Builder's Manual · Chapter 7

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:

CategoryFields that matterFields to leave blank
Melee Weapondamage, size, damageModifier, impaleSize, loadrange, force
Ranged Weapondamage, range, force, load, damageModifierap, hp, passiveBlocking
Armorap, weightdamage, range, force
Shieldap, hp, passiveBlocking, sizedamage, range
Gear / Consumable / Treasureweight, value, descriptionmost combat fields

weight (lbs) is distinct from loadweight 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 are Y; firearms are typically N; 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

  1. Set name and category first — everything else follows from category, per the table above.
  2. Fill combat stats only if the item fights or blocks; fill value/weight if 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").
  3. Write description for flavor and notes for table-facing rules clarifications (see <@Longsword.equipment>'s notes: "Two handed." for the pattern) — don't put rules clarifications in description where they'll read as flavor text.
  4. If a character should carry it, add the item's slug to that character's inventory array (see Characters).
Manual updated Jul 30, 2026.