EQUIPMENT
No Catalog
There is no catalog of weapons, armor, or other items. In this game, rely on your creativity when picking out starting equipment or shopping for new items. What do you need to solve the next problem? Is it available within the fiction?
Starting Equipment
At character creation, your character begins with all equipment that suits their concept, background, and story. Equipment should support the character’s identity and the tone of the game, not restrict it.
GMs should restrict starting characters from having armor that grants a Defense TN of 13 or higher, as it makes them too hard to hit and spoils the tone of Bright-Dark.
Weapons
Most weapons deal 1d6 + modifier damage. Strength is added to melee weapons; Agility is added to ranged weapons. For variety, the GM may use the following guidelines:
- Improvised weapons: 1d3 damage
- Light or small weapons: 1d6-1 damage (minimum 1)
- Average weapons: 1d6 damage
- Large, heavy, or two-handed weapons: 1d6+1 damage
Armor
Armor provides some protection. These Defense TNs are guidelines; the fiction determines what armor looks like.
- Unarmored: TN 8
- Light Armor (Quilted or Leather Armor): TN 9
- Medium Armor (Banded Armor, Mail Armor): TN 10
- Heavy Armor (Plate), (rare): TN 11
- Shield, Wooden: (TN +1)
Defense TN
Defense TN describes how exposed you are rather how protected, well defended, or skilled at defense you are. Defense TN reflects the moment, not the character. Armor changes your Defense TN, not attributes like Agility. Situational Modifiers (see Core Mechanics) in play due to exposure may apply to rolls to hit you:
- Partial Cover or darkness: -1
- Flanked or Being Surrounded: +1
- Grappled, Knocked Down, or Prone: +1
- 0 (zero) Stamina or conditions like sickness: +1
Item Management and Encumbrance
There are no slots and no encumbrance rules. Bright-Dark is not about simulation or bookkeeping, it's about the fiction and the tone. If a player wants equipment that feels excessive or out of tone, the GM may ask how the character carries it or how it fits their concept.
Players and GMs should consider what is appropriate, grounded, and fitting for the character. Small or common items (rope, chalk, flint, quiver of arrows, etc.) are assumed to be included if they make sense.
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