Equipment: Difference between revisions
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'''Universal''' | '''<big>Universal</big>''' | ||
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, | 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, it will activate its function. | ||
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. | |||
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'''Conditional''' | '''<big>Conditional</big>''' | ||
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 | 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 that door/object. | |||
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'''Consumable''' | '''<big>Consumable</big>''' | ||
Consumable Items disappear after being used. | Consumable Items disappear after being used. Consumables with reusable containers may leave such containers after use. | ||
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. | 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. | ||
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. | 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. | ||
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'''Reusable''' | '''<big>Reusable</big>''' | ||
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 cool-down times or uses per interval of time, the main appeal is that the item does '''not disappear''' regardless of how often it is used. | 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 cool-down times or uses per interval of time, the main appeal is that the item does '''not disappear''' regardless of how often it is used. | ||
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| Medium || 60ft / 12sq || Normal Roll || Disadvantage | | Medium || 60ft / 12sq || Normal Roll || Disadvantage | ||
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| Far || 90ft / 18sq || Disadvantage || | | Far || 90ft / 18sq || Disadvantage || Roll 1 | ||
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| Too far || 120ft+ / 24sq+ || | | Too far || 120ft+ / 24sq+ || Roll 1 || Roll 1 | ||
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====Weapon Damage==== | ====Weapon Damage==== | ||
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====Damage Typing==== | ====Damage Typing==== | ||
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. | 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. | ||
===Armour & Outfits=== | |||
'''Armour''' and '''Outfits''' are sets of clothing a character can wear, either for cosmetic or functional benefits, armour especially gives the benefit of protecting its wearer from damage and harm in combat and dangerous situations. Most characters will have some kind of outfit for modesty reasons. The definition of an Outfit is a 'set of clothing that establishes a character's look', as such, all characters can start off with an Outfit for free. | |||
====Outfit Size==== | |||
Outfits are designed to fit a certain [[Size]] of character, it only matters if the outfit matches the character's '''size category'''. Unlike Weapons which can be reasonably wielded by undersized or oversized creatures, Outfits that don't match their wearer will either be too small or too big to wear and not offer the protection or benefits they grant. | |||
Certain wearable items have the ability to '''resize''' to their wearer (magically, technologically, or otherwise). In these cases, matching Outfit size to the wearer becomes a non-issue. | |||
====Armour Type==== | |||
Armour Type usually refers to the '''weight class''' of an Armour. Variants include '''Light''', '''Medium''' and '''Heavy'''. The heavier the armour the more the wearer is weighed down, but the more protected they will be from harm. Armour is also affected by its design, materials, and any enhancements it might have. | |||
Outfits that aren't considered to be a type of armour are instead classed as 'Clothing', which offers the least protection possible, but can still benefit from enhancements. The Bulk of Outfits and Armour scale with the user's intended wearer [[size]]. | |||
When creating armour on the fly, there is a trade-off between the amount of protection given (Deflection) and the penalty (Reflex). As Deflection increases, so does the Reflex penalty. There is a cap to how many Deflection points an armour type can hold, anything more must be determined by special materials or enhancements. | |||
{| class="wikitable" style="text-align:center;" | |||
|+ Outfit/Armour Template | |||
! Type !! Deflection per Reflex !! Deflection Maximum !! <abbr title="Movement rounded down, to a minimum of 1 square (5ft)">Speed Penalty</abbr> !! <abbr title="Weight is measured in Bulk, see Inventory for more information">Typical Weight</abbr> !! Benefits | |||
|- | |||
| Clothing || None || None || 1.0x || 0.1 || No loss of mobility. Establishes look without appearing 'battle-ready'. | |||
|- | |||
| Light || +1 per -0.5 || 4 || 1.0x || 0.5 || Provides protection with little to no loss in mobility. | |||
|- | |||
| Medium || +2 per -1 || 8 || 0.8x (25ft) || 1.0 || Offers a good deal of protection at the cost of some mobility. | |||
|- | |||
| Heavy || +3 per -1 || 12 || 0.6x (20ft) || 2.0 || Offers maximum protective capabilities at the cost of mobility. | |||
|} | |||
==Enhancements== | |||
'''Enhancements''' are aspects of a piece of equipment or even items that grant different or additional effects compared to their standard variants. These enhancements operate similarly to how [[Metaphor]]s work on characters. A '''Base Enhancement''' will scale much like a Metaphor's ability, whenever the enhancement increases, so will the item/equipment's stats. A '''Special Enhancement''' functions like a Sub-ability and will often grant the item/equipment effects and functions it would not have had previously, these can also scale up with investment. | |||
Base enhancements are fixed numbers, whereas Special Enhancements are [[Meta Point|Meta-dice]] of the appropriate value. | |||
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===Weapon Enhancements=== | |||
For all weapons, enhancing the weapons '''Damage''' works well as a base enhancement. This will increase the weapons '''Base Damage''', the fixed value independent of the bonus die. As far as Weapon accuracy is concerned, this is split up into either '''Homing''' or '''Piercing''' bonuses. | |||
The '''Homing''' enhancement will gain additional ToHit that only applies towards landing attacks against a foe's '''Evasion'''. '''Piercing''' gives bonus ToHit only against a foe's Deflection, provided they originally met the target's Evasion Target-Number. | |||
'''Special Enhancements''' | |||
Weapon Special enhancements can be used to '''add damage types''' to hits, such as giving a Physical (Sharp) weapon the power to deal additional Fire damage (d4 at 1 point of investment). They can also emulate other bonuses found in Base enhancements as well. | |||
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===Armour Enhancements=== | |||
For all armour, they can have a Base Enhancement to increase the amount of Deflection a character can resist, or it could improve their Evasion or reduce Reflex penalties. Armours can also reduce the amount of damage taken from specific or all types of damage ('''Damage Reduction'''). | |||
Armour can have counter-measures against Homing and Piercing weapons, such as having a '''Shield Bonus''' against Homing attacks and '''Fortification''' against piercing. | |||
'''Special Enhancements''' | |||
Special Enhancements for Armour can take the form of '''Damage Reduction''', that reduces specific types of damage by a fixed amount, '''Resistance''', which halves the damage taken from types of damage including secondary effects. | |||
Others include giving the wearer temporary health, enhancing their abilities, and other passive effects. Effects and functions can also be activated when required. | |||
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Latest revision as of 07:51, 23 October 2024
Note: This section is INCOMPLETE. Please wait until it is finished before using the content below as valid rulings. Items & Equipment 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. ItemsItems 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 interacting with them. Item Usage
Item Durability
EquipmentEquipment 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. WeaponsWeapons grant their wielders the power to attack and defend themselves using the weapon's characteristics. A character's combat Metaphors 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
Melee / Ranged
Range Increments
Weapon Damage
Damage TypingDamage 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. Armour & OutfitsArmour and Outfits are sets of clothing a character can wear, either for cosmetic or functional benefits, armour especially gives the benefit of protecting its wearer from damage and harm in combat and dangerous situations. Most characters will have some kind of outfit for modesty reasons. The definition of an Outfit is a 'set of clothing that establishes a character's look', as such, all characters can start off with an Outfit for free. Outfit SizeOutfits are designed to fit a certain Size of character, it only matters if the outfit matches the character's size category. Unlike Weapons which can be reasonably wielded by undersized or oversized creatures, Outfits that don't match their wearer will either be too small or too big to wear and not offer the protection or benefits they grant. Certain wearable items have the ability to resize to their wearer (magically, technologically, or otherwise). In these cases, matching Outfit size to the wearer becomes a non-issue. Armour TypeArmour Type usually refers to the weight class of an Armour. Variants include Light, Medium and Heavy. The heavier the armour the more the wearer is weighed down, but the more protected they will be from harm. Armour is also affected by its design, materials, and any enhancements it might have. Outfits that aren't considered to be a type of armour are instead classed as 'Clothing', which offers the least protection possible, but can still benefit from enhancements. The Bulk of Outfits and Armour scale with the user's intended wearer size. When creating armour on the fly, there is a trade-off between the amount of protection given (Deflection) and the penalty (Reflex). As Deflection increases, so does the Reflex penalty. There is a cap to how many Deflection points an armour type can hold, anything more must be determined by special materials or enhancements.
EnhancementsEnhancements are aspects of a piece of equipment or even items that grant different or additional effects compared to their standard variants. These enhancements operate similarly to how Metaphors work on characters. A Base Enhancement will scale much like a Metaphor's ability, whenever the enhancement increases, so will the item/equipment's stats. A Special Enhancement functions like a Sub-ability and will often grant the item/equipment effects and functions it would not have had previously, these can also scale up with investment. Base enhancements are fixed numbers, whereas Special Enhancements are Meta-dice of the appropriate value.
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