Equipment
equipment is the most heavily structured type in the project — nineteen fields covering weapons, armor, shields, and gear in one schema, rather than separate types per category. Every file in /Equipment/ uses it, and it's what character.inventory references.
One type, one category field
Rather than a weapon type and an armor type and a gear type, this SRD uses a single equipment schema with a category enum: Melee Weapon, Ranged Weapon, Armor, Shield, Gear, Consumable, Treasure. That keeps character.inventory a single reference field instead of three or four parallel arrays, at the cost of every equipment file carrying fields that are meaningless for its category. That trade is deliberate — don't split equipment into multiple file types to "clean up" the unused fields; you'd break every existing inventory reference and the Character sheet's single Inventory grid.
Because most fields are optional, only fill in what applies to the category:
| Category | Fields that matter | Fields to leave blank |
|---|---|---|
| Melee Weapon | damage, size, damageModifier, impaleSize, load | range, force |
| Ranged Weapon | damage, range, force, load, damageModifier | ap, hp, passiveBlocking |
| Armor | ap, weight | damage, range, force |
| Shield | ap, hp, passiveBlocking, size | damage, range |
| Gear / Consumable / Treasure | weight, value, description | most combat fields |
weight (lbs) is distinct from load — weight is what carrying-capacity math should sum across a character's inventory; load is the Mythras Imperative combat-encumbrance stat used for reload/ready timing on weapons. Both can be present on the same weapon; don't collapse them into one field.
Fields worth getting right
damageModifier(Y/N/-) — whether the wielder's Damage Modifier die adds to this weapon's damage. Per the Combat chapter of the Player's Handbook, thrown weapons and most melee weapons areY; firearms are typicallyN; use-only when the question genuinely doesn't apply (a shield, a torch).impaleSize— only set for weapons that can score the Impale Special Effect; leave blank otherwise rather than writing "N/A."force— the ranged/thrown equivalent of parry Size, used when a shield tries to block a projectile. Leave blank on melee weapons.era— free text, used to flag anachronistic or setting-specific gear (a Laser Rifle and a Sling coexist in this SRD's sample armory on purpose, to show the schema spans fantasy and sci-fi equipment). Use it if your setting mixes tech levels and you want it visible at a glance; leave it blank for setting-agnostic gear.
Adding a new item
- Set
nameandcategoryfirst — everything else follows from category, per the table above. - Fill combat stats only if the item fights or blocks; fill
value/weightif it's tracked for cost or carrying capacity; leave the rest blank rather than zero (zero reads as "this shield has 0 AP," which is a real and different claim from "AP doesn't apply"). - Write
descriptionfor flavor andnotesfor table-facing rules clarifications (see <@Longsword.equipment>'snotes: "Two handed."for the pattern) — don't put rules clarifications indescriptionwhere they'll read as flavor text. - If a character should carry it, add the item's slug to that character's
inventoryarray (see Characters).