Overview
We have Four main Equipment Slots: Weapons Main Hand, Off Hand, Armor, and One Accessory. The choice of weapon, armor, and accessories is deeply entwined with what Effect Trees a character has. Any one of these items can define the Archetype of the character
When making your character, you get to pick Four pieces of Equipment. Consult with your Story Guide to determine what is available in the campaign.
Weapons
Not everyone carries a weapon. Many districts are simply pacifist. In some districts, weapons are outright banned, resulting in those who are violent to carry improvised tools of death. The forced technological states across the Five Overzones also limits the weaponry that is available.
We won’t find someone with a pistol in Mediva, and we won’t find a laser in Renisans. Not without something exceptional happening, and not without consequence from the powers at be if discovered.
Weapon Entries:
Damage: (v:X Strength)
Durability: The items Hit Points. If this drops to Zero, it is destroyed
Weight: The items weight, without strappings
Ammunition: Ammo Type
Repair Method: This section goes into details about repair
Special Notes:
Armor
Armor provides a second layer of protection. When our Hit Points drop to Zero, we still have whatever protection the armor offers before we become Vulnerable. This extra layer of Hit Points is worth every penny.
Light Armor weighs no more than clothes in general. Denim and Leather provide a little bit of cushion. In the middle weights of armor we start to see some trade offs. In the heaviest armors we might have to sacrifice a bit of mobility. Each armor is unique and has different costs.
Armor Entries:
Durability: The items Hit Points. If this drops to Zero, it is destroyed
Trade-Offs: This section reveals encumbrances a piece might have
Donning: The time it takes to put on the Armor
Weight: The items weight, without strappings
Repair Method: This section goes into details about repair
Special Notes:
Accessory
We have one Accessory Slot. Accessories may have a variety of different effects. While a character may have many accessories in their inventory and even equipped, only one of them may be in the Accessory Slot and actively affect gameplay.
Swapping out which accessory effect is active may be accomplished during Initialization, Upkeep, or by spending One Action Slot. Reserved Slots and Final Phase Slots can not be used to to an Accessory Swap.