Initial commit

This commit is contained in:
2026-09-03 21:20:00 -06:00
commit dc985f3dac
606 changed files with 4868 additions and 0 deletions
@@ -0,0 +1,14 @@
# Equipment
This sections covers standard nonmagical equipment and the rules for using it. Equipment is anything you can wear, wield, or carry on your person--primarily armor, weapons, tools, and gear.
## Availability
All equipment has an availability score which represents how easy it is to find the materials that make up the item. The higher the number, the more scarce, and expensive, the item is. Availabilities typically range from 1 to 15, but circumstances can push them up to 20.
Availability scores give a general sense to the game master of whether player characters can find a given item, but they also can be used in mechanics. Players may ask a contact to locate an item. Typically contacts can find goods whose Availability is less than their Connection rating. Whether they connect the player characters to the gear is a question of Loyalty and roleplaying.
### Rarity
Some items have a rarity which is separate from the availability. While availability measures how easy it is to find the materials that make up an item, rarity determines how common the item itself is. This is typically reserved for magic items or items that aren't often produced. The range of rarity is common, uncommon, rare, very rare, and legendary. In addition, artifacts are one-of-a-kind magic items that affect entire campaigns, and are mainly handled by GMs.
## Material
Equipment is made up of one or more materials. These materials determine the weight of the equipment as well as the resources required to craft the item. Each material is followed by a number which represents how much of that material is used in the item. This number may be a decimal value. This is the only place where decimal or fractional values are valid and shouldn't be rounded to whole numbers. Instead round down to the nearest tenth (0.1).
## Material Properties
Based on the amount of a material that is used in the creation of an item that item may gain properties related to the materials used. The specifics of how much of a material is needed to gain certain properties is described in the [[08 🟠 Material Properties]] section.
## Weight
All equipment has some weight that defines how much a character can carry. See the [[05 🟡 Interacting with Items#Lifting and Carrying|Lifting and Carrying]] section for more information on a character's carrying capacity. To determine the weight of an object multiply the amount of material used in the item by the bulk of that material. If an item has multiple materials add the weight of each material together.
@@ -0,0 +1,18 @@
# Armor
Armor is a type of equipment that is typically worn during combat. A list of armor can be found in the [[02 ❌ Armor|Apparel List]]. All armor will have the following properties.
## Types of Armor
- Heavy
- Medium
- Light
## Fashion Category
Depending on the social situation the fashion category of armor can be a positive or a negative. When making [[01 🟡 Attribute Descriptions#Presence|Presence]] based skill checks the fashion category of your armor should be included in the DV.
## Armor Value
Armor Value (AV) represents the total health of the armor as well as the amount of damage the armor can soak when under attack.
## Bulk
> [!NOTE] Needs Review
> Bulk will describe how much the armor weighs a character down but the value should differ for moving versus attacking.
This values represents how heavy the armor is and the penalty to moving in the armor. This penalty applies to attack rolls as well as Actions that cause the player to move such as Move and Sprint.
## EV Modifier
Armor does not make you harder to hit. Whether the armor is heavy armor or clothing wearing armor reduces maneuverability. This means that some pieces of armor have a negative modifier to a character's EV while they are wearing the armor.
@@ -0,0 +1,39 @@
# Weapons
Weapons are used to deal damage to creatures and objects. All weapons have the following properties A list of available weapons can be found in the [[04 🟡 Weapon Types|Weapon List]].
## Weapon Types
### Melee Weapons
Melee weapons are used to attack nearby targets within reach. Unless the weapon has the Reach property, melee weapons have a range of 5 feet.
### Ranged Weapons
Ranged weapons are used to attack targets at a distance.
### Simple Weapons
Simple weapons require little experience to use effectively.
### Martial Weapons
Martial weapons require training to use effectively.
### Improvised Weapons
An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, or a dead body. When in doubt ab out how much damage an object should deal find a weapon in the Weapon List most like the object and use its base damage. Improvised weapons do not benefit form any weapon features that have been unlocked.
## Base Damage Dice
This is the damage dice that is rolled when the weapon hits assuming it is the first attack and the weapon has not been upgraded.
## Damage Type
This is the base damage type and any other extra damage types dealt by the weapon.
## Capacity
_Ranged Only_
This is the maximum amount of ammo a ranged weapon can hold which indicates how many attacks can be made with the weapon before it needs to be reloaded.
## Range
All weapons have information regarding their effective range and the roll required to hit from that range. Melee weapons are typically limited to within 10 feet while ranged weapons require a very high roll to hit a target within that range.
### Range Categories
There are 8 range categories used to determine the DV of hitting a target with a ranged attack. If the target is in the optimal range of a weapon the DV to hit the target is 15. For every category closer to the attacker than the optimal range increase the DV by 3. For every category farther from the attacker than the optimal range increase the DV by 5. A table of Single Shot DVs can be found in Appendix [[04 🟡 Weapon Types#Single Shot DVs Based on Range|D.2 Weapon Types]].
- 0 to 5 feet
- 6 to 15 feet
- 16 to 30 feet
- 31 to 60 feet
- 61 to 100 feet
- 101 to 200 feet
- 201 to 400 feet
- 401 to 800 feet
## Skill
This is the skill that is used with the weapon. Unless the GM says otherwise use Agility as the linked Attribute.
## Minimum Strength
All weapons have a minimum strength required to use the item effectively. If a character does not meet this requirement they have disadvantage on all attacks using this weapon and the damage dealt is halved.
## Weapon Properties
Weapon properties modify or describe special situations for a weapon. For example, some weapons need to be reloaded or deal non-lethal damage. These types of weapons have properties that describe the modifications. A list of properties can be found in the Appendix [[06 ❌ Weapon Properties]].
@@ -0,0 +1,4 @@
# Ammo
Ammo is used by ranged weapons when dealing damage. To make a ranged attack you must have the relevant ammo to do so and it must be loaded into the ranged weapon. All weapons have a standard ammo. When using standard ammo only deal the weapon damage. Standard ammo deals no additional damage.
## Non Standard Ammo
Some weapons support non standard ammo such as fire arrows or rubber bullets. As long as the ammo type matches the weapon it can be used to make ranged attacks. Non standard ammo will either deal additional damage or change the damage type of the weapon. For example, rubber bullets change a handgun from dealing ballistic damage to dealing bludgeoning damage but offer no additional damage on top of the weapon's base damage. Fire arrows, on the other hand, deal additional fire damage on top of the weapon's base damage. Treat this damage as additional damage when determining damage absorption (see [[02 🔵 Combat Process#Soak Damage|Soaking Damage]]).
@@ -0,0 +1,14 @@
# Materials
Every object is made up of some combination of materials. These materials contribute to the strength and weight of an object as well as possibly granting the object properties related to the material. All objects listed in this book and others will include information about the materials they are made of, including their strength--typically as a measure of health, weight, and any properties they get from the materials.
When players decide to craft objects that don't exist in a book they should discuss what materials would be used and what properties the new objects would have based on these materials.
A list of typical materials can be found in appendix [[07 🟠 Materials]].
## Category
Some materials have similar properties and are therefore grouped into categories. Some effects will work on a category of materials rather than individual materials.
## Strength
The strength of a material is a numerical representation of how strong a material is. This is used to determine the health of the object, or in the case of armor, how much damage the object can absorb.
## Bulk
The bulk of an object measures how much the object weighs. This value can be thought of as the density of an object because the weight increases as more of the material is used.
## Material Properties
Material properties are specific properties that are granted when an object is composed of specific materials. This descriptor also describes how much of the material must be included or what amount of the item must be made of the material to gain each property. A list of typical properties can be found in appendix [[08 🟠 Material Properties]].
@@ -0,0 +1,13 @@
# Tools
Tools help characters do complex tasks that they can't complete with skill alone. For example, you use tools to pick locks, forge documents, cook gourmet meals, and forge weapons. For tasks that require tools, you must have a knowledge skill relevant to using the tools.
Sometimes a tool is a single item, like a musical instrument. Other times a tool encompasses a kit or set of supplies containing multiple items. When using a tool, you must have all of its component items to make a check with it.
Your background, heritage, lineage, or chosen features can give you knowledge skills related to using specific tools.
## Tool Descriptions
The tools available to PCs are listed in Appendix D.7 [[10 ❌ Tools]]. Entries generally include the following information.
- **Associated Abilities**: Like skills, checks made with tools can involve any attribute. However, the attributes and skills most used with each tool are included for easy reference.
- **Components**: Each description lists all the individual items that comprise the tool set or kit.
- **Special Uses**: Specific uses that require additional explanation are noted individually by name.
- **Example Tasks**: A short list presents example tasks and DCs for each tool.
@@ -0,0 +1 @@
# Clothing
@@ -0,0 +1,2 @@
# Gear
Useful equipment that isn't armor, weapons, tools, or clothing is called Gear. Pieces of gear are included in tool kits and can be found around the world. The GM may decide that you must have a specific piece of gear to attempt an action. Such as needing a Healer's Kit to attempt to heal a companion.
@@ -0,0 +1 @@
# Trinkets
@@ -0,0 +1 @@
# Mounts and Vehicles
@@ -0,0 +1,2 @@
# Services
## Food, Drink, and Lodging