\chapter{Equipment}\label{ch:equipment} \section*{Armor} \begin{multicols}{2} \subsection*{None} When a character is wearing clothes that offer no protection, they do not get a bonus to their \stat{ac}. \begin{tabular}[h!]{rp{4.3cm}} \textsf{\textbf{Armor}} & 0 \\ % \textsf{\textbf{Stat adjust}} & \dc{4} \\ \textsf{\textbf{Examples}} & Farmhand's clothes, Ball gown, Wizard's robe \end{tabular} \subsection*{Light Armor} Light armor is clothing that has been designed to offer some protection. \begin{tabular}[h!]{rp{4.3cm}} \textsf{\textbf{Armor}} & +1 \\ % \textsf{\textbf{Stat adjust}} & \dc{4} \\ \textsf{\textbf{Examples}} & Leather armor, Padded cloth \end{tabular} \subsection*{Medium Armor} Medium armor is, usually, metal armor that has been designed for protection in battle, while still allowing a full range of motion. \begin{tabular}[h!]{rp{4.3cm}} \textsf{\textbf{Armor}} & +3 \\ % \textsf{\textbf{Stat adjust}} & \dc{4} \\ \textsf{\textbf{Examples}} & Chainmail, Cuirass \end{tabular} \subsection*{Heavy Armor} Heavy armor offers high protection, however, due to its stiffness and weight, it restricts the motion of the wearer. \begin{tabular}[h!]{rp{4.3cm}} \textsf{\textbf{Armor}} & +5 \\ \textsf{\textbf{Stat adjust}} & \stat{dex} -1 \\ \textsf{\textbf{Movement adjust}} & \SI{-5}{\meter} \\ \textsf{\textbf{Examples}} & Full Suit of Armor \end{tabular} \end{multicols} \section*{Weapons} 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. \begin{multicols}{2} \subsection*{Simple Weapons} 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. \begin{tabular}[h!]{rp{4.3cm}} \textsf{\textbf{Proficiency stat}} & \stat{STR} \\ \textsf{\textbf{Damage die}} & \dc{4} \\ \textsf{\textbf{Examples}} & \raggedright Dagger, Club, Knife, Shortsword \end{tabular} \subsection*{Bladed Weapons} Bladed weapons that require training deal more damage, but require proficiency. \begin{tabular}[h!]{rp{4.3cm}} \textsf{\textbf{Proficiency stat}} & \stat{STR} \\ \textsf{\textbf{Damage die}} & \dc{6} \\ \textsf{\textbf{Examples}} & Longsword, Katana \end{tabular} \subsection*{Blunt Weapons} 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. \begin{tabular}[h!]{rp{4.3cm}} \textsf{\textbf{Proficiency stat}} & \stat{STR} \\ \textsf{\textbf{Damage die}} & \dc{6} \\ \textsf{\textbf{Damage stat}} & \stat{STR} \\ \textsf{\textbf{Stat adjust}} & \stat{dex} -1 \\ \textsf{\textbf{Examples}} & Mace, Flail, Warhammer \end{tabular} \subsection*{Pole Weapons} Pole weapons can reach farther than other weapons. \begin{tabular}[h!]{rp{4.3cm}} \textsf{\textbf{Proficiency stat}} & \stat{dex} \\ \textsf{\textbf{Damage die}} & \dc{4} \\ \textsf{\textbf{Damage stat}} & \stat{dex} \\ \textsf{\textbf{Examples}} & Spear, Halberd, Glaive \end{tabular} \subsection*{Ranged Weapons} Ranged weapons fire projectile at a target to deal damage. \begin{tabular}[h!]{rp{4.3cm}} \textsf{\textbf{Proficiency stat}} & \stat{dex} \\ \textsf{\textbf{Damage die}} & \dc{4} \\ \textsf{\textbf{Examples}} & Throwing knife, Javelin, Bow, Sling \end{tabular} \end{multicols}