Equipment
You have five slots for equipment. All the default equipment listed here is available for free, you don't need to earn it in any way. If equipment says it only has a certain amount of uses, that is only per fight; after a fight you can assume you retrieved or resupplied your ammunition.
Weaponry
One-Handed Armament: Typical melee weapon such as a sword, spear, or anything else you could think of that only requires use of one hand. Does 3 damage.
Bow: Traditional longbows with quivers filled with arrows. Has twelve uses per amount brought. This is a ranged weapon that can reach to a distance of 2. Does 3 damage.
Light Throwing Weapon: A small projectile such as a throwing knife, dart, shuriken, etc. Only has five uses per amount brought. This is a ranged weapon that can reach to a distance of 1. Does 2 damage. Every second time you attack with this in a row, it does not trigger counterattacks and doesn't use up an action.
Heavy Throwing Weapon: Unwieldy but powerful projectiles such as a javelins and throwing axes. Only has three uses per amount brought. This also can strike targets that are 1 distance away. Does 3 damage, and 1 minimum damage is the target's armor is 3 (doesn't work if its higher than 3).
Two-Handed Arnament: A heavier melee weapon that takes up two equipment slots instead of just one. Does 4 damage, and 1 minimum damage is the target's armor is 4 (doesn't work if its higher than 4). Although switching weapons doesn't cost actions, you can't use any other weapons in the same turn.
Pistol: A one handed ranged weapon. Because it uses delicate powders and compounds an Ammunition Belt is required (listed later in this post). Has four uses per amount brought. Does 3 damage that fire up to a distance of 1 while ignoring 1 points of Armor, and if used in melee ignores 2 instead.
Rifle: A two-handed ranged weapon. Because it uses delicate powders and compounds an Ammunition Belt is required (listed later in this post). It's somewhat unwieldy and high maintenance so it uses two equipment slots. Has six uses per amount brought. Does 5 damage up to a distance of 1, and also reach to 2 distance but the damage is reduced to 3. Always ignores 1 Armor.
Armor
Light Shield: A small easy to use shield that doesn't get in the way. Can be used alongside any one-handed armament or throwing weapon. Reduces all damage taken by 1. These might break after taking enough punishment.
Sturdy Shield: A bigger shield with more coverage against projectiles. Can be used alongside any one-handed armament or throwing weapon. Uses up two equipment slots. Reduces melee damage taken by 1, and ranged damage taken by 2. These might break after taking enough punishment.
Light Armor: Very basic protection such as wristguards and greaves made from light material or metallurgy that doesn't hinder agility but isn't protective enough against projectiles. Reduces melee damage taken by 1.
Heavy Armor: Pieces of equipment that incorporate iron and steel, thus weighing down the user much more. Uses up two equipment slots. Reduces all damage taken by 2. These might steadily wear down with enough punishment. Due to the weight, rolls for agility tests and swimming are reduced by 5.
Field Equipment
Basic Pack: Required if a character is going somewhere far away with provisions and/or plans on packing loot to bring back. Usually large enough that only a single person among four needs to bring it unless the party is going somewhere very far away for multiple days.
Reagent Pack: Delicate reagents such as herbs require specialized containers and vials to keep them dry and undisturbed. Bringing this is required for transporting fragile goods.
Ammunition Belt: Using firearms requires munitions that easily get ruined from exposure, especially moisture, so a belt with specialized casings and pouches is necessary.
Alchemy Kit: Heaters, beakers, measurement tools and everything else one would need to create concoctions out in the field.
Maintenance Kit: Sometimes unforeseen events can lead to damaged or even ruined equipment. With sufficient engineering skill this kit has everything one needs to restore compromised gear of any kind for an entire party.
Modification Pack: Various tools, odds and ends and accessories to create contraptions or modify any kind of equipment to better suit a specific purpose. With enough engineering knowledge one could temporarily change an item to behave a different way, but usually with some kind of drawback in exchange.
Ritual Kit: Filled with incense, rare inks, candles, effigies, gems, exotic blood and anything else that would be needed to perform advanced mysticism for a wide range of purposes.
Snorkelling Kit: A mask, snorkel and fins. Normally moving in the water or seeing anything beneath it is difficult, but this kit negates that.
Scuba Gear: Includes everything in a snorkelling kit but with an oxygen tank, regulator mouthpiece and guages to monitor air usage. Heavy, so it uses up two-equipment slots. Makes prolonged underwater exploration possible, especially for deeper waters, but the more depth there is the more rapidly air is used up.
This message was last edited by the GM at 23:58, Sat 25 Feb 2023.