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Dungeon Accelerated: Equipment

Dungeon Accelerated assumes you have whatever equipment is appropriate to your class and aspects. The specific gear you use doesn't change how you resolve your actions. The exception is if you have invested an aspect or stunt in an item.

For example, the Fighter can choose the Heirloom Weapon aspect. He can spend a fate point to invoke this aspect when making an attack using that weapon. The GM can compel it against him if the weapon gets stolen or damaged. The Fighter can also take a stunt that gives a bonus to defend actions when using armor and a shield.

Without this investment, equipment is just description. If there is something your character should obviously be able to do, and you would need a specific item to do it, you can just have that thing. Anything else that doesn't obviously fit your character concept may require work to get: negotiating with a merchant, stealing from a crime boss, or petitioning your temple for assistance, for instance. Situation aspects and create an advantage actions can interact in fun and interesting ways with otherwise mundane gear—removing, transmuting, enhancing, or even summoning it from thin air.

Because what equipment you're carrying doesn't matter (until it is important), Dungeon Accelerated also doesn't worry about how much you can carry. The effects of encumbrance may enter play through situation aspects—if you are trying to haul a comically large sack of treasure, the GM may impose a Weighed Down aspect on you—but in normal play, it shouldn't come up.

Magic Items

An important (and fun) part of dungeon fantasy is the accumulation of potent objects that improve an adventurer's abilities or grant them magical new powers. In Dungeon Accelerated, most magic items grant an effect equivalent to a stunt—a +2 bonus to an action or a special power that can be used once a session. In order to use an item, however, you have to invest one of your stunts in it. This can be done at a minor milestone (usually at the end of the session) by swapping out a stunt you already have or by purchasing the magic item as a new stunt if you can afford it.

A kind GM may allow you to use a newly acquired magic item in the session you find it. After that, the item should fade into the background, possibly coloring the description of your actions but not having a mechanical effect. If you want the new item to become a permanent part of your character, you have to invest.

Because most magic items are portable, you should be able to hand one to another adventurer and let them use it. You can do this in Dungeon Accelerated for a price. Spend a fate point and you can make use of someone else's magic item for a scene. If you want to keep using it after that, you must spend an extra fate point each scene. (GMs: you should watch out for players who try to get multiple uses out of "once per session" items this way.) If one adventurer permanently gifts a magic item to another, the new owner must invest a stunt, while the first character gets their invested stunt back to spend elsewhere.

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