Equipment

Items

During your adventures, you'll find plenty of knick-knacks and trinkets that make you substantially better at completing quests and ending lives. These items come in four distinct forms: weapons, armor, consumables, and artifacts.

Weapons

Weapons naturally modify how many turn actions it'll require for you to attack, as well as how much damage you deal for each attack. You can hold multiple weapons at once, though both will work at lower efficiency if you're not trained properly. See: Multi-weapon Attack

Sheath or Unsheath a Weapon

A weapon may be sheathed or unsheathed with 1 turn action, though a creature may unsheathe a weapon without using turn actions if it's directly followed by an attack using the given weapon.

Dropping a weapon does not require any turn actions!

Armor

Armor will take up one of four slots you have available:

Putting on or taking off items

Unless otherwise stated, it takes 3 turn actions to don or doff a neck or ring item and 6 turn actions to don or doff any other type of armor.

Augmentable armor

Some pieces of armor have the Augmentable feature, meaning that you can make that piece of armor physically a part of you. You have one augmentable slot for each armor slot, meaning you have a head augment slot, a chest augment slot, a hands augment slot, and a feet augment slot. Augmenting is semi-permanent and may come with great consequence if one would like to change their mind.

On top of equipping, some items will have the Augmentable feature. This feature allows you to imbue that item into your body, relieving the slot it originally occupied. Only one item may be augmented per armor slot. Both augmenting and de-augmenting an item each require 1 hour of time. De-augmenting, however, deals an amount of damage to the creature’s DHP equal to half of its maximum, rounded down.

Homebrew warning

Augmentation and Slots

Augmentation

It was retconned that Augmentations still use slots, but there is a sentence in a book that states:

Rulebook, page 80, Augmentation

"This feature allows you to imbue that item into your body, relieving the slot it originally occupied"

For this reason, we may play either way. When it comes into play, we will fix that in stone.

Consumables

Consumables generally include potions, edible substances, salves, injections, and plenty of other things that only work a number of times before the item is destroyed or rendered useless. Generally these come at lower costs due to their sparse use, but also comprise one of the only forms of portable healing available.

Artifacts

Some artifacts require a free hand to operate, whereas others will take up one of those four slots:

These come with a plethora of unique features, including storing items, traversing terrain remotely, and offering passive buffs to the user.

Bulky Items and Rarities

The number of slots that an item requires to hold is an important metric to consider. Even if you ignore carry capacity rules, consider that item rarities are based on how encumbering they are, and as such, some rules may need to be modified to reflect such change.

For more information on how the slot system works, refer to Carry Capacity.

Crafting Custom Items

Sometimes, you'll want to craft your own items to suit your needs, your style, and your vague moral gray areas. If you're interested in designing your own weapons, armor, consumables, and artifacts, see more in Crafting, where you'll learn more about how to add specific characteristics to your items and where to find the components necessary to build them.

Rarities

All items and components have rarity attached to them. It comes into play when trying to gauge how much a piece of equipment costs, how much features you can attach to it and what components you would need to make it (when Crafting).

Utopia differentiates following rarities:

But what can Equipment Do?

Item's function usually depends on a slot it occupies. While it is possible to overcome these limitations, it is not the most effective to play. That happens due to costs of adding features onto pieces of equipment of different types. Here are all types of equipment you can craft. For effects and how to make items please refer to the PDF or google sheet with a template.

Fast Weapons

Fast weapons require 1 TA to attack.

Fast weapons are the least damaging weapon per attack, though attacks from these weapons can be made in quick succession. Unlike other weapons, over half of the attacks from these weapons are often uninterrupted due to the high rate at which they come.

Due to their sheer size and weight limitations, it's often more expensive to make these types of weapons include specialized features. Regardless, these remain as powerful sidearms, especially due to their ability to make the most use out of a single second of time.

Moderate Weapons

Moderate weapons require 2 TA to attack.

Moderate weapons are the most common form of weaponry, generally dealing a generic amount of damage and hitting fast enough to bring some uninterrupted attacks to the battlefield.

These types of weapons are the most congruent for basic infantry; the hypothetical perfect middle-ground between damage and speed. Tinkerers may use this weapon type as a basis to find out whether they want something faster or something heavier.

Slow Weapons

Slow weapons require 3 TA to attack.

Slow weapons are the largest, bulkiest, and heaviest of potential weapons. These vary in how much time it takes to attack with, but they have one commonality in this: they take a while.

Most attacks made with slow weapons will be responded to in some way, so the general goal with slow weapons is to break defenses with sheer force. These types of weapons can push the most amount of damage, fire at the longest ranges, but are the slowest to use in battle.

Shields

Shields are the only form of handheld armor, often making a creature more tactical in combat. Most commonly, shields help a creature block or dodge oncoming harm via deflection or negation.

Chest Armor

Chest armor is the most defensive piece a creature can wear. Contrary to its name, most chest armor is adorned on the torso and legs, and even includes entire sets of clothing.

Based on its design, it's very expensive to add non-defensive features to chest armor. Often these types of armor are rather mundane and produce more protection than anything else.

Head Armor

Head armor is a specialized type of equipment that offers a healthy balance of defense and utility. Head pieces are often the best all-around in cost. Occupies head slot.

Hand Armor

Hand armor is difficult to imbue and complex by nature, but does work as a form of accessory armor. Protection is not their strong suit, though they do aid in one's ability to block incoming attacks as well as offering sustainable damage without a weapon.

Foot Armor

Foot armor is, much like hand armor, complex and difficult to imbue. What it lacks in protection it makes up for with superior speed bonuses and aid in dodging harm.

Consumables

Consumables are unique but vague in definition, pertaining to any item that can only be used a number of times before it is destroyed or void of usefulness.

Consumables come in a plethora of forms including potions, kits, salves, injections, food and drugs, and more. Although, with their limited use comes the need for less materials.

More importantly, consumables are one of the best forms of portable medicine, specifically medicine capable of healing one of mortal wounds that a good nap will not take care of.

Artifacts

Artifacts are extremely unique and include some of the most complicated designs. Artifacts are anything you cannot wear like armor or use as a basic weapon, though it does include amulets, capes, rings, packs, and other accessories.

An artifact can be nearly anything, though it has much tighter specifications, broken up into active features and passive features.

While most passive features have a flat RP modification, active features must have a chosen amount of time necessary to trigger. The faster it is to trigger an activated feature, the more expensive the feature becomes. Every activated feature must have its own activation-time modifier.