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

TagArmorWeapon
(no tag)full DTfull 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: BrokenNo protectionCannot 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

Item TierScrap per stepDC
T1none — Test only10
T21 ⚪ Common Scrap14
T31 🟢 Uncommon Scrap18
T41 🔵 Rare Scrap22
  • 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.