Chapter 4 - Equipment
Equipment, Items, and Materials
Items encompass all types of equipment and gear available to your hero in OHO. Adventuring gear such as backpacks, bedrolls, torches and tents; weapons such as swords, axes, or bows; armor such as bracers, mail, or shields; all are categorized by type. Market price is left largely up to the GM, as the currency system provided here is optional.
- All Items have:
- Name: Mundane and/or common Items will have non-unique names and thus are lowercase, but legendary or other unique items will have unique names, and thus are capitalized as proper nouns.
- Description: Will give some indication as to it's quality, as well as layers of success for INTELLECT rolls made to learn about the Item, to include parameters for it's use, any abilities it has, and whether the Item is EXOTIC.
- Quality: The main modifier for various other properties of the Item, to include acting as the Item's FORTITUDE for damage.
- Weight: This number counts towards a Container's MaxCapacity.
- Size: The item's size category.
- EXOTIC tag: Declares if the Item is EXOTIC or not. EXOTIC Items require a particular Aptitude for proper use.
- ...as well as a type property that categorizes the Item as:
- Armor
- Weapon
- Adventuring Gear
- Scientific
- Consumable
- with a sub-category:
- Ammunition
- Container
- Vehicles
- with a sub-category:
- Siege Engines
Armor
There are two types of Armor, light and heavy.
Light armor allows for movement more so than Heavy armor, as such, it covers less and offers less protection. Light armor typically only includes chestpiece that covers the shoulders and half leggings, and damage reduction scores usually stay around 1 and 2.
Heavy Armor, on the other hand, usually comes with bracers, full leggings and greaves, and, of course, the chestpiece. Because of its heft, Heavy armor has a minimum MIGHT requirement to wear. If the minimum is not met, the Reflex penalty is doubled. The MIGHT requirement is equal to the armor's damage reduction value, usually 3 or 4, while the REFLEX penalty incurred is half that.
Weapons
Weapons have one property: Loading. This property indicates whether the weapon requires ammunition to function. With some exceptions, all ranged weapons are two-handed, and all melee weapons can be thrown. See Ch3.Aptitudes for Aptitudes that deal with these nuances.
- Mundane weapons deal one of either:
- slashing damage
- piercing damage
- bludgeoning damage
Adventuring Gear
This category comprises things like ropes, chains, lanterns, caltrops, grappling hooks, pitons, and the like.
Scientific
A somewhat specific or niche category, this holds things like microscopes, telescopes, thermometers, magnifying glasses, and the like.
Consumables
Consumables have a number of uses before the Item breaks, or is otherwise unusable in at it's current iteration. For example, a bottle of wine has a number of glasses it will pour out before it is just a bottle. This example also demonstrates the ByProduct property of a consumable.
Ammunition
These Consumables have the chance on breaking upon use, determined by the Fracture property.
Containers
Backpacks, chests, barrels, baskets, sacks, all of these are containers, with a MaxCapacity that determines how much it will hold. Type determines if the container holds fluids or solids.
Vehicles
A vehicle carries large amounts of capacity across a medium determined by its class. It can have storage of other containers, typically trunks or chests or barrels.
Siege Engines
A special type of vehicle that specifically carries destruction for city walls or similar.