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Chapter 4 - Equipment

Equipment, Items, and Materials

Items encompass all types of equipment and gear available to your hero in OHO. Adventuring gear such as backpacks, bedrolls, torches and tents; weapons such as swords, axes, or bows; armor such as bracers, mail, or shields; all are categorized by type. Market price is left largely up to the GM, as the currency system provided here is optional.

    All Items have:
  • Name: Mundane and/or common Items will have non-unique names and thus are lowercase, but legendary or other unique items will have unique names, and thus are capitalized as proper nouns.
  • Description: Will give some indication as to it's quality, as well as layers of success for INTELLECT rolls made to learn about the Item, to include parameters for it's use, any abilities it has, and whether the Item is EXOTIC.
  • Quality: The main modifier for various other properties of the Item, to include acting as the Item's FORTITUDE for damage.
  • Weight: This number counts towards a Container's MaxCapacity.
  • Size: The item's size category.
  • EXOTIC tag: Declares if the Item is EXOTIC or not. EXOTIC Items require a particular Aptitude for proper use.

    ...as well as a type property that categorizes the Item as:
  • Armor
  • Weapon
  • Adventuring Gear
  • Scientific
  • Consumable
      with a sub-category:
    • Ammunition
  • Container
  • Vehicles
      with a sub-category:
    • Siege Engines
Each Item category is discussed in depth in the following sections.

Armor

There are two types of Armor, light and heavy.

Light armor allows for movement more so than Heavy armor, as such, it covers less and offers less protection. Light armor typically only includes chestpiece that covers the shoulders and half leggings, and damage reduction scores usually stay around 1 and 2.

Heavy Armor, on the other hand, usually comes with bracers, full leggings and greaves, and, of course, the chestpiece. Because of its heft, Heavy armor has a minimum MIGHT requirement to wear. If the minimum is not met, the Reflex penalty is doubled. The MIGHT requirement is equal to the armor's damage reduction value, usually 3 or 4, while the REFLEX penalty incurred is half that.

Weapons

    All Weapons fall into three categories:
  • 1-H (one-handed)
  • 2-H (two-handed)
  • R (ranged)
With some exceptions, all ranged weapons are two-handed, and all melee weapons can be thrown. See Ch3.Aptitudes for Aptitudes that deal with these nuances.
    Mundane weapons deal one of either:
  • slashing damage
  • piercing damage
  • bludgeoning damage

Items sized for larger creatures:

Items, typically weapons and armor, are sized for their wielder. Larger weapons deal more damage than their smaller counterparts.

Adventuring Gear

This category comprises things like ropes, chains, lanterns, caltrops, grappling hooks, pitons, and the like.

Scientific

A somewhat specific or niche category, this holds things like microscopes, telescopes, thermometers, magnifying glasses, and the like.

Consumables

Consumables have a number of uses before the Item breaks, or is otherwise unusable in at it's current iteration. For example, a bottle of wine has a number of glasses it will pour out before it is just a bottle. This example also demonstrates the ByProduct property of a consumable.

Ammunition

These Consumables have the chance on breaking upon use, determined by the Fracture property.

Containers

Backpacks, chests, barrels, baskets, sacks, all of these are containers, with a MaxCapacity that determines how much it will hold. Type determines if the container holds fluids or solids.

Vehicles

A vehicle carries large amounts of capacity across a medium determined by its class. It can have storage of other containers, typically trunks or chests or barrels.

Siege Engines

A special type of vehicle that specifically carries destruction for city walls or similar.

Items and damage

Items take damage just like creatures, and resolving it is similar. All items have resistance to most damage, unless otherwise stated. Items made out of paper or wood obviously take regular to double damage from fire. Exceptions aside, an item's quality is it's "fortitude" when it comes to saving against damage.

For example, Abel, equipped with a longsword, is attacking Nathan, equipped with Leather Armor. Abel attacks, while Nathan defends, but Abel comes up with one success. Nathan, before resolving the damage, takes his armor's damage reduction (2) and adds it to his quality of 2, coming up with four extra dice for his DAMAGE ROLL. But let's talk about the damage that the items respectively take. (TBD).