Equipment Requirements & Penalties

Equipment Requirements

Without proper training or knowledge, wielding equipment can be difficult and unwieldy. Therefore, some equipment has specific requirements that must be met in order to use them without penalties.

The penalty for not meeting the equipment’s requirement is -2 to rolls associated with the equipment and all miscellaneous bonuses are lost. Miscellaneous bonuses are gained from masteries, traits, and other abilities. If the equipment could hinder movement, such as armor, you suffer a -10ft. movement penalty. For each requirement that is not met, the penalty stacks. Some equipment has special penalties for not meeting their requirements that overrule the base penalties. They are explained in their respected descriptions.

Not meeting requirements = -2 to associated rolls and miscellaneous bonuses do not apply.

Non-Combat Equipment Requirements

Some non-combat equipment also requires masteries, like weapons. For instance, the Locksmith Tools Mastery is necessary for the lock pick and the Musician Mastery is essential for musical instruments. Without these masteries, using the equipment causes the standard equipment penalty.

Advanced Weaponry Penalties

Long Arms Penalty

Long Arms require room to be used properly. Therefore, if trying to fire one while within five feet of your target, your accuracy has a -1. This penalty does not apply to blunderbuss or tech bows.

Weapon Jam

Advanced weaponry has the chance to jam, which prevents it from using its powered functions. If a one is rolled when using the weapon, it jams and requires two actions to unjam it. Hotton Industry guns are an exception to this. See the company section in this catalog for more information.

Armor Requirements

Statistic Requirement

Armor is heavy. Therefore, a specific amount of guard is required to use it properly. If you don’t meet the statistic requirement of the armor you are wearing, you suffer a -10ft. of movement while wearing the armor. The movement penalty for wearing heavier armor like full plate and lamellar is compounded by this.

Don’t meet the guard requirement = -10ft. movement & damage reduction halved

Skill Requirement

Likewise, if you don’t have the armor skill at Novice tier, your defense is reduced by -1.

Armor skill isn’t expertise at novice tier = -1 defense roll

The only time armor cannot be worn is if the associated statistic to the armor type is zero.

Zero guard = can’t use respected armor

Shield Requirements

Shields can be bulky, which can hinder you in battle if you don’t know how to use them properly. Therefore, they require your shield skill to be at a specific total to use without penalty. The requirements are listed in the skill column of the Armor Accessory Table.

Weapon’s Range

The weapons stated range is its maximum before penalties are applied. For every ten feet over the weapons range, the attack has a -1.

Every 10ft. past the weapon’s range = -1 to the attack

For example, a Yumi bow has a range of 60ft. meaning you could shoot a target that is up to 60ft. away without penalty. However, if the target is 70ft. away the accuracy of the attack has a -1; 80ft. would be -2, and so on.

Range of Throwing Weapons

The range that a weapon designed to be thrown is based on your characters might times five.

5 x Might = Throwing Weapon Range

If attempting to attack a target that is farther away than the throwing weapon’s range, the penalty for throwing over its range is applied. See Throwing Weapons under Combat: Attacking in the game rules chapter for more information.

Weapon Requirements

Remember, if your weapon isn't in the Common category, you'll need to master it to avoid penalties. Advanced weapons like archery, kobudo, martial, throwing, tech melee, and tech ranged require mastery before use.

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