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The Confectioner's Armory

Flavorful Gear of Calorum — Player Reference

Safe for players. Contains no plot secrets.


All gear in the Concord of Flavors is themed to the food-folk who craft and wield it. Starting characters begin with appropriate professional or court gear matching their background, ancestry, and role at the emergency coronation. Wealth is not tracked tightly — choose items that fit your concept and the tone of Fast, Furious, Fun.

Most weapons deal Strength + die damage unless noted. Unique bonuses replace or augment the normal Trappings of the item. Feel free to invent additional flavorful descriptions; the GM rewards creativity with Bennies.

Notes

  • Two-handed weapons are marked (2H).
  • Reach is in inches on the table (1″ ≈ 2 yards).
  • Armor values add to Toughness.
  • Many items have situational or raise-based effects rather than raw power increases so they remain balanced for Novice characters.
  • Non-Candian characters may start with gear from their home realm (or a mix if they have spent years at court).

Weapon Damage Notes & Unique Bonus
Hard-Candy Dagger Str+d4 Concealable. On a raise, the target is Distracted by the sharp crystalline edge until the end of their next turn.
Chocolate-Hilted Rapier Str+d4 Elegant. +1 Fighting when fighting in formal duels, courtly challenges, or against a single opponent in open space. The blade can be melted into a sticky residue as a free action if heated.
Licorice Whip / Lasso Str+d4 Reach 2. May be used to grapple at range (Athletics). On a successful grapple, the target is also bound by sticky strands (−2 to break free).
Gummy Greatsword Str+d8 (2H) Reach 1. Stretchy blade ignores the first −1 penalty from cover or intervening soft obstacles. On a raise, the target is stuck in place until the start of their next turn (or spends an action to pull free).
Jawbreaker Greatmace Str+d10 (2H) Heavy, crushing. On a raise the target is Distracted (dizzying impact) and must make a Vigor roll or fall prone. −1 Parry while wielding.
Peppermint Spear Str+d6 Reach 1. The cooling mint makes the weapon especially effective against heat-based or “melting” effects (+1 damage vs heat-vulnerable foes). Can be planted as a temporary banner or marker.
Caramel Flail Str+d6 Ignore shield Parry bonuses. On a hit, the sticky caramel may foul the target’s weapon or shield (Strength roll as free action to clear or suffer −1 Fighting next action).
Rock-Candy Morningstar Str+d8 Crystal spikes. On a raise, the target suffers a −1 penalty to Pace until they spend an action to chip the crystals free.
Marshmallow Staff Str+d4 2H or 1H. Soft but surprisingly resilient. +1 Parry. On a successful Defend or opposed Strength, the attacker is cushioned (no Raise damage possible that action). Excellent focus for mages.
Fondant Foil Str+d4 Extremely light and flexible. +1 Fighting on the first attack each round if you have not moved. Can be reshaped slightly between scenes.
Weapon Range Damage Notes & Unique Bonus
Pop-Rock Sling 4/8/16 2d4 Ammo is fizzy crystals. On a raise the target is Distracted by the sudden pop and fizz. Reload free if you have a satchel.
Candy Corn Crossbow 10/20/40 2d6 Slow reload (1 action). Bolts are brightly colored and easy to track. +1 Shooting against targets in open festival or court lighting.
Licorice Bolos 3/6/12 Str+d4 On a hit the target is Entangled. On a raise they are Bound. Strength roll to break free.
Soda Siphon / Fizz Projector Cone Template 2d4 Special: creates a slippery, sticky area in the Cone that lasts until the end of the scene or is cleaned. Agility roll or fall prone when entering/leaving. Uses a small charge (3–5 uses before refill).

Item Armor / Bonus Notes & Unique Bonus
Gummy Padding +1 Soft, stretchy under-layer. +2 to Soak rolls against blunt trauma. Heat vulnerability remains.
Hard-Candy Shell / Breastplate +2 Classic Crystal Guard issue. Rigid. −1 to Agility rolls requiring extreme contortion.
Full Crystal Plate +3 Elite. −1 Pace, Running die d4. Extremely impressive in court.
Fondant Cloak +1 Fashionable court wear. Can be used once per scene to absorb a single Shaken result (the cloak takes the “hit” and must be repaired or replaced).
Marshmallow Mantle +1 Buoyant. Ignore the first 2″ of falling damage while worn.
Hard-Candy Shield +1 Parry, +2 Armor vs ranged Classic. Can be used to bash (Str+d4).
Gummy Buckler +1 Parry Sticky face. Once per combat when you successfully Parry a melee attack you may force the attacker to make a Strength roll or have their weapon briefly fouled (−1 Fighting next action).
Chocolate Scale +2 Rich appearance. +1 Persuasion in formal settings while worn and undamaged. Melts under prolonged heat.

Item Effect
Crystallized Sugar Focus Required or strongly preferred for Sugar Weave magic. +1 Spellcasting when the power uses pure confectionery Trappings (jawbreakers, fondant, gummy, chocolate, etc.).
Peppermint Focus Alternative focus. +1 Spellcasting with cooling, clarifying, or “clean” Trappings. Also grants +1 to resist heat effects while held.
Satchel of Experimental Candies 3 uses. As a free action you may consume or throw one to create a minor environmental effect (sticky patch, small burst of light, temporary sugar rush = +1 to one Trait for one round). GM adjudicates.
Court Signet of House Rocks (or allied house) +1 Persuasion or Intimidation when dealing with Candian nobility or officials who recognize the seal.
Sticky Grip Gloves +2 Athletics for climbing, grappling, or holding onto confectionery / slick surfaces.
Sugar-Glass Spyglass +2 Notice for distant observation. Fragile — breaks on a critical failure or hard impact.
Everlasting Gobstopper (trinket) Once per session you may take a full round to “meditate” on the candy and recover 1 Benny or remove one level of Fatigue from mild sources.
Ribbon of Binding Licorice-silk cord. +2 to Athletics when used to bind or restrain a willing or already-grappled target.

Characters from (or heavily tied to) other realms may begin with appropriate items from the lists below. Mixed kits are common for long-term court retainers and champions.

Item Damage / Armor Notes & Unique Bonus
Heavy Cleaver-Axe Str+d10 (2H) Brutal. On a raise the target is Shaken even if they Soak the wound (or suffers an extra −1 to their next action).
Smoked-Leather Armor +2 Tough, flexible. +1 to resist cold or wet conditions. Distinctive smoked scent.
Chili-Pepper Bombs (3) 3″ Burst, 2d6 fire On a raise the target is Distracted by intense heat and spice. Single use each.
Bone-Handled Fighting Knives Str+d4 Pair. +1 Fighting when dual-wielding. Can be thrown (3/6/12).
Championship Medallion +1 Intimidation against those who respect physical prowess or Meatlands honor.
Item Damage / Armor Notes & Unique Bonus
Ceremonial Butter-Blade Str+d4 Mostly symbolic. +1 Persuasion in formal negotiations or trade talks. Can be heated to leave a slippery residue.
Cream-Silk Attire +1 Elegant layered clothing. +1 to resist being grappled or entangled (slippery).
Aged Cheese Wheel Shield +1 Parry, +1 Armor Surprisingly sturdy. Once per scene can be “sacrificed” to absorb a single wound (the wheel is destroyed).
Sealed Trade Ledger +2 to Common Knowledge or Research rolls involving trade routes, debts, or Dairy Island politics.
Cultured Net Thrown (3/6/12). On a hit the target is Entangled in sticky cultured strands.
Item Damage / Armor Notes & Unique Bonus
Citrus-Thorn Daggers Str+d4 + acid On a raise the target takes an additional 1d4 acid damage at the start of their next turn (unless cleaned).
Berry-Bow 12/24/48 2d6
Zest Pouch 3 uses. Thrown or sprinkled. Creates a 2″ radius cloud of sharp citrus scent that grants +1 Notice to allies and −1 to Stealth for enemies inside.
Passionfruit Cloak +1 Vibrant. Once per session you may use it to grant yourself or an adjacent ally a free Benny when performing a dramatic or passionate action.
Pulp Sling 4/8/16 2d4
Item Damage / Armor Notes & Unique Bonus
Rootclub / Gnarled Staff Str+d8 (2H) Heavy. On a raise the target’s Pace is reduced by 2 until the end of their next turn (roots and vines briefly seize them).
Vine Lasso Str+d4 Reach 2. Grapple at range. On a successful grapple the target is also rooted (−2 Pace while grappled).
Leaf-Mail +2 Lightweight layered greens. +1 to Stealth in natural or forested terrain.
Gourd Shield +1 Parry Hollow. Can be filled with water, oil, or other substances and shattered as an action to create a 2″ radius hazard.
Deepsoil Charm +2 to Survival and to resist Fatigue from long marches or harsh weather.
Item Damage / Armor Notes & Unique Bonus
Grain Scythe Str+d8 (2H) Reach 1. Sweep-friendly. On a raise you may make a free Fighting roll against an adjacent second target at −2.
Bread-Crust Shield +1 Parry, +2 Armor vs ranged Sturdy and comforting. Once per day the bearer may take a full round to “break bread” with it and remove one level of Fatigue or Shaken from themselves or an adjacent ally.
Pasta Bolas 3/6/12 Str+d4
Yeast-Rise Boots +1 Pace. Once per scene you may make a short vertical hop or sudden rise (Athletics) as if you had a small spring.
Official Ledger of House Loaf +1 to Persuasion or Intimidation when citing precedent, procedure, or the late Emperor’s policies.

Consumables & One-Use Items (Available at Festival Stalls or Court)

Section titled “Consumables & One-Use Items (Available at Festival Stalls or Court)”

These are common enough that starting characters may begin with 1–3 appropriate items.

Item Effect
Sugar Rush Tonic Free action. +1 to all Trait rolls for 3 rounds, then suffer Fatigue.
Fondant Salve Heals one wound (or removes Shaken) with a successful Healing roll, or automatically stabilizes. Single use.
Pop-Rock Charge Thrown (3/6/12) or placed. 2″ Burst, 2d6 damage. On a raise targets are Distracted.
Caramel Patch Creates a 2″ sticky zone that lasts the scene. Agility or fall prone / become entangled.
Mint Clarifier Removes one level of Fatigue from heat, smoke, or mild poison, or grants +2 to the next Spirit roll against fear or confusion.
Hard-Candy Ration Provides sustenance for a full day and +1 to the next Vigor roll to resist Fatigue.

Crystal Guard / Knight
Jawbreaker Greatmace or Gummy Greatsword, Hard-Candy Shield, Hard-Candy Shell or Full Crystal Plate, Court Signet.

Court Diplomat / Advisor
Chocolate-Hilted Rapier or Fondant Foil, Fondant Cloak or Cream-Silk Attire, Court Signet, Satchel of Experimental Candies or Sealed Trade Ledger.

Mage / Inventor
Marshmallow Staff or Crystallized Sugar Focus, light Gummy Padding or Fondant Cloak, Satchel of Experimental Candies, Pop-Rock Sling or Soda Siphon.

Foreign Champion / Bodyguard
Home-realm signature weapon + armor, plus one Candian item as a mark of respect or long service (e.g., a Hard-Candy Dagger or Licorice Whip).

Scout / Spymaster
Licorice Whip or Citrus-Thorn Daggers, Gummy Buckler or Leaf-Mail, Sticky Grip Gloves, Sugar-Glass Spyglass or Zest Pouch.


  • Gear should feel like an extension of your character’s flavor and ancestry.
  • Unique bonuses are meant to create memorable moments, not to break the math.
  • If you want a custom item (a family heirloom blade of spun sugar, a Meatlands smoking axe that still works after being coated in caramel, etc.), propose it. The GM will help balance it.
  • All powers and Edges still require confectionery (or appropriate food) Trappings. Your gear should support that aesthetic.

Welcome to the Concord. May your blade stay sweet and your armor never melt at the wrong moment.