Equipment is used to describe an item sub-type that are commonly worn or wielded by Adventurers. Equipment can either be found, bought, crafted or stolen during an adventure. Some equipment is subject to size rules, equipment such as weapons, outfits and worn items will not function correctly or even be capable of being used if the character is too small or large for its intended size.
Weapons are used to inflict damage upon enemy targets and can be used in self-defence or acts of violence. Attacking and killing innocents is often frowned upon, but an adventurer would be foolish to go into the unknown without a way to fight off monsters and hostiles. Weapons come in all shapes and size and can be improved with the power of magic and science.
Melee Weapons are easiest to use, and the amount of damage and the ability to wield heavier weapons is dependent on Strength. Ranged weapons typically require ammunition of some kind, and have higher complexity to use. Ranged weapons don't typically deal more damage with Strength, but the recoil generated by such weapons can be managed better with a high score, incurring less of an Action-Point cost per projectile fired.
Outfits and Armour
Outfits serve main two purposes: One is to properly clothe an adventurer by establishing their appearance; the other is to provide benefits useful to an adventurer in practical ways. Benefits include inventory capacity, protective properties and additional benefits that the outfit might provide. Outfits can be customized to give new benefits, improve protection, or even provide more inventory space. Outfits, like other pieces of equipment, have different weights that can affect how well the wearer can move and how much they can carry. Lighter outfits like robes tend to be very light but lack protection; whereas outfits that include armour are heavier but provide greater protection. Regardless of what is used, packs and bags can be attached to outfits to expand inventory space, at the risk of burdening adventurers with more weight to carry.
Lifeguards take the form of rings, bracers, bangles and other formed bands that are enchanted with powerful magic to prevents injury by sacrificing the wearer's life-force. It enables adventurers to avoid dying from extraneous wounds for as long as their stamina holds out, the magic of the items is lost when the wearer's HP hits 0; after this point, any further trauma will be dealt to their body in more realistic ways. Lifeguards can also be augmented to increase the protective power, or the additional benefits granted to their wearer. Adventurers usually start with a basic Lifeguard for free at the beginning of campaigns.
Items are usually described as consumable objects that provide a benefit or function to its user. Some other items however are not consumable, but do not class as a Weapon, Lifeguard or Outfit that can be worn or wielded. Consumable items can take the form of healing potions to revitalize or cleanse status effects, but can also exist as tools required to perform some actions, like Lockpicks for opening locks. Items are subject to Inventory rules, where items will have a certain size, as well as how they stack and how many a character could reasonably carry. Some items do not have a direct use but are important to the adventuring lifestyle, these can include valuable treasures that can be sold for a high price and Key Items which are needed to gain access into areas or containers or may be needed to complete objectives and quests.