Adventuring Gear

Adventuring Gear

In Seed OVERDRIVE, adventuring gear is generally divided into two main categories, then many subcategories. The main two are EQUIPMENT and ITEMS. Equipment is typically something that needs to be worn, and grants from kind of combat effect, where are items fill your inventory and provide various effects, some combat related, other skill related.


Equipment comes in many different subcategories; weapons, implements, body armor, shields, accessories and charms, and each has a different function within battle. In order to benefit from any given piece of equipment, it first needs to be equipped to your character. There are limits though! At most, any given character can have up to one of each of the followed equipped at once:
x1 Armor
x1 Shield
x1 Accessory
x1 Charm

For weapons and implements, you can actually equip as many as you like, though you'll typically only be able to use one per round and having more simply gives you more options.

In either case, most types of equipment (all but accessories and charms) have a Weight (WGT) score, which each piece of equipped gear increases. Weight slows you down in battle; the higher it is, the later in a round you're more likely to act, and the longer it will take you to charge your Overdrives. In battle, initiative is determined by your WGT + 1d6, with lower rolls acting first. Overdrive Gauges are equal to your WGT + 8. Think carefully when deciding what gear you want to equip!

Generally speaking, equipment doesn't do much of anything out of battle.

Weapons Allow you to hit significantly harder with your technique than you could using your bare hands, and grant bonus special effects in the process! Almost every class will want to have one weapon of some kind equipped.

Implements Power up your spells when it comes time to fight. They're light weight, so if you've got a few spells in your ability set, you'll probably want one of these too.

Armor Provided passive, defensive or utility effects, often with maximum HP or MP increases as well, in exchange for slowing you down a bit. Good for letting you adventure longer without rest.

Shields Shields provide a proactive means of defending yourself, with blocks that can be activated when you want, and can lower the damage of elemental attacks as well as physical ones.

Accessories Small trinkets that provide specific quick abilities to use within combat.

Charms Offer a wide variety of small passive effects, provided everything from status protection, to damage bonuses, to recovery options. They're typically not very powerful, but they can fill in gaps for all sorts of builds.

Inventory and Items

Everything else falls under the category of Items, and are managed by your Inventory.

Each character has 3 Inventory Slots by default, though there's a handful of ways to gain access to more. Generally speaking, it takes one Inventory Slot to hold onto a single Item. Equipment that isn't being worn can be placed into an inventory slot as well, and doing so incurs no weight penalty. Likewise, Rations are a special type of item that do not take up any inventory slots.

For the most part, random things a character might be carrying don't need to take up inventory space; a diary, some rope, a lantern, blankets are all the sorts of things an adventuring might be carrying, but don't need to explicitly be tracked. Instead, your Inventory only cares about things that grant specific, mechanical effects, rather than getting bogged down in small details.

Many items are 'Consumables', which means they only take effect once when used, then is discarded. If an item isn't consumable, it will continue to function as long as it remains in your inventory and isn't broken.

Battle Items Items that can be used in battle, or directly effect a player's vital statistics. Many of them, particularly recovery type items, can be used out of combat despite being called battle items.

Goods&Tools Items that effects your skills, exploration, and other more narrative effects.

Gear Tiers

Gear comes in three tiers of powers: mundane, enchanted, and relics.

Mundane gear is the easiest and cheapest to acquire, and provides basic functionality but without any special effects.

Enchanted gear is typically equipment that has been enchanted with special magical effects, provided extra power and utility depending on the enchantment in question. Enchantments work slightly differently depending on the type of gear in question.
- Weapons have effects that boost attacks, and are activated by spending charges when using Techniques. Typically activated after confirming the hit.
- Implements are like weapons, except they are activated by spending charges when casting Spells. Typically activated after confirming the hit.
- Shields can be activated by spending charges when Blocking, and tend to provide defensive effects, but can also carry offensive counter attacks as well.
- Armor grants additional passives effects, mostly defensive in nature. Notably, they don't use charges.
- Accessories and Charms can have effects more powerful than their mundane counterparts, but don't function noticeably different than them. Enchanted accessories still provide a single quick ability, and enchanted charms still provide passive effects.
- Items are a bit different, and can either be similar to accessories/charms in that they simply provide more powerful effects but are still consumed like normal, or they might gain charges, allowing an item to be used multiple times before it's consumed.

So how do charges work? As their special effects are neither quick actions or passive effects, they must be activated. They can only be activated a set number of times between being recharged, though, and this value is the gear's charge count! You can choose to activate the weapon or implement's magical properties after confirming a successful hit, or anytime you make a block with a shield, until you run out of charges. When you take a Full Rest, the number of charges for your equipment is refilled to max, where as Item charges are not refilled.

Weapon and Implement Enchantment charges cannot be used when performing an Overdrive.

Enchanted gear found outside of a store typically is unknown and needs to be identified before its enchantments can be used. Identifying can either be done by paying an enchanter to do so at a settlement, or a player may make a Lore or Experimentation skill check as part of a Full Rest to figure out what it does for themself.

Relics are unusually powerful type of enchanted gear, either either more potent effects or large number of charges that can't be found in stores. Due to their unusually levels of power, relics must be bound with a character, and each character can only have one relic bound to them at a time, but otherwise function the same as enchanted gear. You can rebond with a different relic any time you're not engaged in combat.

Store Types.

Gear you can buy in settlements come in three different types: Basic, Premium, and Contraband. Listed gold values are the price needed in order to buy the gear in question, and you can generally sell an item back for half of that value.

Basic Gear is your easy to find stuff, typically mundane, and can be bought anywhere.

Premium Gear is harder to find, and more powerful to boot. Generally it's Enchanted as well. You need access to higher quality stores for premium gear, and access to premium goods isn't uniform. One settlement might sell only premium armor, another just weapons and battle items. Make sure to check availability with your GM before buying anything!

Contraband: Is likewise more powerful than basic gear, but in a different way from premium. Generally, it's also Enchanted, but with different kinds. Contraband is usually a bit more deadly or shadier, and you'll need access to some kind of black market to buy it. Like with premium, different settlements will have different kinds of contraband available, so make sure to checks with the GM for availability before buying anything.

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