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
Channeling in Armor
Wearing armor hinders a channelers ability to absorb energy properly because of the bulk of the armor. Therefore, wearing armor while channeling causes you to suffer a -2 to all rolls, difficulties, and checks related to spells. Your channeling limit is reduced by -4.
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.