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110 lines
4.0 KiB
TeX
110 lines
4.0 KiB
TeX
2 years ago
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\chapter{Equipment}
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\section*{Armor}
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\begin{multicols}{2}
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\subsection*{None}
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When a character is wearing clothes that offer no protection, they do not get a bonus to their \stat{ac}.
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\begin{tabular}[h!]{rp{4.3cm}}
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\textsf{\textbf{Armor}} & 0 \\
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% \textsf{\textbf{Stat adjust}} & \dc{4} \\
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\textsf{\textbf{Examples}} & Farmhand's clothes, Ball gown, Wizard's robe
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\end{tabular}
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\subsection*{Light Armor}
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Light armor is clothing that has been designed to offer some protection.
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\begin{tabular}[h!]{rp{4.3cm}}
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\textsf{\textbf{Armor}} & +1 \\
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% \textsf{\textbf{Stat adjust}} & \dc{4} \\
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\textsf{\textbf{Examples}} & Leather armor, Padded cloth
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\end{tabular}
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\subsection*{Medium Armor}
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Medium armor is, usually, metal armor that has been designed for protection in battle, while still allowing a full range of motion.
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\begin{tabular}[h!]{rp{4.3cm}}
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\textsf{\textbf{Armor}} & +3 \\
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% \textsf{\textbf{Stat adjust}} & \dc{4} \\
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\textsf{\textbf{Examples}} & Chainmail, Cuirass
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\end{tabular}
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\subsection*{Heavy Armor}
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Heavy armor offers high protection, however, due to its stiffness and weight, it restricts the motion of the wearer.
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\begin{tabular}[h!]{rp{4.3cm}}
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\textsf{\textbf{Armor}} & +5 \\
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\textsf{\textbf{Stat adjust}} & \stat{dex} -1 \\
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\textsf{\textbf{Examples}} & Full Suit of Armor
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\end{tabular}
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\end{multicols}
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\section*{Weapons}
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Weapons fall into one of five classes: simple weapons, bladed weapons, blunt weapons, pole weapons and ranged weapons. These classes are broad descriptors of how different types of weapons behave in the game. A player may choose any weapon, or even invent a whole new kind of weapon, and, together with the GR, determine what class it falls into.
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\begin{multicols}{2}
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\subsection*{Simple Weapons}
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Simple weapons are weapons that do not require training to use. This is the only class of weapons that can be used without a proficiency, however, in that case the proficiency bonus does not apply.
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\begin{tabular}[h!]{rp{4.3cm}}
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\textsf{\textbf{Proficiency stat}} & \stat{STR} \\
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\textsf{\textbf{Damage die}} & \dc{4} \\
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\textsf{\textbf{Examples}} & \raggedright Dagger, Club, Knife, Shortsword
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\end{tabular}
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\subsection*{Bladed Weapons}
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Bladed weapons that require training deal more damage, but require proficiency.
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\begin{tabular}[h!]{rp{4.3cm}}
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\textsf{\textbf{Proficiency stat}} & \stat{STR} \\
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\textsf{\textbf{Damage die}} & \dc{6} \\
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\textsf{\textbf{Examples}} & Longsword, Katana
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\end{tabular}
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\subsection*{Blunt Weapons}
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Blunt weapons depend on their weight and the strength of the wielder to deal damage. However, they make the user less dexterous, due to their unwieldiness.
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\begin{tabular}[h!]{rp{4.3cm}}
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\textsf{\textbf{Proficiency stat}} & \stat{STR} \\
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\textsf{\textbf{Damage die}} & \dc{6} \\
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\textsf{\textbf{Damage stat}} & \stat{STR} \\
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\textsf{\textbf{Stat adjust}} & \stat{dex} -1 \\
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\textsf{\textbf{Examples}} & Mace, Flail, Warhammer
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\end{tabular}
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\subsection*{Pole Weapons}
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Pole weapons can reach farther than other weapons.
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\begin{tabular}[h!]{rp{4.3cm}}
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\textsf{\textbf{Proficiency stat}} & \stat{dex} \\
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\textsf{\textbf{Damage die}} & \dc{4} \\
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\textsf{\textbf{Damage stat}} & \stat{dex} \\
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\textsf{\textbf{Examples}} & Spear, Halberd, Glaive
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\end{tabular}
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\subsection*{Ranged Weapons}
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Ranged weapons fire projectile at a target to deal damage.
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\begin{tabular}[h!]{rp{4.3cm}}
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\textsf{\textbf{Proficiency stat}} & \stat{dex} \\
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\textsf{\textbf{Damage die}} & \dc{4} \\
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\textsf{\textbf{Examples}} & Throwing knife, Javelin, Bow, Sling
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\end{tabular}
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\end{multicols}
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