Table of Contents
Items and Equipment
Every item of equipment your character owns reduces your maximum 💎 by one. A new character can begin play with up to two pieces of equipment, with basic equipment not counting against that limit.
Consumables do not reduce your maximum 💎, but instead require you to check a 💎 in order to use them. A new character begins play with three consumables, less one for every piece of equipment they have. (Do not count basic equipment.)
A character is limited to a maximum number of consumables equal to twice their total number of 💎.
Aspects
Every item is considered to have an aspect of its name, meaning you can invoke it (or have it compelled against you) whenever relevant. You can invoke weapons to aid attacks and armor to aid defense, as well as invoking the specific type for some circumstances - a sword might be invoked when cutting through heavy brush, and a bomb might be invoked when trying to make a loud noise.
In addition, some items have their own aspects that can serve as boons, drawbacks, or both.
Acquiring New Items
After character creation, characters must find new items, usually in treasure chests, but occasionally available for purchase. If a player wants to acquire a specific item, they can spend a fate point upon finding a treasure chest to declare that it has the new item they want, in addition to its original contents.
List of Items
Equipment
Generic Weapons
- Basic Weapon: A basic weapon does not cost a 💎, but has no special qualities or characteristics.
- Ancient Weapon: Has Weapon:2 and is compact when off, but might be compelled against you to have it run low on power cells.
- Elemental Weapon: Has Weapon:1, and you can check a 🔷 to invoke its elemental type. Melee only.
- Massive Weapon: A particularly large and unwieldy variant of a weapon. Has Weapon:2, but might be compelled against you to be awkward or difficult to use.
- Superior Weapon: A particularly well-crafted variant of a weapon. Has Weapon:1, and an aspect of your choice.
- Vicious Weapon: A particularly powerful or dangerous variant of a weapon. Has Weapon:2, but might be compelled against you to hurt someone more than you intended, or to seem more threatening than you’d like.
Specific Melee Weapons
- Goron Sword: A massive rock-breaking tool Gorons adapted for war. Has Weapon:3, but can be compelled to be awkward or difficult to use once for free each scene.
- Great Fairy’s Sword: A powerfully magical sword granted by the fairies. Has Weapon:1, but you may check a 🔷 to invoke it instead of paying a fate point.
- Megaton Hammer: A heavy hammer and an ancient relic of the Gorons, the megaton hammer’s weight and short reach give it a -1 on attack rolls, but it has Weapon:3.
Specific Ranged Weapons
- Gale Boomerang: The Gale Boomerang carries a small whirlwind wherever it goes. It has Weapon:1, and can be used to create advantages related to moving objects, or even some small creatures.
- Hero’s Bow: This bow is supernaturally accurate; it has Weapon:1, and can be used to make Shooting attacks up to four zones away.
- Magic Boomerang: A magic boomerang can control its own flight and does not need to return immediately. It has Weapon:1, and can be invoked to attack from unpredictable angles, or to keep making attacks in a zone after you’ve moved further away.
- Scattershot: The scattershot is a Weapon:1 slingshot that can be invoked (or compelled!) to damage all creatures in a single zone.
Generic Armor and Shields
- Basic Armor/Shield: A basic shield or set of armor does not cost a 💎, but has no special qualities or characteristics.
- Ancient Shield: Is compact when off, and can be invoked for free once per combat, but might be compelled against you to have it run low on power cells.
- Heavy Armor: A sturdy and bulky set of armor. Has Armor:2, but might be compelled against you to slow you down or draw attention.
- Superior Armor: A particularly well-crafted set of armor. Has Armor:1, and an aspect of your choice.
- Superior Shield: A particularly well-crafted shield. Has an aspect of your choice, and can be invoked for free once per combat.
Specific Armor and Clothing
- Goron Tunic: The Goron tunic grants the Fireproof aspect, and is in general a good insulator.
- Magic Armor: Magic armor can channel the wearer’s energy into increased protection; it has Armor:1, and each time you get damaged while wearing it, you may check one 🔷 to reduce damage taken by 1 shift.
- Zora Tunic: The Zora tunic grants the Water-Breathing aspect, and is in general waterproof and a good insulator.
Specific Shields
- Mirror Shield: A magic shield with a reflective face, it can be invoked for free once per combat, and is particularly effective at defending against magic attacks.
Technological Items
- Glider: A glider allows the user to use Acrobatics to glide, and with a powerful enough updraft even do something approximating flight. Using it for too long is extremely tiring, though.
- Hookshot: A hookshot allows you to move up to two zones for free on your turn, as long as the zone you’re moving to has a wooden target heavy enough to latch on to. It can also be used with Shooting to create advantages related to stunning or disarming enemies, but it cannot be used to deal damage.
Magic Items
- Deku Leaf: A leaf from the Great Deku Tree can be used to fan massive gusts of wind using Might, enough to bowl even Moblins over. In a pinch, or with a small enough user, it can function as a makeshift glider.
- Goron Bracelet: The Goron Bracelet enables you to lift incredible weights, if with some effort. While wearing it, you gain a +1 bonus to Might checks related to lifting and carrying objects.
- Hover Boots: Hover Boots function allow the wearer to walk on thin air for brief periods of time and can be invoked for free once per combat. They also have extremely low traction, which can be invoked, or compelled against you.
- Lens of Truth: The Lens of Truth is a powerful tool that can see through illusions of all sorts. You can check a 🔷 to gain a +4 bonus to a Perception check made to see through illusions, but because using the lens limits your focus, you take a -2 penalty to defense rolls when you do.
- Magic Rod: Each magic rod is associated with one element - usually fire, ice, or lightning. As long as you have at least one 🔷 clear, you can make Shooting attacks of that element.
- Pegasus Boots: Pegasus Boots enable you to run and charge incredibly fast. While wearing them, you can move an additional zone for free each turn, and you can invoke them when charging an enemy.
- Roc’s Feather: A roc’s feather fills you with lightness and enables you to make incredible leaps. While carrying it, you gain a +1 bonus to Acrobatics and Athletics checks made to glide, jump, bounce, or vault over objects.
- Zora Flippers: Zora flippers enable you to swim almost as well as a Zora. They grant a +2 bonus to Athletics checks made to swim.
Other
- Trained Animal: A trained and loyal animal companion with a single aspect. Cannot take actions on its own, but allows you to roll Husbandry in certain situations that would otherwise require a more specific skill. For example, you could roll Husbandry instead of Athletics to sprint while riding a horse.
Consumables
Throwables
- Bombs: Bombs are explosive tools, as useful for clearing terrain as they are for clearing rooms of enemies. When thrown, they attack a single zone with a +3 bonus and Weapon:2.
- Bombchus: A unique tool that is essentially a bomb attached to a mechanical motor, bombchus are more difficult to aim than bombs, but have a higher range. They attack a single zone at Weapon:2, but require a Shooting attack with a -1 penalty for every zone between you and your target zone.
- Deku Nut: Deku nuts are small nuts that explode into bright flashes of light when thrown against a hard surface or crushed. They grant a +2 bonus to any attempts to create aspects like Blinded or Flash of Light.
Ammunition
- Ancient Arrows: Ancient arrows are incredibly powerful and penetrating tools that ignore the target’s Armor rating.
- Bomb Arrows: Bomb arrows increase your bow’s Weapon value by 2, and can be invoked (or compelled!) to damage or destroy surrounding creatures and the environment.
- Elemental Arrows: When you gain elemental arrows, choose a specific element (usually fire, ice, or lightning). Using an elemental arrow automatically invokes its elemental type if relevant.
- Light Arrows: Light arrows are devastatingly powerful divine weapons. They have Weapon:3, increasing to Weapon:4 against creatures of Malice, but cost a 🔷 in addition to a 💎 to use.
Other
- Magic Potion: A magic potion fully clears either your Health, Stamina, or Magic stress track when consumed - your choice upon drinking it. Magic potions do not override the effects of conditions.
- Fairy Bottle: A small fairy kept safe in a glass bottle. Once per session after you take the Injured condition, so long as you have a 💎 remaining, the fairy emerges from the bottle to heal you. This happens automatically, even if you don’t want it to.