The Squire will carry it. The Squire carries everything.

Assembling a Novice (target: under one minute)

  1. Archetype — sets your suggested attribute spread, signature ability, and default loadout.
  2. Attributes — the array is [3, 2, 1, 1]; swap any two.
  3. Loadout — one weapon, one body armor, an optional off-hand (shield or buckler), and 3–5 abilities (your archetype’s signature is always among them).
  4. Trait — pick one.
  5. Name and portrait. Done. You are not meant to grow attached.

Creation Traits

TraitEffect
Hardy+1 Vitals
Ironclad+1 Guard; your Patch restores +1
Fleet+1 Wind
KeenBoon on Wits searches and trap checks
StubbornBoon resisting Shaken and Stun
ScavengerImproved contents when searching
LuckyOnce per run, reroll any die

The Gear Shelf

Gear comes in three kinds — consumables (spent), tools (kept), and relics (rare, passive).

ItemKindEffect
Healing poulticeconsumableRestore 1 Vital — the only mid-run answer to a wound. Rare
Stamina draughtconsumableRefill your Wind fully, mid-fight
CaltropsconsumableA zone that Slows what crosses it
Smoke potconsumableA zone of Hidden — the exit, bottled
Armorer’s kittoolRestore Guard out of combat, cheaper against the Clock
LockpickstoolBoon on locks
TorchtoolLight; and fire is fire — it can Burn
Rope and grappletoolTraversal; an alternate way out
Warding charmrelicShrug off one condition per encounter

Carrying and Keeping

  • There is no encumbrance ledger — the party carries what it finds, each member holding their own share.
  • Nothing is yours until you’re out. Coin and valuables (“junk value”) only pay if the carrier extracts; loot on the fallen pays no one. The extraction decision is the greed decision.
  • Loot comes in three flavors: useful now (gear you can use this run), junk value (worth coin back in Cairnfoot), and lore (weightless; feeds the chronicle).

Gear Feeds Power Value

Every rated piece — weapon (Break + Wound), armor (Guard), trait — contributes to your Power Value, and party PV sizes the mission. A well-equipped party generates a harder (and richer) contract; an under-geared one never gets a softer dungeon than baseline. Gear up because you want the bigger job.

For what the dungeon itself might hand you, see 04 Dungeon Treasures.