Ogre:CharacterCodex:Equipment

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Equipment[edit]

This section describe basic equipment you might need in your adventure. More advanced and detailed equipments can be found in the upcoming Equipment Codex.

  1. Equipment Statistics
  2. Weapons
  3. Armors
  4. Electronics Enhancement
  5. Adventurer's gears
  6. Services


Wealth and Purchase level[edit]

Because any monetary systems works differently from a campaign settings or another, wealth and items cost needed to be abstracted into Wealth Level and Purchase Level. A medieval settings will use gold coins while a modern day game will use money, but eating and buying clothes will use around the same percentage or your revenue, having the same Purchase Level.

Purchase Level and Wealth Level range from 0 to infinity, but generally the richest men on a planet have a Wealth Level around 35. On an average, each increase in a level double the monetary value of the previous level.

Wealth Class and Purchase Class[edit]

Wealth and Purchase classes are used to guess the average Purchase level without being too precise. This is useful for skills like Appraisal or when evaluating the social class of someone without being too precise about it's wealth. There are 7 classes.

Level Wealth Class Purchase Class
0 Homeless Almost Free
1-4 Poor Cheap
5-9 Working Class Average
10-14 Middle Class Expensive
15-19 Upper Class Pricey
20-24 Rich Exorbitant
25+ Very rich Luxurious

Tiers Level[edit]

Each Purchase level is divided in 3 tiers. This allows to have cheaper or more expansive item without changing it's Purchase Level.

The first tier is indicated by a minus sign, for example, Purchase Level 8-. The second tiers is the normal Purchase level while the last tiers is indicated by a plus sign, for example, Purchase Level 8+.

Level Arithmetics[edit]

Before doing any mathematic operation, a purchase level most be converted to it's monetary unit. When double, something with a Purchase Level of 5 is not the equivalent of an item of a Purchase Level of 10, but equivalent of a Purchase DC 6 since it's purchase Level is double the monetary value of the preceding level. The same things for adding purchase level. Buying 5 items with a purchase Level 1 is not equivalent to buying an item with a Purchase Level 5. Purchase Level 5 is actually 16 times more expansive than Purchase Level 1.

Examples[edit]

Since this is all abstracted, two monetary systems are provided as examples. Medieval fantasy copper, silver, gold coins monetary system and modern dollar currency based system.

Gold system[edit]

 TBD

Currency System[edit]

Level First Tiers Second Tiers (Average value) Third Tiers
0 $0.13 $0.25 $0.31
1 $0.38 $0.50 $0.63
2 $0.75 $1.00 $1.25
3 $1.50 $2.00 $2.75
4 $3.50 $5.00 $6.25
5 $7.50 $10.00 $12.50
6 $15.00 $20.00 $27.50
7 $35.00 $50.00 $62.50
8 $75.00 $100.00 $125.00
9 $150.00 $200.00 $275.00
10 $350.00 $500.00 $625.00
11 $750.00 $1,000.00 $1,250.00
12 $1,500.00 $2,000.00 $2,750.00
13 $3,500.00 $5,000.00 $6,250.00
14 $7,500.00 $10,000.00 $12,500.00
15 $15,000.00 $20,000.00 $27,500.00
16 $35,000.00 $50,000.00 $62,500.00
17 $75,000.00 $100,000.00 $125,000.00
18 $150,000.00 $200,000.00 $275,000.00
19 $350,000.00 $500,000.00 $625,000.00
20 $750,000.00 $1,000,000.00 $1,250,000.00
21 $1,500,000.00 $2,000,000.00 $2,750,000.00
22 $3,500,000.00 $5,000,000.00 $6,250,000.00
23 $7,500,000.00 $10,000,000.00 $12,500,000.00
24 $15,000,000.00 $20,000,000.00 $27,500,000.00
25 $35,000,000.00 $50,000,000.00 $62,500,000.00
26 $75,000,000.00 $100,000,000.00 $125,000,000.00
27 $150,000,000.00 $200,000,000.00 $275,000,000.00
28 $350,000,000.00 $500,000,000.00 $625,000,000.00
29 $750,000,000.00 $1,000,000,000.00 $1,250,000,000.00
30 $1,500,000,000.00 $2,000,000,000.00 $2,750,000,000.00


Item description[edit]

All items share the same basic attributes explained in this section. Specific item attributes are described in their own section.

Price: The Purchase Level of the item.

Find: The Scrounging DC of the item. The higher the item, the harder it is to find it. Since you can always take 10 when searching for an item, item with a DC lower than 10 are easily found and do not required a check except under specially bad circumstances.

Weight: The weight of the item used to calculate encumbrance.

Hardness: This is the Damage Resistance of the object.

Hit Points (HP): This is the item hit points. This represent minor damage the item may received. No matter how much hit points an item lose, it will continue to work correctly as long as it's core is not damage.

Core: This is the item equivalent of Constitution. When the core is reduced below 10, the item is malfunctioning and have a general penalty on it's efficiency and on your ability to use it.

Core Penalty
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1

When the core is reduced to 0, the item cannot be used anymore.

When the core is reduced below 0, the item is deteriorating at the rate of one Core points per Long Action. When reaching it's Core in negative hit, the item is destroyed beyond repair. You can make a Repair check DC 15 to make the item stable and stop it's deterioration.

Damage Threshold: Like wound threshold, an object suffering a lot of damage may have it's core damaged even if it's have hit points left. If damage are superior than the Core value, the excess damage also damage the Core in addition to normal damage to hit points.