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\chapter{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}