Gold and Equipment

Gold
Gold is the general currency of Ganemede. At least until we find a cooler name for it, or just something else! In the meantime, Gold will be kept track of in units in each character's C sheet. Each character has his or her own stash of gold holed up somewhere, and they may use said stash to buy weapons, armor, and accessories.

How do you get gold?
The answer to such a question is simple enough: every time you publish an RP or solo in the message board, along with 1 XP, you will gain 1 Gold. However, you may state beforehand that instead of gaining 1 XP, you wish for your RP session to grant you +1 Gold instead: namely two pieces of Gold. If you do so, then your scene must reflect what sort of venture your character did to gain more Gold. Imagination is the limit on this one. Lastly, if you wish to trade Gold for something or other with another character, that is totally doable.

Tracking Gold
Whether you spend it on your own equipment, or you spend it on someone else, Gold expenditures must be tracked on the Expenditures section in your C sheets.

Item Durability
Each piece of equipment, be it a Weapon, Armor, or an Accessory possesses a set durability. This durability may be depleted with each regular hit, in the case of pieces of armor (which will be further explained below), or with specific attacks meant to destroy pieces of equipment. One cannot simply roll a single Weapon Proficiency roll to break an opponent's sword: one would have to have a supernatural ability to do so, or use the Brute Skill called Break.

Should a piece of equipment reach 0 durability, it shatters and is lost forever. Otherwise, item durability replenishes automatically once a scene is over.

Equipment
Each character in Continuum may equip up to three pieces: Weapons, Armor, and Accessories. You may possess more than one of anything, and a character may wield more than one weapon... but there is a limit of one piece of armor and one accessory per scene.

IMPORTANT: A character must have wielded a tier before progressing to the next one. Thus, if you possess a Tier 1 Weapon, you may not purchase a Tier 3 Weapon until you've had a Tier 2 weapon in your possession.

Weapons
Each weapon is currently divided into tiers. Each tier 1 weapon costs 3 Gold. Each tier 2 weapon costs 7 Gold. Each tier 3 weapon costs 15 Gold.

Knives
Tier One: Tier Two: Tier Three:
 * Dagger: +1 Dex + Weapon Prof. roll / -1 damage dice / 3 durability
 * Throwing Knives: (may carry an unprecedented and hidden amount, but its bonuses only apply when thrown) +2 Dex + Weapon Prof. roll / -1 damage dice / 1 durability
 * Thief's Blade: +2 Dex + Weapon Prof. roll / -1 damage dice / 6 durability
 * Assassin's Blade: +2 Dex + Weapon Prof. roll / -1 damage dice / Damage dice penalty is removed when performing Sneak Attack / 9 durability
 * Swordbreaker: +2 Dex + Weapon Prof. roll / -1 damage dice / Damage dice penalty is removed when performing a Break attack against a Weapon / 9 durability
 * Viper Fang: +3 Dex + Weapon Prof. roll / -2 damage dice / 9 durability

Swords
Tier One: Tier Two: Tier Three:
 * Sword: +1 damage dice / 3 durability
 * Broadsword: +2 damage dice / -1 Dodge rolls / 6 durability
 * Tachi: +2 Dex + Weapon Prof. roll / -1 damage dice / 6 durability
 * Buster Sword: +3 damage dice / -2 Dodge rolls / +1 damage dice when using a Break attack / 9 durability
 * Katana: +2 Dex + Weapon Prof. roll / Quick Draw: +2 damage dice if Initiative is won and you attack on that first round. Quick Draw may also be used if you spend one turn sheathing the sword and readying it for the next round / 9 durability
 * Rapier: +2 Dex + Weapon Prof. roll / +2 extra Dex + Weapon Prof. roll when dueling against another swordwielder / +1 damage dice / 9 durability

Axes
Tier One: Tier Two: Tier Three:
 * One-Sided Axe: +2 Damage Dice / -1 dice on all Dexterity rolls / 3 durability
 * Iron Axe: +3 Damage Dice / -2 dice on all Dexterity Rolls / 6 durability
 * Steel Axe: +2 Damage Dice / -2 dice on all Dexterity Rolls / Injure: every post that Steel Axe successfully deals damage lowers the target's Constitution by 1 dot for one post / 6 durability
 * Mythril Axe: +3 Damage Dice / -2 dice on all Dexterity Rolls / +1 Damage Dice when performing a Break attack / 9 durability
 * Bloodletter: +3 Damage Dice / -2 dice on all Dexterity Rolls / Greater Injure: every post that Bloodletter successfully deals damage lowers the target's Constitution by 2 dots for one post / 9 durability
 * Howler: +3 Damage Dice / -2 dice on all Dexterity Rolls / Frighten: Howler passively weakens whomever is fighting against it, lowering their Willpower by 1 dot. This only applies to one target of the weapon's choosing / 9 durability

Hammers
Tier One: Tier Two: Tier Three:
 * Hammer: +1 damage dice / 6 durability
 * Throwing Hammer: +1 damage dice / Boomerang: Throwing Hammer always returns back to the wearer's hands, even when successfully blocked/dodged / 3 durability
 * Sledgehammer: +2 damage dice / -1 Dex + Weapon Prof dice / 9 durability
 * Crusher: +2 damage dice / -1 Dex + Weapon Prof roll / +1 Damage Dice when performing a Break skill / 12 durability
 * Mjolnir: +2 Damage dice / Boomerang: Same as Throwing Hammer / 9 durability
 * Devastator: +3 Damage dice / -2 Dex + Weapon Prof roll / 12 durability

Bows
Tier One: Tier Two: Tier Three:
 * Regular Bow and Arrow: +1 Dex + Weapon Prof. dice when used at a distance / 3 durability
 * Crossbow: +2 Dex + Weapon Prof. dice when used at a distance / -1 damage dice / 6 durability
 * Longbow: +3 Dex + Weapon Prof. dice when used at a distance / 6 durability
 * Repeater: +2 Dex + Weapon Prof. dice when used at a distance / Barrage: If target is successfully struck, he will be knocked back/kept at a distance on his next post and must spend a post bridging the gap / -1 damage dice / 9 durability
 * Piercer: +2 Dex + Weapon Prof. dice when used at a distance / +1 damage dice when using a Break attack / 9 durability
 * Eagle Eye: +2 Dex + Weapon Prof. dice when used at a distance / Reduces target's Dex by one dot for one post if attack connects / 9 durability

Guns (all bonuses apply only when the weapons are fired, not if they are used as melee implements; damage for Guns is based off of Dexterity instead of Strength)
Tier One: Tier Two: Tier Three:
 * Pistol: +2 Damage dice / +1 Dex + Weapon Prof. dice / Reload: Pistols are single shot weapons, must spend one post reloading / 3 durability
 * Handcannon: +2 Damage dice / +2 Dex + Weapon Prof. dice / Reload: Handcannons are single shot weapons, must spend one post reloading / 6 durability
 * Rifle: +2 Damage dice / +2 Dex + Weapon Prof. dice / Reload: Rifles are single shot weapons, must spend one post reloading / Bayonet: +1 Damage dice and +1 Weapon Prof. + Dex if fighting in melee range / 6 durability
 * Double Barreled Shotgun: +2 Damage dice / +2 Dex + Weapon Prof. dice / Reload: Double-barreled shotguns are two-shot weapons, after two posts of shooting, must spend one post reloading / 9 durability
 * Magnum: +3 damage dice / +3 Dex + Weapon Prof. dice / Reload: Magnums are single shot weapons, must spend one post reloading / 9 durability
 * Precision Rifle: +2 Damage dice / +2 Dex + Weapon Prof. dice / +1 damage dice when performing a Break attack / Reload: Precision Rifles are single shot weapons, must spend one post reloading / 9 durability

Spears
Tier One: Tier Two: Tier Three:
 * Spear: Opponents in melee range suffer -1 Dex when fighting spear-wielders / 3 durability
 * Lance: Opponents in melee range suffer -1 Dex when fighting spear-wielders / +1 damage dice / 6 durability
 * Light Pike: Opponents in melee range suffer -1 Dex when fighting spear-wielders / +1 Weapon Prof. + Dex roll / 6 durability
 * Halberd: Opponents in melee range suffer -1 Dex when fighting spear-wielders / +1 Damage dice / +1 Weapon Prof. + Dex roll / 9 durability
 * Heavy Pike: Opponents in melee range suffer -1 Dex when fighting spear-wielders / +2 Damage dice when performing a Break attack / 9 durability
 * Dominator: Opponents in melee range suffer -2 Dex when fighting spear-wielders / +1 Dex + Weapon Proficiency roll / 9 durability

Staves
Tier One: Tier Two: Tier Three:
 * Wand: +1 Mystic Skill + Spell roll / 3 durability
 * Staff: +1 Mystic Skill + Spell roll / +1 Mystic Power + Spell roll / 6 durability
 * Cudgel: +1 Mana Collection roll / 6 durability
 * Dueling Wand: +2 Mystic Skill + Spell roll / +1 Mystic Power + Spell roll / 9 durability
 * Mystic Staff: +1 Mystic Skill + Spell roll / +2 Mystic Power + Spell roll / 9 durability
 * Ritual Staff: +2 Mana Collection roll / 9 durability

Shields (may be equipped alongside one other weapon)
Tier One: Tier Two: Tier Three:
 * Small Shield: +1 Dexterity + Weapon Block / 4 durability
 * Buckler: +2 Dexterity + Weapon Block / 8 durability
 * Discus: +1 Dexterity + Weapon Block / Shield may be thrown as a weapon (or to block an attack for someone else), will always boomerang back to user / 8 durability
 * Spiked Shield: +2 Dexterity + Weapon Block / +1 damage dice / 12 durability
 * Tower Shield: +2 Dexterity + Weapon Block / Reduces durability damage to this shield when wielded by 1 / 12 durability
 * Greater Shield: +3 Dexterity + Weapon Block / 12 durability

Armor
Each piece of armor as its requirements to be worn, and is also divided into tiers. Tier 1 armors cost 3 gold, tier 2 armors cost 7 gold, and tier 3 cost 15. Every turn that your character takes damage, his armor's durability is reduced by 1; that is except if your character is undergoing a Break attack, in which case the armor's durability will potentially take a more significant hit.

Light Armor

 * Rawhide: +1 Hit Point / Requires at least 2 Dexterity to be worn / 3 durability
 * Leather: +2 Hit Points / Requires at least 3 Dexterity to be worn / 6 durability
 * Plated Leather: +3 Hit Points / Requires at least 4 Dexterity to be worn / 9 durability

Heavy Armor

 * Iron Armor: +3 Hit Points / Reduces Dex by 1 / Requires at least 2 Strength to be worn / 4 durability
 * Steel Armor: +4 Hit Points / Reduces Dex by 1 / Requires at least 3 Strength to be worn / 8 durability
 * Damascus Armor: +5 Hit points / Reduces Dex by 1 / Requires at least 4 Strength to be worn / 12 durability

Robes

 * Itinerant's Robes: +1 Mystic Power + Spell roll OR +1 Psionic Power + Ability roll OR +1 Innate Base + Innate Property roll / 3 durability
 * Adept's Robes: +2 Mystic Power + Spell roll OR +2 Psionic Power + Ability roll OR +2 Innate Base + Innate Property (only when trying to see if it hits or not) roll / 6 durability
 * Master's Robes: +3 Mystic Power + Spell roll OR +3 Psionic Power + Ability roll OR +3 Innate Base + Innate Property (only when trying to see if it hits or not) roll / 9 durability

Accessories
Each accessory stone may be worn as your character sees fit: whether it's a ring, earrings, pendants, etc. Each accessory piece is also divided into 3 Tiers, and each tier also has its own gold cost. Tier 1 costs 3 gold, Tier 2 costs 7 gold, and Tier 3 costs 15 gold. As with armor, only one accessory may be worn per scene.

Garnet

 * Tier One: +1 Constitution / 2 durability
 * Tier Two: +2 Constitution / 4 durability
 * Tier Three: +3 Constitution / 8 durability

Amethyst

 * Tier One: +1 Dexterity / 2 durability
 * Tier Two: +2 Dexterity / 4 durability
 * Tier Three: +3 Dexterity / 8 durability

Emerald

 * Tier One: +1 Strength / 2 durability
 * Tier Two: +2 Strength / 4 durability
 * Tier Three: +3 Strength / 8 durability

Ruby

 * Tier One: +1 Alertness / 2 durability
 * Tier Two: +2 Alertness / 4 durability
 * Tier Three: +3 Alertness / 8 durability

Cobalt

 * Tier One: +1 Computation / 2 durability
 * Tier Two: +2 Computation / 4 durability
 * Tier Three: +3 Computation / 8 durability

Onyx

 * Tier One: +1 Luck / 2 durability
 * Tier Two: +2 Luck / 4 durability
 * Tier Three: +3 Luck / 8 durability

Jade

 * Tier One: +1 Willpower / 2 durability
 * Tier Two: +2 Willpower / 4 durability
 * Tier Three: +3 Willpower / 8 durability