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How Gear Works
Many types of objects exist for all types of purposes. Most objects require a creature to use them in order to have any effect.
Purchasing Gear
Soulshards are the common currency in civilized society. 1 Soul is worth 100 Shards. A cost shown as
Surviving day to day has costs to eat and have a safe home. Most adults work a job to earn the shards they need. A common laborer earns about 2 Souls a day. A skilled worker should be expected to earn around 4 Souls each day. The greatest experts can bring in over 10 Souls each day. Adventuring may not always be the best income but offers benefits such as fun, reputation, and downtime, even if it is spent in the hospital.
The costs shown indicate a standard version of the object for a size 0 creature without additional intricate or ornate design or other special features. All forms of modifications can be added by increasing the Craft Tier when crafted by an expert crafter.
There are Abilities that allow modifications to certain types of objects. It will be exceedingly rare to find objects with these modification on a store shelf, rather they are almost exclusively made to order.
Inlay Limit
An object's material limits how many Inlays can be Melded into it. Artifacts have Inlay Limit 2 unless made of a specific material that has a different Limit. Living creatures normally have a 0 Inlay Limit.
Weight and Density
Weight is measured in pounds. Do not round weight or carry limit values. Even though objects may fall within your carry limit, you must apply common knowledge about the size of what you carry and how it would need to be held.
Each material has a density that is used to derive its weight. Objects presented are calculated by their base material. Water and flesh each have 1 density. Objects with 1 or less density can float.
Carry Limit
You can carry up to your carry limit without penalty. Treat creatures and objects you drag as 1/5 their weight towards the amount you carry. Clothes you wear do not count towards your carry limit.
While carrying more than your carry limit, all movement counts towards Overexertion as using a secondary movement type. For each time the gear you carry exceeds a multiple of your carry limit, gain Tier 1 Encumbered. You cannot pay Movement costs while carrying more than 4 times your carry limit.
Durability and Defenses
Objects are Mindless, Immune to attacks against Endure, and have Tier 0 in each Skill. An object is unattended while no creatures Grips or carries it and treats the result of Finesse skills, Athletics, and Martial defenses as 0. An attended object uses the defense of the creature Gripping it.
Objects have Physical Reduction, Durability, and base thickness based on their material as shown below. If the thickness of an object is thicker than the base thickness of the material, it gains 1 Durability for each time its base thickness is doubled. Durability is instead reduced by 1 for each time the thickness is halved. Objects do not have a Grit Pool. If an effect would deal Grit damage to an object, for each multiple of its Durability the Injury is, the object gains Broken Tier 1.
While an object has Broken Tiers that equal or exceed its weight, it no longer functions. When Broken Tiers equal or exceed double its weight, it is destroyed and cannot be Repaired, though may still have some components remaining that can be used as raw material.
Sound Dampening
Most materials block an amount of sound from passing through them. When moving through a material, reduce the Tier of sound by the material's density. If the material is thicker than is base thickness, for each 3 multiples increased, reduce 1 additional Tier.
Materials
These are the commonly used materials of the world.
Standard Materials
Exotic Materials
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