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:   Combat gear allowance :
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.
  • Magical : Magical gear are based of the Mundane gear, with a few special feature:
  Broken gear :

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.
 
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Articles under Rule: Gear


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