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  '''<big>Items</big>''' are a set of objects that grant characters benefits and utilities to help them out in their adventures or predicaments, without relying entirely on special powers and abilities. Unlike Weapons and Outfits which are '''worn or wielded''' by characters, regular items are used according to their design.
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<big>Note: This section is INCOMPLETE. Please wait until it is finished before using the content below as valid rulings.</big>
<div style="max-width:75em; align:center; margin:auto;">
  '''<big>Items</big>''' & '''<big>Equipment</big>''' give characters the means to protect themselves and deal with different kinds of situations without relying entirely on special powers. Items and Equipment are distinct in one major way, '''Items''' are objects a character can '''use''' to some effect, whereas '''Equipment''' are objects a character can '''wear''' or equip to temporarily modify a character's options and potential.


==Items==
==Items==
  '''Items''' refer to objects which characters can carry so they can use them for their effect. Some are consumable, others are not. Some have requirements to use them and others are as easy as simply <abbr title="During Encounters, Interact is an Action.">interacting</abbr> with them.
  '''Items''' refer to objects which characters can carry so they can use them for their effect. Some are consumed upon use and others may have multiple, perhaps infinite uses. If the character meets the requirements and uses the correct action, they can benefit from the item's effects.


===Item Usage===
===Item Design===
  '''Universal'''
  '''Name, Type, and Appearance'''
  Universal items have an effect that activates upon use and does not require any specific target or circumstance to do so. If a character uses it, the item will activate. An example of a universal item is a '''Flashlight''', when turned on it begins to emit light and provided it has the power to do so, there is no special circumstance preventing its use.
  Items have a name, item type and appearance that players can understand, with or without pictures. The item type can be important for powers and abilities that target specific item categories.
   
   
  '''Conditional'''
  '''Weight'''
  Conditional items require a certain circumstance to be true (or false) before it can be used, either because of a limitation or it would not make sense to do it any other time. The best example of a conditional item is a '''Key''', Keys can be used to unlock doors and containers but a Key used anywhere other than a lock won't do anything, and used on any lock but the one it belongs to won't unlock the door/object.
  For calculating [[Inventory]] encumbrance, items usually have a weight. Items that are so small and light that they could fit anywhere, they might have a weight of 0 or -. Otherwise:
 
===Item Durability===
'''Consumable'''
Consumable Items disappear after being used. Sometimes they may leave something behind after doing so, like an empty container that was once filled with something.
   
   
  The ubiquitous '''Healing Potion''' is a good example of a consumable, healing whoever drinks from it and potentially leaving a '''Vial''' behind (if the Game-Master deems fit). Occasionally, an consumable item can be used a number of times before disappearing, but any extremely high amount might as well be a '''Reusable''' item.
  ♦ Large items requiring two hands typically have a weight of '''2 or more'''.
♦ Medium sized items that can be carried in one hand have a weight of '''1'''.
♦ Small items are typically 0.1 in weight, though they can go higher.
♦ And again, very small items may have no weight at all.
   
   
  Rarely, an item can be considered consumable if the items is forcibly removed from a character's possession upon use. So that the item could still exist elsewhere, but not in a way the character can use again.
  '''Number of Uses'''
Used to describe consumable items. Consumed items can sometimes leave behind another item (Potion becomes an empty vial, for example). If an item isn't consumed after the first use, then it will tell you how many uses or charges that item has before it is completely empty.
   
   
  '''Reusable'''
  If the player has the means to, some items can be restored or recharged to allow it to be used more times. (Refilling a potion vial, recharging an item's energy/magic).
Reusable items are the opposite to Consumable, the item's effect can be used '''multiple times''' within reason. Although a Reusable item doesn't necessarily allow it to be used infinite times in succession, possibly having cooldown times or uses per interval of time, the main appeal is that the item does '''not disappear''' regardless of how often it is used.
   
   
  A good example of a reusable item is a set of '''Lockpicks''', this item can be used to open locks and could potentially be used many times so long as they don't break.
  '''Activation'''
 
Simple items can be 'activated' intuitively (Drinking a potion). Whereas others may require a specific action in order to use it (Twirling a wand, pressing a button). If the activation of an item is unknown then the character can try to figure out through trial and error or by discovering the activation. Once learned, the character can activate the item without rolling a check.
==Equipment==
'''Equipment''' covers a category of items that rely on a character wearing, wielding or otherwise equipping it to themselves in order to benefit from its effects. In addition, certain types of equipment can grant options to a character they would not have before, such as attacking with weapons or defending with shields.
 
===Weapons===
'''Weapons''' grant their wielders the power to '''attack and defend''' themselves using the weapon's characteristics. A character's combat [[Metaphor]]s can influence the success rate and power of wielded weapons, provided they match the Metaphor's scope. Typically Weapons are wielded in the character's hands or arms, but unusual weapons could be wielded by other limbs or something entirely different.
   
   
====Handedness====
  Some items can only be used by certain individuals, working only for those who are permitted, or after meeting some condition or prerequisite. In these cases an item may not activate or give the desired effect if the user does not meet the requirements.
  Weapons are intended to be wielded with either '''one or two''' hands, with two-handed weapons often being larger in comparison to one-handed ones. Wielding a two-handed weapon with one hand may cause a [[Complication]], or be physically improbable for a character if they are not strong enough. Likewise, a one-handed weapon could gain benefits from being wielded with two hands.
   
   
  '''Intended Wielder''' refers to the [[size]] of the weapon's intended recipient. A sword for a Halfling will have a different intended wielder size to that of a Human sword. A Halfling using a Human's sword treats the weapon as requiring one more hand to wield (one to two). Typically a larger creature can use weapons intended for smaller creatures, but with diminishing returns compared to a weapon of their actual size.
  '''Effect'''
Items typically have an effect of some kind when activated. If the Item is well known then the effects will be described, if it is an unknown item, then it's effects (partial or fully) will be known when activated.
   
   
  If a weapon's size forces a creature to use one more hand than two, the wielder will suffer Disadvantage on rolls with that weapon and spend an extra action per attack in order to use them. If a weapon's size requires two more hands then the wielder, then it can be considered too big for them to use at all. Weapons that are too small are ineffective for oversized wielders.
  As described above, some items may have different effects for different users. Beware of items that are designed to harm users who do not meet its requirements.


{| class="wikitable" style="text-align:center; align:center; margin:auto;"
==Common Items List==
|+ Handedness by Size
Below are some Items that you might come across in a game, depending on the genre and setting.
|-
! Size Category !! One-Handed !! Two-Handed
|-
| Gargantuan (Size 8) || Ineffective || Ineffective
|-
| Huge (Size 4) || Ineffective || One-handed
|-
| Large (Size 2) || One-handed || One-handed
|-
| '''Medium''' || '''One-handed''' || '''Two-handed'''
|-
| Small || Two-handed || Two-Handed (Disadvantage)
|-
| Tiny || Two-handed (Disadvantage) || Ineffective
|-
| Diminutive || Ineffective || Ineffective
|}


====Melee / Ranged====
{| class="wikitable" style="text-align:center;"
'''Melee'''
Melee weapons typically rely on being manipulated directly with a character's motions, such as swinging and thrusting. Melee weapons rely on the user's '''natural reach''', though some Melee weapons can extend the character's reach by some amount. Otherwise Melee weapons are short range. Melee weapons also tend to use the least amount of [[Action point]]s, only requiring the '''Attack''' action in most cases.
'''Ranged'''
Ranged weapons on the other hand, are often paired with '''projectiles or ammunition''' in order to hit targets from far away. Ranged weapons are a bit more complicated with range increments and additional actions required to use them.
====Range Increments====
'''Range Increments''' refers to the distance (or distances, multiple) in which the ranged weapon is most effective and would not incur a complication. Measured in squares or 5ft increments. When a ranged weapon targets or fires at a point further than this increment, the wielder loses advantage due to firing at a distant target. If they fire even further away the roll becomes Disadvantage. If the process repeats again or would incur a penalty worse than Disadvantage, the attack will simply miss.
 
{| class="wikitable" style="text-align:center; align:center; margin:auto;"
|+ Range Increments
|-
! Increment !! Context (ft/squares) !! Result (Advantage) !! Result (Normal)
|-
| '''Close''' || '''30ft / 6sq''' || '''Advantage''' || '''Normal Roll'''
|-
| Medium || 60ft / 12sq || Normal Roll || Disadvantage
|-
| Far || 90ft / 18sq || Disadvantage || Failure
|-
| Too far || 120ft+ / 24sq+ || Failure || Failure
|}
 
====Weapon Damage / Type====
Weapons always have a damage value and damage type. Damage is usually a dice value plus a fixed value equal to the maximum value of that die. So a Weapon with '''d6''' damage will be '''d6+6'''. If a weapon or attack gains additional dice, those extra die are added to the fixed damage instead. There should only be one die for variable damage.
 
{| class="wikitable" style="text-align:center; align:center; margin:auto;"
|+ Weapon Damage
|-
|-
! Weapon Die !! Damage Notation !! 2dX
| '''Name''' || '''Type''' || '''Weight''' || '''Uses''' || '''Description'''
|-
|-
| 1 || 1 || 1+1
| '''Healing Potion''' || Curative || 0.1 || Consumable: Once || A small vial containing a red liquid. Becomes an '''empty Vial''' once consumed.
|-
|-
| d2 || d2 + 2 || d2+4
| colspan=99 |
Drink the liquid or expose it to a wound to instantly restores d6 + 6 HP, and an additional 6 HP for the next d6 minutes without taking damage.
|-
|-
| '''d4''' || '''d4 + 4''' || '''d4+8'''
| '''Ration''' || Food || 0.5 || Consumable: Once || A package of dried food suitable for sustaining one's hunger, somewhat satisfying.
|-
|-
| d6 || d6 + 6 || d6+12
| colspan=99 |
Can be consumed at Short and Long [[Rest]]s to help recover their lost resources. Satisfies their Hunger requirement for the day.
|-
|-
| d8 || d8 + 8 || d8+16
| '''Lockpicks''' || Tool || 0.1 || Reusable || A set of metallic picks designed to open locks and mechanisms.
|-
|-
| d10 || d10 + 10 || d10+20
| colspan=99 |
A specialised tool that requires [[Proficiency]] in the tools or activity to use. Allows the user to pick locks and modify mechanical devices with precision.
|-
|-
| d12 || d12 + 12 || d12+24
| '''Flashlight''' || Tool || 0.1 || Rechargable || A small handheld cylindrical device emitting a substantial cone of light, operated by pressing a button on the side. Powered by batteries.
|-
|-
| d12+2 || d12 + 14 || d12+26
| colspan=99 |
|-
When activated, emits a bright light in a 45 degree cone in the direction pointed and dim light in a 90 degree cone. Useful for illuminating dark areas. Lasts two hours of continuous use, can restore power with new batteries or device charging station.
| d12+4 || d12 + 16 || d12+28
|}
|}
</center>


====Damage Typing====
[[Category:Mechanics]] [[Category:Inventory]]
Damage Type refers to the material or essence of which the damage is inflicted. Mundane damage types include '''Physical''' (Blunt, Sharp and Pierce), to the '''Elemental''' (Fire, Ice, Electric) to the '''Exotic''' (Light, Dark, Radiation, Psychic). Every attack that deals damage must have at least one type along with its value. Attacks can have multiple types, each with their own damage value.
</div>
|}

Latest revision as of 00:43, 24 January 2026

Items are a set of objects that grant characters benefits and utilities to help them out in their adventures or predicaments, without relying entirely on special powers and abilities. Unlike Weapons and Outfits which are worn or wielded by characters, regular items are used according to their design.

Items

Items refer to objects which characters can carry so they can use them for their effect. Some are consumed upon use and others may have multiple, perhaps infinite uses. If the character meets the requirements and uses the correct action, they can benefit from the item's effects.

Item Design

Name, Type, and Appearance
Items have a name, item type and appearance that players can understand, with or without pictures. The item type can be important for powers and abilities that target specific item categories.

Weight
For calculating Inventory encumbrance, items usually have a weight. Items that are so small and light that they could fit anywhere, they might have a weight of 0 or -. Otherwise:

♦ Large items requiring two hands typically have a weight of 2 or more.
♦ Medium sized items that can be carried in one hand have a weight of 1.
♦ Small items are typically 0.1 in weight, though they can go higher.
♦ And again, very small items may have no weight at all.

Number of Uses
Used to describe consumable items. Consumed items can sometimes leave behind another item (Potion becomes an empty vial, for example). If an item isn't consumed after the first use, then it will tell you how many uses or charges that item has before it is completely empty.

If the player has the means to, some items can be restored or recharged to allow it to be used more times. (Refilling a potion vial, recharging an item's energy/magic).

Activation
Simple items can be 'activated' intuitively (Drinking a potion). Whereas others may require a specific action in order to use it (Twirling a wand, pressing a button). If the activation of an item is unknown then the character can try to figure out through trial and error or by discovering the activation. Once learned, the character can activate the item without rolling a check.

Some items can only be used by certain individuals, working only for those who are permitted, or after meeting some condition or prerequisite. In these cases an item may not activate or give the desired effect if the user does not meet the requirements.

Effect
Items typically have an effect of some kind when activated. If the Item is well known then the effects will be described, if it is an unknown item, then it's effects (partial or fully) will be known when activated.

As described above, some items may have different effects for different users. Beware of items that are designed to harm users who do not meet its requirements.

Common Items List

Below are some Items that you might come across in a game, depending on the genre and setting.
Name Type Weight Uses Description
Healing Potion Curative 0.1 Consumable: Once A small vial containing a red liquid. Becomes an empty Vial once consumed.

Drink the liquid or expose it to a wound to instantly restores d6 + 6 HP, and an additional 6 HP for the next d6 minutes without taking damage.

Ration Food 0.5 Consumable: Once A package of dried food suitable for sustaining one's hunger, somewhat satisfying.

Can be consumed at Short and Long Rests to help recover their lost resources. Satisfies their Hunger requirement for the day.

Lockpicks Tool 0.1 Reusable A set of metallic picks designed to open locks and mechanisms.

A specialised tool that requires Proficiency in the tools or activity to use. Allows the user to pick locks and modify mechanical devices with precision.

Flashlight Tool 0.1 Rechargable A small handheld cylindrical device emitting a substantial cone of light, operated by pressing a button on the side. Powered by batteries.

When activated, emits a bright light in a 45 degree cone in the direction pointed and dim light in a 90 degree cone. Useful for illuminating dark areas. Lasts two hours of continuous use, can restore power with new batteries or device charging station.