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{{SeventhSunHeader}} <div class="codex-page codex-page--seventh-sun ss-page--rules ss-page--equipment"> = Equipment = Equipment is described by game function first and appearance second. Broad categories and Tags replace exhaustive catalogues. Equipment is described by the choices it creates in play, not by exhaustive shopping lists. A player chooses the appearance and cultural identity of an item; its category supplies the rules. === Weapons === Every weapon has a weight, a form, and any Tags that make it distinctive. Weight determines damage and handling. Form describes whether it is used in melee or at range. Tags state concise exceptions such as Finesse or Reach. Anyone may use a weapon; the Combat Skill measures fighting ability. {| class="wikitable codex-table ss-rules-table" ! Weight ! Damage ! Handling |- | Light | 1d6L | Roll 2d6 and keep the lower; one hand, concealable, and normally Finesse in melee. |- | Medium | 1d6 | Roll one die; one hand and the standard choice for most fighting weapons. |- | Heavy | 1d6H | Roll 2d6 and keep the higher; two hands and awkward in close quarters. |} A light weapon might be a dagger, rapier, short sword, compact pistol, or thrown blade. A medium weapon might be a sword, spear, bow, or service firearm. A heavy weapon might be a battle axe, greatsword, long rifle, or cumbersome phasmic projector. These names are descriptions, not separate rule entries. === Weapon Tags === Tags are short rules that change how a weapon is used. A Tag should create a decision or permission worth remembering. {| class="wikitable codex-table ss-rules-table" ! Tag ! Effect |- | Finesse | Use Agility instead of Brawn for this melee weapon's attack and damage rolls. |- | Reach | Make melee attacks against targets up to 2 squares away. |- | Entangling | On a hit, forgo damage to make the target Restrained; the Difficulty to escape is your attack total. |- | Defensive | Gain 2 Defense when you Parry with this weapon; this does not stack with a shield. |- | Silent | When you miss with this weapon, Hidden does not end. |- | Scatter | Gain a bonus die against a target within 2 squares, but the weapon cannot attack beyond its first range increment. |- | Thrown | Use this melee weapon for ranged attacks against targets within 5 squares. |} When an attack exceeds Defense by 5 or more, its damage roll gains one bonus damage die. This is a decisive hit. === Legacy Weapons === Light, medium, and heavy describe a weapon’s chassis rather than its technological ceiling. A plain sword, fractal blade, gravitic hammer, and ray emitter all use the ordinary weapon profiles. A Legacy weapon also possesses one Legacy Function: the impossible thing its ancient or augmented construction permits. {| class="wikitable codex-table ss-rules-table" ! Legacy Function ! Effect |- | Fractal Edge | Ignore 2 Protection. |- | Gravitic Punch | Gain a bonus damage die; if the attack inflicts a Wound, hurl the target 2 squares and leave it Prone. |- | Ray | Ignore 1 Protection and suffer no penalty in the second range increment. |- | Beam | Ignore 2 Protection; only a shield or suitable energy field can Parry the attack. |- | Disruptor | Ordinary material armor provides no Protection against this weapon. |- | Phase Edge | Strike immaterial entities and sever maintained phasmic effects. |- | Arc | After a hit, attack a second target adjacent to the first. |} Anyone may attempt to wield a Legacy weapon. Understanding, repairing, awakening, or safely altering one may require Technics, Lore, a Monitor interface, or a story condition. Its superiority should usually change what an attack can do rather than simply introduce a larger damage scale. === Ranged Weapons === {| class="wikitable codex-table ss-rules-table" ! Form ! Range increment |- | Light ranged | 5 squares |- | Medium ranged | 10 squares |- | Heavy ranged | 20 squares |} An attack within the first range increment is made normally. An attack within the second range increment suffers a penalty die. Attacks beyond that distance normally miss; exceptional weapons may list greater reach without changing this procedure. === Armor === Armor reduces injury rather than making a hero harder to hit. Add its Protection to Damage Resistance. Anyone may wear armor; heavy armor carries its own limitations. {| class="wikitable codex-table ss-rules-table" ! Armor ! Protection ! Description |- | Light | 1 | Flexible clothing, padding, or discreet protection. |- | Medium | 2 | A visible protective harness, coat, or suit. |- | Heavy | 3 | Rigid or powered protection; Speed is reduced by 2 squares. |} Heavy armor imposes a penalty die on Agility rolls in addition to reducing Speed. Armor appearance, materials, and provenance are descriptive unless a specific item has a genuinely unusual Tag. A shield occupies one hand and grants 2 Defense against attacks the bearer can perceive. Using a shield requires no Talent. === Kits === A Kit bundles the ordinary tools, supplies, and minor equipment needed for a field of activity. Possessing the relevant Kit permits tasks that require proper equipment; it does not add a bonus. Do not track each tool or consumable separately unless losing it creates a meaningful complication. Players may propose other Kits of similar breadth. '''Field Kit''' — Travel, shelter, light, rope, food preparation, and routine outdoor needs. '''Medical Kit''' — Diagnosis, first aid, treatment, and ordinary medicines. '''Technical Kit''' — Inspection, repair, modification, and work on mechanisms or devices. '''Infiltration Kit''' — Entry, disguise, concealment, surveillance, and defeating security. '''Scholar’s Kit''' — Reference works, recording materials, samples, and research instruments. </div> {{SeventhSunNav}} [[Category:Seventh Sun]]
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