. Valuable everywhere, but comes with strings. |
The Count's Ledger
The Count’s Ledger is a meta-currency — your relationship with The Count.
- Positive Ledger: The Count owes you favors — spend for rerolls, interventions, powerful bonuses
- Negative Ledger: You owe him — compels tasks, forces consequences
- The Count’s Debtor career starts with Ledger +2
Domain-Forged Equipment
Items crafted within domains absorb their essence — rare, valuable, often temperamental. May lose power outside their home domain.
Grows sharper near plant life (+1 damage in forests)
Absorbs heat; immune to fire damage
Slows struck targets (half movement for 1 round)
+3 to Stealth in dim light
Translates any written language
Artifacts
Artifact Classification
| Type | Description | Value |
|---|---|---|
| Mundane | Historical objects with no inherent power | 1–50 sv |
| Enchanted | Weapons/armor/tools that retain domain blessings; may require attunement | 50–500 sv |
| Conceptual | Physical manifestations of abstract ideas; extremely unstable | Negotiable |
| Partisan Relics | Objects from Partisans or Genii; fragments of their will | Kingdoms or blood |
| Null Fragments | Pieces of domains consumed by the Null; exist and don't exist simultaneously | Kill-for / kill-to-destroy |
Artifact Identification
| TN | Information Gained |
|---|---|
| 10 | General type, approximate age, obvious function |
| 14 | Specific properties, activation methods, known hazards |
| 18 | Full history, creator identity, hidden functions |
| 22+ | True name, connection to living entities, ultimate purpose |
Failure: Incomplete/wrong info. Critical Failure: Triggers hidden property or alerts interested parties.
Career Starting Equipment
Equipment by Career
| Career | Starting Equipment |
|---|---|
| Scholar | Worn Notebook, Quill & Ink, Reading Glasses, Reference Tome |
| Sentinel | Service Weapon, Dog Tags, Field Rations, Weathered Uniform |
| Merchant | Ledger Book, Scales, Sample Goods, Coin Purse |
| Artisan | Tool Kit, Raw Materials, Work Apron, Guild Token |
| Healer | Medical Kit, Herb Pouch, Bandages, Healing Salve |
| Performer | Instrument/Props, Costume, Mirror, Makeup Kit |
| Charlatan | Lockpicks, Dark Cloak, Forged Papers, Hidden Knife |
| Noble | Signet Ring, Fine Clothes, Letter of Credit, Family Crest |
| Explorer | Compass, Rope, Maps, Survival Kit |
| Mystic | Ritual Components, Incense, Crystal, Tome of Secrets |
| Hunter | Bow/Trap Kit, Skinning Knife, Tracking Gear, Trophies |
| Diplomat | Sealed Letters, Fine Writing Set, Translation Guide, Official Seal |
All characters also receive: Personal Effects, Travel Gear, Profession Tools.
Crafting
The Craft Skill
Skill Type: Physical (Forma-based)
Ratings: 0 (untrained) to 5 (legendary)
Specialization: At Skill level 3, choose a specialization (e.g., Craft: Weaponsmithing) for +1 die
Artisan Boon — Masterwork: Items you craft have +1 Durability or +1 Quality
Shelter Construction
| Shelter | Check | Time | Effect |
|---|---|---|---|
| Improvised | Forma + Survival TN 10 | 2 hours | Basic weather protection; lasts 1–2 weeks |
| Sturdy | Forma + Craft TN 14 | 1 day | Weather-resistant; lasts months |
| Base Camp | Multiple characters, TN 16 | 3–5 days | Semi-permanent; safe haven |
| Domain-Adapted | Anima + DW TN 18 | 1 day | Harmonizes with domain; may gain blessings |
Mounts & Mounted Combat
Mounted Combat Rules
- Movement: +2 hexes/round using mount’s speed
- Charge: +2 damage on first attack, −1 to hit
- Mount Targeting: Typically Forma 3, 5 Wounds
- Dismount (forced): Athletics TN 12 or fall prone
- Lance: Double damage on charge, can’t use unmounted
Aerial Combat
- 3D movement — altitude matters
- Ground ranged vs. flying: −2 penalty beyond Close range
- Falling: 1 Wound per 10 ft, max 10 Wounds
- Diving attack: +3 damage, must regain altitude next round
Environmental Gear Requirements
Environmental Hazards
| Hazard | Effect | Required Gear |
|---|---|---|
| Extreme Cold | Forma TN 10/hour or 1 Wound | Warm clothing, shelter, fire |
| Extreme Heat | 2× water consumption; Forma TN 12/day | Shade, rest during midday |
| Reality Storm | Anima TN 14 or 1 Fracture | Shelter, Domain Weaving |
| Toxic Air | 1 Wound/hour without protection | Masks, breathing apparatus |
| Gravity Flux | Athletics TN 12 to move | Rope, climbing gear |
Rest & Recovery
Rest Types
| Rest | Duration | Effect |
|---|---|---|
| Short Rest | 1 hour | Catch breath; no healing without medical attention |
| Light Rest | 4–6 hours | Recover 1 Wound if safe shelter |
| Full Rest | 8+ hours | Recover all Wounds, 1 Fracture; requires shelter/food/water |
| Deep Rest | 24+ hours | Full recovery; must dream (+1 Drift) |
Shelter Bonus to Recovery
| Shelter | Rest Bonus |
|---|---|
| None (exposed) | Half recovery; weather hazards apply |
| Improvised | Normal recovery; minor weather protection |
| Sturdy | +1 Wound recovery/night; full weather protection |
| Base Camp | Full rest benefits; safe haven status |
| Domain-Adapted | +1 Wound, −1 Fracture; domain may assist |
“In the real world, a sword is a weapon. In Nowhere Land, it is a question: how long before reality decides it shouldn’t exist?”
— The Count, On the Impermanence of Things