Rule: Gear
Gear covers everything from weapons to books. It even includes services, hired helpers, and creatures.
Prices :
Each item has an indicative price using the universal currencies (Gold).
When selling an item, you can sell it for 50% of its value. Inventory :
Each item carried takes up Inventory Slots.
There are rules for how much you can carry (see 'Carrying gear' below). In CSO (charactersheetonline), the item name have color, wich have meaning:
Weapons, shields, and armor can only be used penalty-free if your Class and Species size allow. Weapon types and Armor types detail the exact penalty you suffer for using an item you are not allowed to use. Combat gear categories :
(Applie to Weapons, Armors and Shields)
Each item has an indicative price using the universal currencies (Gold).
When selling an item, you can sell it for 50% of its value. Inventory :
Each item carried takes up Inventory Slots.
There are rules for how much you can carry (see 'Carrying gear' below). In CSO (charactersheetonline), the item name have color, wich have meaning:
- Grey : Mundane gear (include Common Potion and Ingredient).
- Green : Uncommon Potion and Ingredient.
- Blue : Magical gear.
- Purple : Rare Potion and Ingredient.
- Orange : Artifacts & Technologie.
- Red : Quests and Story driven items.
Weapons, shields, and armor can only be used penalty-free if your Class and Species size allow. Weapon types and Armor types detail the exact penalty you suffer for using an item you are not allowed to use. Combat gear categories :
(Applie to Weapons, Armors and Shields)
- Mundane : Cover the regular Gear that are easy to buy from shops.
- Has distinct Enchantment rules then Magical gear.
- Magical : Magical gear are based of the Mundane gear, with a few special feature:
- Cost 100 golds + 10x the value price of it's Mundane version.
- If broken, can be Repaired (Light Repairs) instead of Repaired (Extensive Repairs).
- Has distinct Enchantment rules then Mundane gear.
- Stay in Inventory (stay equipped if it was used) and its restriction still apply.
The gear cannot be used anymore when broken until it's Repaired (Extensive Repairs) (or Repaired (Light Repairs) if it's a Magical gear). - A broken Weapon can still be used, but has an Disadvantage on all its rolls (if the roll would already be in Disadvantage, attempting to use it will automatically fail).
Carrying gear
Each item you equip takes up a set number of Inventory Slots. You can only carry so many Slots so you’ll need to choose your loadout carefully. Determining your Inventory Slots- Small Species have 8 Slots.
Medium Species have 10 Slots.
Large Species have 12 Slots. - Some Abilities and Gear (e.g. backpack) can increase your Inventory capacity.
- You may carry up to 3 Slots over your Inventory limit but suffer the Overburdened Ailments.
You cannot carry more than 3 Slots over your Inventory limit.
Guide for gear Inventory Slots
For calculating the number of Slots an objects not listed in the shop should take.
- Keep it simple, most carried items should fill 1 Slot.
- Heavy, or otherwise unwieldy, items fill 2 or 3 Slots.
- Exceptionally small items can fill up a fraction (0.1) of a Slot.
- Rations should fill at least 0.5 Slot.
- If an item, like a large chest, is too cumbersome to be carried around normally, you will automatically suffer the Overburdened Ailments.