> [!info] Work In Progress ## Preparation Most of the time specific preparations are unnecessary to include in game time, and can be retroactively described as part of the loadout. But it can be fun to discuss strategy, provisions, and how the players will obtain a forged entry pass or attempt to be friendly with the local crime lord. Rare, illicit, and valuable goods are expensive to obtain. - 1 $C = A highly specialized or moderately valuable piece of gear, but still consumer available. - 2 $C = Illegal, military grade, or very difficult to find gear. # Equipment Equipment comes in two varieties, Basic and Specialized. Basic equipment is standard every-day gear that doesn't provide any bonuses or penalties to actions, it is level 0. Weapons, armor, and gear kits are specialized equipment with traits that give a bonus to actions when used in a specific way. Items that are very large, very valuable, or very rare are considered specialized equipment. **Basic Equipment** Basic equipment provides no bonus or penalties, it enables an action. These are things like crowbars, rope, and 10ft poles. Basic equipment has no cost but adventuring groups are often limited in the amount of equipment they can transport. **Specialized Equipment** Specialized equipment is designed to solve one specific problem or situation. It works like basic equipment and also has an inherent trait. Traits give a bonus to the specific actions that the equipment was designed for. Equipment traits can be used with character traits, but only one equipment trait can be used at a time. The most common specialized equipment are weapons and armor for increased damage and protection. Gear kits are also specialized equipment. Specialized equipment usually costs 5 $c compounded for each trait level, the same as the cost of trait increases. Specialized equipment is rare and may even require a side quest to locate. Specialized equipment with a single use costs 1/5th the $c and may often be purchased in bulk. ## Requisitioning At the beginning of each quest the party requisitions equipment from the Rangers of Asmythe or purchase equipment from local merchants. Choose any specific equipment you want in your backpack and fill it up with miscellaneous untracked gear in the form of XP. All characters are assumed to have the **Universal Basic Gear** package or equivalent. **Universal Basic Gear** - A coin purse, wallet, etc for spending money - Common clothes (pants and shirt) - Travel boots and cloak - An empty backpack - One simple, level 0 weapon of choice. | $c | Equipment | | --- | ------------------------------------------------------------------------------------------------------- | | 1/5 | Repair services for equipment; equal to 1/5 the $c cost of the equipment. | | 1/5 | A single-use specialized item; equal to 1/5 the $c cost by level. | | 5 | One simple gear kit. (level 1 trait) | | 5 | One basic weapon: sword, mace, spear, etc. (level 1 trait) | | 5 | One ranged weapon with ammunition: bow, pistol, blaster, etc. (level 1 trait) | | 5 | A shield or light armor: a leather jerkin or reinforced jumpsuit (level 1 trait) | | 5 | Archetype gear (level 1): musical instrument, source gem, royal gown, etc. | | 10 | A pack mule, a horse with saddlebags, or other single-occupancy vehicle. | | 10 | Travel allowance: enough to rent a room and get a good meal every day. | | 15 | One advanced gear kit. (level 2 trait) | | 15 | One large 2-handed weapon: maul, zweihänder, halberd, etc. (level 2 trait) | | 15 | A large ranged weapon with ammunition: crossbow, rifle, etc. (level 2 trait) | | 15 | Medium armor: chestplate, chain hauberk, etc. (level 2 trait) | | 15 | A small empty cart and a donkey to drive it or other four-seat vehicle. | | 15 | A hireling: a [[Non-Player Characters#Henchmen\|henchman]] with specific traits, like a guide or medic. | | 20 | A covered wagon pulled by a horse or other personal cargo vehicle. | | 30 | Heavy armor: a full suit of armor: chainmail, combat armor, etc. (level 3 trait) | | +5 | Additional Feature: Area affect, poisonous, deadly, durable, etc. | **Spending Money** Characters always have enough food and water to survive, unless they run out due to a complication. The food is just basic fare, travel rations, and MREs. If players want to indulge they can spend $c to for a better meal or service. | Cost | Quality | | ---- | ----------------------------------------------------------------- | | 0 | **Meager** meal, such as stale bread and gruel, and common room. | | 1 | **Standard** fare is a good, wholesome meal and a pest-free room. | | 3 | **Luxury** fare includes a high quality meal and a private room. | **Vehicles** : [[Vehicles and Bases]] ## Traveling with Equipment Equipment is an important but it isn't fun to keep track of every coin and piece of bread. Instead, Asmythe characters use an Exchange Points (XP) to represent what they have in their pack. During an adventure, characters spend $c to retrieve what they need from their stored inventory. $c can be refreshed by at a market or looting scenes. Only common items of level 0-2 can be retrieved from a pack using XP. Common gear is manufactured, civilian-available, non-rare, items available at most markets in the current setting and may not have more than one additional feature. Any item that is named (not abstracted by XP) is equipment that the characters track as a piece of equipment. What is it? How do they carry it? etc. Carried $c represents portable goods and small supplies. When you store a named item in a pack, reduce available pack $c capacity by its $c cost. **Pack Capacity** | Storage | EP Capacity | | ---------------------- | -------------- | | Sling Bag | 5 | | Backpack or Saddlebags | 10 | | Pack Mule | 20 | | Small Cart | 40 | | Covered Wagon | 80 | **Gear Cost** - 1 $c = Any common basic item that can be held in one hand. - 2 $c = A larger common basic item that can be held in two hands, but still fits in the pack. - 3 $c = One common single-use specialized item at level 2. - 5 $c = One common piece of specialized gear at level 1. - 15 $c = One common piece of specialized gear at level 2. ## Specialized Gear A hallmark of civilization is the creation of specialized equipment for special purposes. For the most part Asmythe RPG ignores the interactions of different kinds of equipment. A story is almost never improved by knowing that chain-mail is better against slashing attacks and worse against piercing attacks. When gear specialization is important add a trait to the gear. Magical artifacts and super-technology will have more powerful traits. There is no maximum level for gear, but anything over 3 is very rare and anything over 5 is unique and legendary. | Level | $c cost | | ----- | ------- | | 1 | 5 | | 2 | 15 | | 3 | 30 | | 4 | 50 | | 5 | 75 | ### Gear Kits A gear kit is a package of tools and supplies necessary for a specific kind of activity. Using a gear kit requires a few minutes to deploy the kit use it. Most gear kits have a level 1 trait. - Field kit: field knife, wooden bowl, waterskin, tinderbox, bedroll (wool blanket wrapped in a waxed canvas tarp) - Hard Rations: pemmican, hardtack, jerky, dried cornmeal - First aid kit: bandages, antiseptic, etc. - Climbing kit: rope, pitons, grapple - Camping kit: tent, cooking pot, cordage - Leatherworking kit: punch, needle, leather cord - Spelunking kit: lantern, twine, chalk - Research kit: books - Navigation kit: maps, compass, telescope, sextant - Courtesan kit: fancy costume, perfume, makeup - Hacking kit: electronic tools for hacking devices - Repair kit: tools to repair equipment - etc. ### Weapons and Armor **Example Weapons** | Level | Description | | ----- | --------------------------------------------------- | | 1 | One handed weapon: sword, mace, dagger, etc. | | 2 | Two handed weapon: spear, halberd, bow, etc. | | 3 | Small arms: pistols and other handguns | | 4 | Assault weapons: Sniper, SMG, etc. | | 5 | Mounted weapons: gatling gun, rocket launcher, etc. | Weapons and other equipment can always be at a higher or lower level that these examples, often because of magical/quality/sci-fi traits. The cost of equipment depends on the level of the equipment, not on its description. A level 4 nano-blade cost the same as a level 4 AK-47. **Common Weapon traits** - Sharp - Piercing - Burning - Clobbering **Common Armor traits** - Reflective - Hard - Agile - Deflecting ### Artifacts An artifact is equipment with a [[Supernatural Power]]. Creating artifacts requires time, expertise, and resources beyond what player characters can usually access. The creation of artifacts by player characters requires a quest to gather materials, research magical techniques, muster the experts, perform the enchantment ritual, and usually defend themselves while doing so. ## Crafting Equipment can usually be repaired from common goods. Crafting new specialized equipment or upgrading specialized equipment requires expensive workstations and components that are not commonly available. Crafting components are usually rare single-use specialized items, and it usually takes 3-4 of them at a high enough level, plus crafting station, to upgrade an item. - Adventurer decides what they want to make - Player, GM determine material list including expensive/rare materials - Guide: 1 rare material per Xp equivalent - Player, GM decide how long it will take to craft, downtime actions - Guide: 1 action per Xp equivalent ## Object Durability When players, through action or circumstance, damage physical objects they may break. All objects have a resistance and toughness value, similar to NPC attributes. Equipment has "toughness" instead of "devotion" but they are equivalent in all other respects. To destroy an object the action must have enough hits to overcome the resistance and enough successes to overcome the toughness. | Material | Resistance | | ----------------------- | ---------- | | Soft (food, cloth) | 0 | | Moderate (wood, copper) | 1 | | Hard (iron, stone) | 2 | | Very Hard (durasteel) | 3 | All equipment that can be held, worn, or carried by a normal person ( less than 25kg, 50lb) has 1 toughness. Larger objects have more toughness, +1 toughness per 100kg (200lb). A common wooden door would have a resistance of 1 and a toughness of 2. ## Hiring Henchmen Players can hire [[Non-Player Characters#Henchmen|henchmen]] to accompany them on their quest. The cost of a henchmen is 10 $c per level of power, compounded, per quest. The henchman will usually have one gear kit that matches their concept at level 2, any other equipment must be provided by the players. ### Familiars / Drones Handlers have familiars or drones as companions. The cost to replace a familiar/drone is always 10 $c and the player may opt to supply additional equipment for them as appropriate. ## Crafting - PC decides what they want to craft, what it is and what level. - PC, GM discuss what materials and tools will be required. - Rare/expensive mats require purchasing or questing to acquire. - Rare/Expensive materials: 1@level, 2@(level-1), 4@(level-2), 2^n@(level-n) ? - PC, GM discuss how much effort it take to craft - Downtime actions = equipment level ? ## License Asmythe TTRPG is published under the [Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.](https://creativecommons.org/licenses/by-nc-sa/4.0/)