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Rising Legends: How Gear Works
How Gear Works
Custom object cost calculator
Craft TierWeight / 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.
Purchasing Gear
Soulshards are the common currency in civilized society. 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.
Surviving day to day has costs to eat and have a safe home. Most adults work a job to earn the shards they need. A common laborer earns about 2 Souls a day. A skilled worker should be expected to earn around 4 Souls each day. The greatest experts can bring in over 10 Souls each day. Adventuring may not always be the best income but offers benefits such as fun, reputation, and downtime, even if it is spent in the hospital.
The costs shown indicate a standard version of the object for a size 0 creature without additional intricate or ornate design or other special features. All forms of modifications can be added by increasing the Craft Tier when crafted by 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.
Weight
Weight is measured in pounds. Do not round weight or carry limit values. Even though objects may fall within your carry 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 that is used to derive its weight. Objects presented are calculated by their base material. Water and flesh each have 1 density. When changing the material used to one of a different density, divide the weight of the object by its original material's density, then multiply that by the new material's density to determine the new weight. Objects with 1 or less density can float.
Carry Limit
You can carry up to your carry limit without penalty. Treat creatures and objects you drag as 1/5 their weight towards the amount you carry. Clothes you wear do not count towards your carry limit.
While carrying more than your carry limit, all movement counts towards Overexertion as using a secondary movement type. For each time the gear you carry exceeds a multiple of your carry limit, gain Tier 1 Encumbered. You cannot pay Movement costs while carrying more than 4 times your carry 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. 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 weight. Absorbed weight only modifies how difficult the object is to carry.
While an object has Broken Tiers that equal or exceed its weight, it no longer functions. When Broken Tiers equal or exceed double its weight, it is destroyed and cannot be Repaired, though may still have some components remaining that can be used as raw material.
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, weight, and the amount of weight 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, weight, and the amount of weight 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.
Materials
These are the commonly used materials of the world. Any object can be made from a different material to change its properties. If an object is changed between a material that is flexible and not flexible, the object loses its function.
Some materials apply additional effects when applied to non-magical 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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