Weapons, armor and some usable items wear out. Condition is tracked with a single tag on the item — a full-condition item carries no tag at all.
Condition
Tag Armor Weapon (no tag) full DT full damage Condition: Good −20% DT −20% damage Condition: Worn −40% DT −40% damage Condition: Poor −60% DT −60% damage Condition: Damaged −80% DT −80% damage Condition: Broken No protection Cannot be used Effects
- Each step removes 20%. Every item loses the same share at the same tag.
- Armor: 20% of its printed 🛡️ Physical DT, ♨️ Energy DT and ☢ Radiation DT per step, rounded up. Every armor page prints its own five values — read them off the item.
- Weapons: 20% of each hit’s damage per step. It is a ⚔ percentage damage modifier, applied to each hit before DT, rounded down.
- A weapon’s damage never drops below 1 until it is Broken.
- At Poor your ⭕ CRITFAIL Range increases by +1 when using the item; at Damaged, by +2.
- An item’s value falls the same way — ×0.8 at Good down to ×0.2 at Damaged, and ×0.1 at Broken. See 💰 Bartering.
What damages Condition
- Rolling a 🎭 CRITFAIL with the item — 1 step.
- Sunder X — roll d6 on a hit; on X or lower, 1 step.
- Narrative events and specific effects, as the GM calls them.
Restoring Condition
- Patch — 4 ⚡ AP, 1 kit charge, 1 step. Needs a 🔧 Workbench unless you have 🎯 Field Repairs.
- 🔧 Repair — 1 hour and one Test per step. Scrap cost and DC by the item’s Tier:
Item Tier Scrap per step DC T1 none — Test only 10 T2 1 ⚪ Common Scrap 14 T3 1 🟢 Uncommon Scrap 18 T4 1 🔵 Rare Scrap 22
- Kit charges pay for a step instead of Scrap, with no milestone, no 🔧 Workbench and no DC penalty: Repair Kit on Tier 1–2 and 🧰 Toolkit on Tier 3, at 1 charge per step, or 2 charges per step on Tier 4.
- 🎯 Jury Rigging repairs with raw Scrap at +3 DC and cannot clear the last step — it stops at Condition: Good.
- Duplicate Combining — combine two identical items. Remaining life adds together (life = 5 − step), capped at full. Two Poor items make one Good one.