Story Lens

What You Carry Into It

Equipment is the gap between who you are and what you can do

Davan checked his kit the way experienced soldiers do โ€” not counting, just touching. Sword. Knife. Water. The gambeson was stiff from the cold but intact. The mail had a loose ring near the collar he hadn't fixed. That ring would matter tonight or it wouldn't.

Equipment in OpenRPG is not a shopping list. It is a set of decisions about what risks you are prepared to handle and what risks you are not. The rules exist to make those decisions feel real.

  • Equipment interacts with your stats โ€” weight affects encumbrance, armor affects damage taken, weapon choice affects which attack tables apply.
  • Nothing is free: every piece of gear has weight, cost, and condition. Maintaining equipment is part of the game.
  • Four categories cover everything: weapons, armor, items, and artifacts. Each has its own rules layer.

Equipment

What equipment means mechanically โ€” the four categories and how they interact with your character.

The Four Categories

CategoryWhat It CoversKey Rules Layer
WeaponsAll offensive equipment โ€” melee, ranged, and natural attacksAttack type, damage dice, reach, crit/fumble tables
ArmorProtective layers worn on the body โ€” from gambeson to full plateDamage reduction by location, sunder chance, layer stacking
ItemsTools, supplies, trade goods, and consumablesWeight, encumbrance contribution, situational skill bonuses
ArtifactsMagically imbued objects โ€” relics, talismans, and enchanted gearAttunement, imbuement effects, activation conditions

Load and Encumbrance

How carried weight translates into mechanical penalties through your Encumbrance stat.

Load and Encumbrance

Your Encumbrance stat is derived from your physical attributes and sets the threshold at which carried weight begins to slow you down. It is not a binary โ€” penalties increase incrementally as you exceed it.

Load StateConditionEffect
UnencumberedTotal weight โ‰ค EncumbranceNo penalty
EncumberedWeight exceeds Encumbrance by up to 50%physicalReflexes โ€“10, physicalBalance โ€“10, base movement โ€“1
Heavily EncumberedWeight exceeds Encumbrance by 51โ€“100%physicalReflexes โ€“20, physicalBalance โ€“20, base movement โ€“2, fatigue accumulates faster
OverloadedWeight exceeds Encumbrance by more than 100%Cannot run, physicalReflexes โ€“30, physicalBalance โ€“30; GM may call forced rest

Encumbrance formula

Encumbrance = (physicalStrength + physicalBalance + physicalEndurance) / 4. A character with Strength 60, Balance 50, Endurance 55 has Encumbrance 41 โ€” they can carry up to 41 kg without penalty.

Equipment Condition

How gear degrades through use, sunder checks, and neglect โ€” and what it takes to restore it.

Equipment Condition

All equipment exists on a condition track. Armor degrades through sunder checks triggered by critical hits. Weapons degrade through heavy use and fumbles. Items and artifacts have their own triggers. A piece of equipment at Broken condition provides no benefit until repaired.

ConditionEffectRepair
IntactFull stats applyNo action needed
DamagedDR or effectiveness reduced by 25%Short rest + tools, or settlement visit
CompromisedDR or effectiveness reduced by 50%; sunder checks more frequentSkilled craftsperson required (Blacksmithing or relevant trade)
BrokenNo benefit. Armor provides 0 DR; weapons cannot be usedFull workshop repair; some items cannot be restored

Sunder checks

When a critical hit strikes a location covered by armor, or when a fumble result calls for it, the covering piece makes a sunder check against its sunder chance. On a failure the item drops one condition step. Defense profiles list sunder chance โ€” lighter armor sunders more easily than plate.

Starting Equipment

How characters begin play with equipment and what determines their initial loadout.

Starting Equipment

Starting equipment is determined by your profession and social standing, and agreed with your GM before the first session. The character creation rules establish your budget and available options. You do not begin with everything you might eventually acquire โ€” you begin with what your background justifiably gives you.

Equipment and character concept

Equipment choices at character creation are a statement about your character's history, not just a resource allocation. A soldier begins with military-issue gear. A merchant begins with tools of trade. A noble begins with quality equipment their station demands. If the equipment doesn't fit the concept, either the concept or the equipment needs to change.

Starting currency, if any, is covered in the social standing rules. Equipment that requires significant wealth โ€” full plate, named artifacts, rare materials โ€” typically requires narrative justification rather than simply having the coin.