Equipment

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Resources and Beginning Gear

Starting Equipment

A character chooses their starting equipment by using their Resources + 5. A character may select multiple pieces of equipment by increasing the Cost by +1(Added to the cost of the first item) for each additional item they wish to take. A character may also choose exceptional equipment, accepting a +1 to Cost for each exceptional quality they choose from the list. Starting equipment can not be made with exotic materials, however unless the item is an Heirloom (which requires taking said Talent).

In addition, if you wish to take an item of Poor Quality, the cost is reduced by one.

  • ex 1. You want to purchase 3 throwing Chakram. Your first Chakram costs 6 Resources, your second would cost +1 resources (7 Total), your third would cost +1 resources (8 total).
  • ex 2. You want to purchase two suits of leather armor with improved defense (An exceptional quality). The first suit costs 5 + 1 for the improved defense. The second costs +1 resources for a total of 7 (seven) resources.

Building a Residence

A character can also begin with a home. A character gains a number of Rooms as allowance dependant on the character's initial Resources. A 'room' constitutes any space that is not specifically a hallway. The player also needs to keep in mind where they are building their home at, see Property.

  • Every 3 Rooms built inside City Walls is considered 1 'Room' for purposes of the character's Allowance.
  • Every 2 Rooms built near the city is considered 1 'Room' for purposes of the character's Allowance.
  • Every 1 Room built away from the city is considered 1 'Room' for purposes of the character's Allowance.

The Estate Talent can be used to give more allowance.

Starting Retainers

A character begins with a number of exceptional 'named' Retainers equal to the character's Resources. Each Retainer has one Exceptional Trait. These Retainers do not have a monthly upkeep cost.

Armour and Shields

Armour and Speed

Armour can reduce the Speed Trait of the wearer. Light Armour inflicts a -25% penalty to speed. Medium Armour inflicts a -50% penalty, and Heavy Armour inflicts a -75% penalty. All fractions are rounded up. This does NOT affect Initiative.

Size and Armour

A character is restricted to w earing armour of +1 or –1 Size beyond the character’s own Size Trait. The Soak bonus for armour that is not made to the character’s build provides only half Soak.

==Size and Shields==

A shield that is too small for the character reduces the Defence provided by –1 for each Size level smaller it is, to a minimum of +0 Defence. Shields that are too large provide a +1 Defence bonus for every two Size levels larger it is, but also reduces the character’s Initiative by the same amount.

  • Bulk(for Armour): 1 Bulk is roughly 5 Pounds
  • Hardness: Material Strength (also is item soak)
  • Defence: + to Defence Trait (Shields)

Weaponry

Weapons and Initiative

Different weapon sizes adjust the Initiative of the person using it. The character’s initiative is determined by the weapon currently drawn. If the character wishes to change weapons, the weapon being changed to determines how the character’s initiative is altered in the current Round. Light W eapons provide a +5 bonus to Initiative. Changing to a Light Weapon is a Free Action. Medium Weapons provide a +0 bonus to Initiative. Changing to a Medium W eapon is an Instant Action. Heavy Weapons inflict a –5 penalty to Initiative. Changing to a Heavy Weapon is an Action. This assumes the character is not taking any care to remove a weapon already in hand (the weapon is discarded). Otherwise, sheathing a weapon is an Instant Action.

Size

A character suffers a +1 Difficulty when using any weapon which has a Size different than that of the character. Each Size difference also reduces the benefit of Active Defence by one for every level of Size difference between the character and the weapon.

Bulk

For Shields and Weapons 1 Bulk is roughly 2 Pounds

Notes

  • # Y: The weapon can be used at range. The number provided is the base range of the weapon (Range x 1) in yards.
  • 2H: The weapon is a two-handed weapon. Attempting to use the weapon with only one hand provides a +4 Difficulty to the attack and reduces the Active Defence bonus by the same amount.
  • 2O: The weapon may be used with one or two hands. When using the weapon two-handed, the character gains a +1 die bonus to attack and +1 Damage.
  • E: The weapon is suitable for Entangling, granting a + 2 die Equipment Bonus when being used for Grappling attacks.
  • I: The weapon is suitable for Impaling, granting a +2 die Equipment Bonus when being used for Piercing attacks.
  • K: The weapon is suitable for inflicting Knock Back, granting a +2 die Equipment Bonus when being used for Knock Back attacks.
  • P: The weapon is suitable for Parrying, granting a +1 bonus to Defence when used for Active Defence.
  • R #: The weapon is a Reach Weapon. As an Instant Action, the character may perform one attack on an opponent who moving into range. The character can not use this attack against someone who is already within their reach. The number provided is the normal Reach of the weapon in feet. This character adds their Size to the range.
  • S: The weapon is suitable for Stunning, granting a + 2 die Equipment Bonus when being used for Stun attacks.

Gear

A character’s equipment often proves essential to surviving and getting things done. If a character is performing a task and has the proper equipment for it, the character gains a +2 die bonus on performing the task. If the character has multiple, complimentary equipment to use, the character gains an additional +1 die bonus for each item that would be helpful, but not redundant. 1 Bulk is about equivalent to 5 Pounds.

Equipment Glossary

Materials

Characters may wish to purchase or sell materials that have been recovered or crafted by their own hands, thus allowing the character to increase their Resources or Craft objects of exceptional value. Below is a list of the materials which are commonly used for Crafting.

Traits

All material possess the Hardness, Soak, and Health Traits. These Traits indicate the strength and durability of the material used. Hardness is usually rated from 0 (soft) to 10 (near-indestructible to damage). All objects have a Soak equal to the Hardness of the material, and a Health equal to the Hardness + Bulk + Size of the Material. Armour and Equipment often have a Size of 0, indicating they are made for Size 0 characters.

Material List

Material Hardness
Bone 3
Ice 3
Ivory 3
Paper 1
Water 0 (Special)
Cloth
Cotton 1
Silk 4
Velvet 3
Gemstone
Diamond 10
Escudo 5
Obsidian 5
Quartz 6
Ruby 9
Sapphire 9
Glass
Crystal 2
Tempered 3
Leather
Suede 3
Thick 4
Thin 2
Metal
Astral Iron 7
Cold Iron 4
Brass 5
Bronze 6
Entropic Iron 8
Gold 3
Iron 7
Lead 5
Mithral 8
Nickel 6
Orichalcum 10
Platinum 3
Silver 5
Steel 9
Tin 4
Titanium 8
Stone
Basalt 5
Granite 6
Limestone 5
Sandstone 3
Shale 4
Wood
Balsa 1
Cherry 3
Dark Wood 6
Ironwood 5
Maple 3
Oak 6
Pine 4

Water Water has a base Hardness of 0. Due to water tension, the effective Hardness of water is increased by 1 against falling objects for every ten feet the object has fallen, to a maximum Hardness of 20.

CRAFTING