====== Equipment and Inventory ======
A player may have on their person:
* One piece of Armor.
* One Accessory.
* One Primary Weapon.
* One Secondary Weapon.
* Up to **5** Items or Accessories in their Inventory
Equipment and their effective bonuses apply to the player only while equipped.
Equipment can be changed with items from the player's inventory when not in combat.
A player may collect a maximum of **5** additional equipment during their adventure. At the end of the adventure, the it must be worn or placed in Storage. Removed equipment may be held in the player's inventory.
===== Weapons =====
All weapons have three parts to them, the name, the stats, and the additional information.
All weapons follow the same format, though some parts can be left out.
Weapon Name (Damage/Speed/Range/Spell Slots) - Additional Effects [GM Notes]
Flavor text
==== Damage ====
Damage is the first component of a weapon's stats.
* **Variable** such as 1d4, which is what you roll.
* **Fixed** such as +1, which is added to the roll.
If a weapon has **Fixed** damage and no **Variable** damage, that damage is added to your /unarmed attack/.
==== Speed ====
There are three speeds of weapons, Slow, Medium (abbreviated Med), and Fast.
Speed is used by GMs to determine who hits first when two combatants take a swing at each other.
^The player is… ^Damage is done… |
|Slower |Enemy first. |
|Matched |GM Determined, typically enemy first. |
|Faster |Player first. |
==== Range ====
Weapons may specify a range (bows, guns, crossbows). When not specified, the default range is Melee.
The three ranges are...
* **Melee** - A distance that a person could feasibly strike a target within a few seconds.
* **Near** - A distance a person could strike a target after a short run to them.
* **Long** - A distance a person could strike a target using a good quality ranged weapon or spell.
The GM determines your distance from things during game-play.
==== Spell Slots ====
Weapons may have spell slots, which allow spells to be cast from the weapon itself. Casting a spell that's attached to a weapon with a spell slot usually results in more reliable casts. This is covered in greater detail in [[magic]].
==== Additional Effects =====
Weapons, Armor and Accessories may have additional abilities or effects. The effect or ability name is a part of the weapons description, and should go before any descriptive flavor text.
Regardless of how the ability is described or the item's source, the GM has final say on how the effects of a weapon work.
For example:
**Lightning Dagger** (1d4/Fast) - Strike: Once per Combat, can deal +1d4 electrical damage on a successful Attack.
A player could ask GM they want to use the ability on their dagger after a successful attack, the GM would then tell them to roll their damage and factor that into the outcome.
===== Armor =====
Armor information is written similarly to weapons, and just like weapons, have three parts; the name, the stats and the additional information.
Armor is written in a similar format to weapons.
Armor Name (Defense/Weight/Durability) - Additional Effects [GM Notes]
Flavor text
==== Defense ====
Defense is a deduction from incoming damage. Armor with 2 defense reduces the incoming damage by 2. Your total defense is the sum of what your armor and accessories give you.
==== Weight ====
Armor has weight, this sometimes factors into which moves can be used, or for other purposes by the GM.
There are four levels of weight;
* **Airy** - Silks, light robes, cotton clothing.
* **Light** - Lightweight leather armor, heavily padded cloth, unusual materials.
* **Medium** - Heavy leather armor, chainmail, strange plate alloys.
* **Heavy** - Plate armor, heavy chainmail.
==== Durability ====
Durability is used by a GM to determine how easily the armor can be removed from you. It has three levels;
* **Low** - Easily corroded, stripped or torn.
* **Moderate** - Not easily removed or stripped, but easily done with intent.
* **High** - Removed with a significant amount of damage or purposeful intent.
==== Additional Effects ====
Like weapons, armor can have additional effects. The Novice Robes provide a good example of this.
**Novice Robes** (1/Airy/Low) - On Backfired Spells: Roll 2d6. 10+: Evade consequences.
===== Items and Accessories =====
Items are simple. Their effects or uses are, like everything else, up to the GM during gameplay.
Accessories tend to be more powerful than Items, and are usually noted as (Accessory), and aren't consumed on use unless specified.
They follow the same general format as everything else.
Item Name (System) - Effects or abilities. [GM notes/tags]
Flavor text
[b]Item Name[/b] (System) - Effects or abilities. [GM Notes]
[i]Flavor text[/i]