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Rising Legends: Gear
Gear
Custom object cost calculator
Craft TierBulk / SizeMaterialExceptionalTechnologyCost
/ Cost 29.25
Selecting exceptional Tier will automatically apply the needed Craft Tier also, so do not change both.
Many types of objects exist for all types of purposes. Most objects require a creature to use them in order to have any effect. If an object changes hands, it can only be used by up to 2 creatures during a single round.
Purchasing Gear
Soulshards are the common currency in civilized society where 1 Soul is worth 100 Shards. A cost shown as Cost 11.66 is 11 Souls and 66 Shards. Normally, you must pay the listed cost in order to obtain gear. It is not always possible to find what you want sitting on a shop shelf, but a capable crafter will often allow you to commission an object to be made.
This cost indicates a standard version of the object without additional intricate or ornate design or other special features. Such extras can be added by increasing the Craft Tier by the hands of an expert crafter. Use the calculator above to determine new resulting cost of the object.
There are Abilities that allow modifications to certain types of objects. It will be exceedingly rare to find objects with these modification on a store shelf, rather they are almost exclusively made to order.
Inlay Limit
An object's material limits how many Inlays can be Melded into it. Artifacts have Inlay Limit 2 unless made of a specific material that has a different Limit. Living creatures normally have no Inlay Limit. Effects that grant increased Inlay Limit do not apply to subjects that do not have an initial Inlay Limit.
Bulk
Each object has Bulk that represents the difficulty to carry it. 1 Bulk represents about 2 pounds of weight. To determine the Bulk of a creature, it is 1 Bulk per 3 pounds. Do not round Bulk or Bulk Limit values. Even though objects may fall within your Bulk Limit, you must apply common knowledge about the size of what you carry and how it would need to be held.
Each material has a density modifier for how dense it is for the same Bulk as other materials. When determining Bulk by an object's physical size, modify the Bulk by this value. Objects with 0 or less density can float.
When you need to determine the Bulk of an object the players encounter, you can use density to determine the object Bulk based off of the dimensions of the object.
Carried Bulk Limits
You can carry up to your Bulk Limit without penalty. Treat creatures and objects you drag as 1/5 their Bulk towards the amount you carry. Clothes you wear do not count towards your Bulk Limit.
While carrying more than your Bulk Limit, each round you move counts towards Overexertion like using actions. For each time the gear you carry exceeds a multiple of your Bulk Limit, gain Tier 1 Encumbered. You cannot pay Movement costs while carrying more than 4 times your Bulk Limit.
Durability and Defenses
Objects are Mindless, Immune to attacks against Endure, and have Tier 0 in each Skill. An object is unattended while no creatures Grips or carries it and treats the result of Finesse skills, Athletics, and Martial defenses as 0. An attended object uses the defense of the creature Gripping it.
Objects have Physical Reduction, Durability, and base thickness based on their material as shown below. If the thickness of an object is thicker than the base thickness of the material, it gains 1 Durability for each time its base thickness is doubled. Durability is instead reduced by 1 for each time the thickness is halved. When below base thickness, the objected cannot be used for Crafting. Objects do not have a Grit Pool. If an effect would deal Grit damage to an object, for each multiple of its Durability the Injury is, the object gains Broken Tier 1.
Shows the amount of Physical Reduction the material has.
Indicates that the material is flammable. If ignited, it gains Tier 1 Burning.
Indicates that the material is conductive.
Indicates that the material is absorbent. If placed in liquid, it absorbs the liquid up to its own Bulk. Absorbed Bulk only modifies how difficult the object is to carry. If the amount absorbed is at least half the Bulk of the object, the object gains 1 Density. If the amount absorbed is equal to the Bulk of the object, the object instead gains 2 Density.
While an object has Broken Tiers equal to double its Bulk or higher, it no longer functions. When Broken Tiers equal or exceed 4 x its Bulk, it is destroyed and cannot be Repaired, though may still have some components remaining that can be used as raw material. Objects under 1 Bulk count as 1/2 Bulk.
If an object would be affected in a way that must target a body part, an object counts as a torso. If the object occupies more than 1 space, each space counts as another torso.
Sound Dampening
Most materials block an amount of sound from passing through them. When moving through a material, reduce the Tier of sound by the material's density. If the material is thicker than is base thickness, for each 3 multiples increased, reduce 1 additional Tier.
Fitting Users of Different Sizes
Objects presented are for size 0 creatures. When using an object made for a creature of a different size than you, take a penalty on rolls to use it and Guard value equal to the size difference. When targeting an object, you can target a specific part of the object to have it count as the size of that part and only affect that part.
For each size larger than 0 an object is made for:
  • Increase the cost of non-magical objects, Bulk, and the amount of Bulk that can be carried in an object by 50% from the previous size.
  • Increase physical damage of weapons by 1 from the previous size.
  • Increase Extend and range by 0.5 from the previous size.
For each size smaller than 0 an object is made for:
  • Reduce the cost of non-magical objects, Bulk, and the amount of Bulk that can be carried in an object by 25% from the previous size.
  • Reduce physical damage of weapons by 1 from the previous size. This cannot reduce damage below 0.
  • Reduce Extend and range by 0.5 from the previous size.
Changing Weapon Materials
Non-magical weapons can be crafted of materials other than what they are normally made of to grant additional effects when used as a weapon. Some materials apply additional effects when applied to weapons as shown in their details. Ammunition grants its material effects to attacks when launched. Attacks from ranged weapons that have Load are not modified from changed materials.
Indicates standard materials that can be found easily.
Represents materials are considered exotic and are far more difficult to obtain.
Standard Materials
Exotic Materials





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