Deterioration

Deterioration is an advanced rule that can be used to add another layer of interest to campaigns. It is recom-mended when playing adventures based around a survival theme, but it might be cumbersome and unfocused when playing campaigns based around diplomacy.

Pieces of gear with a deterioration track can be affected by deterioration. Deterioration is suffered with use or by being affected by abilities. You can track the deterioration ticking it off or placing a token on the corresponding space on the deterioration track starting from left to right.

Every time the deterioration of an item reaches a space with an icon, its effects are triggered. After a piece of gear reaches ten deterioration, it triggers the effects of the last icon on its track as many times as its deterioration points over ten each time it suffers additional deterioration."E.g. If an item with 10 deterioration gains 3 additional deterioration, it triggers the effects of its last icon three times (even if it is not in the tenth space of the deterioration track)."

Jammed
Forced reaction: After a piece of gear reaches a jammed icon, discard a card from the top of the deck. If it is a 1 or 2 it is jammed and can no longer be used until a character spends an action cleaning it.

Broken
Forced instant: After a piece of gear reaches a broken icon, it can not be used any longer, or suffer any additional deterioration (this is particularly important for shields, as a character cannot use their Shielding ability to suffer deterioration if that would take the shield past its Broken icon).

Compromised
Forced reaction: After a piece of gear becomes Compromised, discard a card from the top of the deck. If it is a 1 or 2 it becomes broken and can no longer be used.

Faulty
Forced reaction: After a piece of gear becomes Faulty, characters suffer one disadvantage when using it.

Dull
Forced reaction: After a piece of gear becomes Dull, it deals one less damage than usual.

Special
Some items have special deterioration effects, in which case they are described in their respective description.

Ripped
Forced reaction: After a piece of gear becomes Ripped, it provides one less armour than usual.