Equipment

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Note: This section is INCOMPLETE. Please wait until it is finished before using the content below as valid rulings.

Items & Equipment give characters the means to protect themselves and deal with different kinds of situations without relying entirely on special powers. Items and Equipment are distinct in one major way, Items are objects a character can use to some effect, whereas Equipment are objects a character can wear or equip to temporarily modify a character's options and potential.

Items

Items refer to objects which characters can carry so they can use them for their effect. Some are consumable, others are not. Some have requirements to use them and others are as easy as simply interacting with them.

Item Usage

Universal
Universal items have an effect that activates upon use and does not require any specific target or circumstance to do so. If a character uses it, the item will activate. An example of a universal item is a Flashlight, when turned on it begins to emit light and provided it has the power to do so, there is no special circumstance preventing its use.
Conditional
Conditional items require a certain circumstance to be true (or false) before it can be used, either because of a limitation or it would not make sense to do it any other time. The best example of a conditional item is a Key, Keys can be used to unlock doors and containers but a Key used anywhere other than a lock won't do anything, and used on any lock but the one it belongs to won't unlock the door/object.

Item Durability

Consumable
Consumable Items disappear after being used. Sometimes they may leave something behind after doing so, like an empty container that was once filled with something.

The ubiquitous Healing Potion is a good example of a consumable, healing whoever drinks from it and potentially leaving a Vial behind (if the Game-Master deems fit). Occasionally, an consumable item can be used a number of times before disappearing, but any extremely high amount might as well be a Reusable item.

Rarely, an item can be considered consumable if the items is forcibly removed from a character's possession upon use. So that the item could still exist elsewhere, but not in a way the character can use again.
Reusable
Reusable items are the opposite to Consumable, the item's effect can be used multiple times within reason. Although a Reusable item doesn't necessarily allow it to be used infinite times in succession, possibly having cool-down times or uses per interval of time, the main appeal is that the item does not disappear regardless of how often it is used.

A good example of a reusable item is a set of Lockpicks, this item can be used to open locks and could potentially be used many times so long as they don't break.

Equipment

Equipment covers a category of items that rely on a character wearing, wielding or otherwise equipping it to themselves in order to benefit from its effects. In addition, certain types of equipment can grant options to a character they would not have before, such as attacking with weapons or defending with shields.

Weapons

Weapons grant their wielders the power to attack and defend themselves using the weapon's characteristics. A character's combat Metaphors can influence the success rate and power of wielded weapons, provided they match the Metaphor's scope. Typically Weapons are wielded in the character's hands or arms, but unusual weapons could be wielded by other limbs or something entirely different.

Handedness

Weapons are intended to be wielded with either one or two hands, and of those two states of handness, one-handed weapons can be considered Light if they are smaller than a regular one-handed weapon, two-handed weapons are considered Heavy if they are larger than a normal two-handed weapon.

A Complication can arise when wielding a two-handed weapon with one hand, or wielding a heavy two-handed weapon. Weapons bigger than heavy two-handed would be too large to wield normally, as would any weapon smaller than a one-handed Light weapon. Particularly complex weapons like firearms may require the wielder and weapon size to be the same to work.

"A Goblin, who is small-sized, tries to use a sword that belonged to a Medium-sized Human. Since the sword is normally one-handed, the Goblin has to wield it with two hands, or else they will suffer a Complication to wielding an oversized weapon in one hand."

"A Giant, who is Huge sized, finds a Human Greatsword, a two-handed weapon. If they attempt to use it, they will treat it as a Light one-handed weapon."
Handedness by Size (Medium-sized Weapon)
Wielder Size One-Handed Two-Handed
Gargantuan (Size 8) Ineffective Ineffective
Huge (Size 4) Ineffective One-handed (Light)
Large (Size 2) One-handed (Light) One-handed
Medium One-handed Two-handed
Small Two-handed Two-Handed (Heavy)
Tiny Two-handed (Heavy) Ineffective
Diminutive Ineffective Ineffective

Melee / Ranged

Melee
Melee weapons typically rely on being manipulated directly with a character's motions, such as swinging and thrusting. Melee weapons rely on the user's natural reach, though some Melee weapons can give the wielder extra reach. Melee weapons also tend to use the least amount of Action points, only requiring the Attack action in most cases.
Ranged
Ranged weapons on the other hand, are often paired with projectiles or ammunition in order to hit targets from far away. 

Range Increments

Range Increments refers to the distance (or distances, multiple) in which the ranged weapon is most effective and would not incur a complication. Measured in squares or 5ft increments. When a ranged weapon targets or fires at a point further than this increment, the wielder loses advantage due to firing at a distant target. If they fire even further away the roll becomes Disadvantage. If the process repeats again or would incur a penalty worse than Disadvantage, the attack will simply miss.

For the example shown on the right, we go with a 30ft close range increment. If it were any other distance, simply multiply that amount by 2, 3 or 4 times for Medium, Far and Too Far respectively.
Range Increments
Increment Context (ft/squares) Result (Advantage) Result (Normal)
Close 30ft / 6sq Advantage Normal Roll
Medium 60ft / 12sq Normal Roll Disadvantage
Far 90ft / 18sq Disadvantage Failure
Too far 120ft+ / 24sq+ Failure Failure

Weapon Damage

Weapons always have a damage value and damage type. Damage is dealt as a sum of a dice value plus a fixed value equal to the number of sides of that die.

So a Weapon with d6 damage will be d6+6. If a weapon or attack gains additional dice, those extra die are added to the fixed damage instead (d6+12).

Damage dice beyond d12 may not be possible in physical games. For that reason, increase fixed damage by the difference above 12 and keep the d12 for rolling. For Virtual tabletop games, use a d14+14 as dice of that nature is possible in that medium.
Weapon Damage
Weapon Die Damage Notation 2dX
1 1 1+1
d2 d2 + 2 d2+4
d4 d4 + 4 d4+8
d6 d6 + 6 d6+12
d8 d8 + 8 d8+16
d10 d10 + 10 d10+20
d12 d12 + 12 d12+24
d14 d12 + 14 d12+28
d16 d12 + 16 d12+32

Damage Typing

Damage Type refers to the material or essence of which the damage is inflicted. Mundane damage types include Physical (Blunt, Sharp and Pierce), to the Elemental (Fire, Ice, Electric) to the Exotic (Light, Dark, Radiation, Psychic). Every attack that deals damage must have at least one type along with its value. Attacks can have multiple types, each with their own damage value.