Equipment
Basics
Equipment is the actual physical stuff you have. It is mostly weapons and armor.
You gain equipment from all the roles you have. If multiple roles give you the same item, you get it multiple times. However, you will need to buy most equipment with Glinars, the bot currency. Aside from the equipment listed here, you can possess any “common” items (such as food, common household items, specific articles of clothing, etc.). You cannot possess uncommon items that aren’t outlined by this system (but feel free to ask for it and it may be added!)
Name | Damage | Cost | Properties |
---|---|---|---|
Rifle | 4d8 | ∞ | Heavy, Magical, Only long range (600 ft.) |
Pistol | 3d6 | ∞ | Light, Long range (300 ft.), Magical |
Holy Greatsword | 2d8 +1d8 holy | ∞ | Heavy, Magical |
Pravian Torch | 2d4+1d6 fire/2d6 fire (range 10 ft.) | 120 000 § | Duality, Magical |
Greatsword | 2d6 | 100 000 § | Heavy |
Greataxe | 1d12 | 90 000 § | Heavy |
Warhammer | 1d10 | 30 000 § | Heavy |
Glaive | 2d4 | 25 000 § | Reach |
Longsword | 1d8/1d10 | 20 000 § | Duality (second requires two hands) |
Maul | 2d4 | 15 000 § | Heavy, Reach |
Halberd | 1d8 | 10 000 § | Heavy, Reach |
Scimitar | 1d8 | 5 000 § | Light |
Rapier | 1d8 | 3 000 § | |
Battleaxe | 1d6/1d8 | 2 000 § | Duality (second requires two hands) |
Mace | 2d4 | 1 500 § | Heavy |
Hooked Spear | 1d6/Special | 1 500 § | Heavy, Duality (Special), Reach |
Quarterstaff | 1d6/1d8 | 1 200 § | Light, Duality (second requires two hands) |
Spear | 1d6 | 1 000 § | Reach |
Shortsword | 1d6 | 700 § | Light |
Club | 1d6 | 500 § | |
Dagger | 1d4 | 200 § | Light |
Unarmed Strike | 1d2 | 0 § | Light, Special |
Net | - | 500 § | Light, Long range (10 ft.), Special, Thrown |
Hand Crossbow | 1d6 | 5 000 § | Light, only long range (75 ft.) |
Crossbow | 1d10 | 20 000 § | Heavy, only long range (60 ft.) |
Javelin | 1d4 | 300 § | Thrown, only long range (60 ft.) |
Harpoon | 1d6 | 2 500 § | Long range (30 ft.), Special, Thrown |
Blowgun | 1d4 toxic/Special | 500 § | Duality (Special), Light, only long range (30 ft.) |
Bola | 1d4 | 500 § | Only long range (40 ft.), Special, Thrown |
Shortbow | 1d6 | 9 000 § | Heavy, only long range (100 ft.) |
Longbow | 1d8 | 15 000 § | Heavy, only long range (200 ft.) |
Armor
Armor behaves a little bit differently from most items. It decides your Armor class, which is described on the Game stats page. You may only wear one piece of armor at any time (in addition to any regular clothes you may wear). The time to put on and take off armor is also longer than equipping other equipment.
Name | AC | Cost | DR | SF | Properties | Equip time |
---|---|---|---|---|---|---|
Holy Governor's suit | 30 | ∞ | 5 | 0% | Magical | 1 min |
Faith Keeper's garments | 25 | ∞ | 5 | 0% | Magical | 1 min |
Shining plate | 22 | ∞ | 10 | 50% | Magical | 10 mins |
Plated robe | 17 | ∞ | - | 0% | Magical, Flexible (max +3) | 1 min |
Magical plate | 21 | 150 000 § | 5 | 50% | Magical | 10 mins |
Plate | 19 | 100 000 § | 3 | 50% | Metal | 15 mins |
Chainmail | 17 | 50 000 § | 3 | 40% | Metal | 15 mins |
Half-plate | 15 | 30 000 § | - | 40% | Metal, Flexible (max +3) | 10 mins |
Scale mail | 15 | 25 000 § | - | 30% | Metal, Flexible (max +2) | 10 mins |
Breastplate | 14 | 20 000 § | - | 20% | Metal, Flexible (max +3) | 5 mins |
Chain shirt | 13 | 15 000 § | - | 10% | Metal, Flexible | 5 mins |
Studded leather | 12 | 1 200 § | - | 10% | Flexible | 5 mins |
Leather | 11 | 500 § | - | 0% | Flexible | 5 mins |
Padded | 11 | 350 § | - | 0% | Flexible | 15 mins |
Regular clothes | 10 | 0 § | - | 0% | Flexible | 1 min |
Shield | +1 AC | 5 000 § | - | - | 1 action | |
Metal shield | +2 AC | 10 000 § | - | - | Metal | 1 action |
Tower shield | +3 AC | 25 000 § | 1 | - | Metal | 1 action |
Properties
Duality – This weapon has two modes of attack. You must declare which mode you are using before you make the attack. The respective damage values and other properties are divided by a slash.
Flexible – While wearing this armor, you may add up to half you CL to your AC, rounded down. Some armors may be capped on how big this bonus may be.
Heavy – This weapon requires two hands to use. Some abilities also refer to this property.
Immortal Slayer – This weapon can harm creatures with the Imperfect Immortal trait. It is also commonly referred to as a magical weapon.
Light – This weapon can be dual-wielded. Some abilities also refer to this property.
Long range – This weapon can be used in a range other than Close, noted in parenthesis. Some weapons can only be used in a long range.
Metal – Item with this property reduces all toxic damage by 5, but increases all electricity damage by 5.
Reach – your Close attack range with this weapon increases by 5 ft.
Thrown – When attacking with this weapon, the weapon leaves your grasp and you cannot use it for further attacks until you retrieve it.