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m AlienOvan moved page Equipment to Item: Breaking multiple-subject article into seperate articles
 
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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.
__TOC__
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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===
{|
  '''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.
  '''<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, 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.
  '''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:
  '''<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 that door/object.
  ♦ 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.
===Item Durability===
♦ And again, very small items may have no weight at all.
{| style="vertical-align:top;"
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'''<big>Consumable</big>'''
  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.
  '''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.
   
   
  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.
  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).
 
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'''<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.
   
   
  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====
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Weapons are intended to be wielded with either '''one or two''' hands, and of those two states of handness, one-handed weapons can be considered '''Light''' if they are smaller than a regular one-handed weapon, two-handed weapons are considered '''Heavy''' if they are larger than a normal two-handed weapon.
   
   
  A [[Complication]] can arise when wielding a two-handed weapon with one hand, or wielding a heavy two-handed weapon. Weapons bigger than heavy two-handed would be too large to wield normally, as would any weapon smaller than a one-handed Light weapon. Particularly complex weapons like firearms may require the wielder and weapon size to be the same to work.
  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.
   
   
  ''"A Goblin, who is small-sized, tries to use a sword that belonged to a Medium-sized Human. Since the sword is normally one-handed, the Goblin has to wield it with two hands, or else they will suffer a Complication to wielding an oversized weapon in one hand."''
  '''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.
   
   
  ''"A Giant, who is Huge sized, finds a Human Greatsword, a two-handed weapon. If they attempt to use it, they will treat it as a Light one-handed weapon."''
  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.
 
|style="padding:1em;"|
{| class="wikitable" style="text-align:center; align:center; margin:auto;"
|+ Handedness by Size (Medium-sized Weapon)
|-
! Wielder Size !! One-Handed !! Two-Handed
|-
| Gargantuan (Size 8) || Ineffective || Ineffective
|-
| Huge (Size 4) || Ineffective || One-handed (Light)
|-
| Large (Size 2) || One-handed (Light) || One-handed
|-
| '''Medium''' || '''One-handed''' || '''Two-handed'''
|-
| Small || Two-handed || Two-Handed (Heavy)
|-
| Tiny || Two-handed (Heavy) || Ineffective
|-
| Diminutive || Ineffective || Ineffective
|}
|}
====Melee / Ranged====
{|
|style="width:50%;"|
'''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 give the wielder extra reach. Melee weapons also tend to use the least amount of [[Action point]]s, only requiring the '''Attack''' action in most cases.


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==Common Items List==
  '''Ranged'''
  Below are some Items that you might come across in a game, depending on the genre and setting.
Ranged weapons on the other hand, are often paired with '''projectiles or ammunition''' in order to hit targets from far away.  
|}


====Range Increments====
{| class="wikitable" style="text-align:center;"
{|
|style="max-width:36em;"|
'''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.
For the example shown on the right, we go with a 30ft close range increment. If it were any other distance, simply multiply that amount by 2, 3 or 4 times for Medium, Far and Too Far respectively.
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{| class="wikitable" style="text-align:center; align:center; margin:auto;"
|+ Range Increments
|-
|-
! Increment !! Context (ft/squares) !! Result (Advantage) !! Result (Normal)
| '''Name''' || '''Type''' || '''Weight''' || '''Uses''' || '''Description'''
|-
|-
| '''Close''' || '''30ft / 6sq''' || '''Advantage''' || '''Normal Roll'''
| '''Healing Potion''' || Curative || 0.1 || Consumable: Once || A small vial containing a red liquid. Becomes an '''empty Vial''' once consumed.
|-
|-
| Medium || 60ft / 12sq || Normal Roll || Disadvantage
| 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.
|-
|-
| Far || 90ft / 18sq || Disadvantage || Failure
| '''Ration''' || Food || 0.5 || Consumable: Once || A package of dried food suitable for sustaining one's hunger, somewhat satisfying.
|-
|-
| Too far || 120ft+ / 24sq+ || Failure || Failure
| colspan=99 |
|}
Can be consumed at Short and Long [[Rest]]s to help recover their lost resources. Satisfies their Hunger requirement for the day.
|}
====Weapon Damage====
{|
|style="max-width:40em;"|
Weapons always have a damage value and damage type. Damage is dealt as a sum of a dice value plus a fixed value equal to the number of sides 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 ('''d6+12''').
Damage dice beyond d12 may not be possible in physical games. For that reason, increase fixed damage by the difference above 12 and keep the d12 for rolling. For Virtual tabletop games, use a '''d14+14''' as dice of that nature is possible in that medium.
 
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{| class="wikitable" style="text-align:center; align:center; margin:auto;"
|+ Weapon Damage
|-
|-
! Weapon Die !! Damage Notation !! 2dX
| '''Lockpicks''' || Tool || 0.1 || Reusable || A set of metallic picks designed to open locks and mechanisms.
|-
|-
| 1 || 1 || 1+1
| 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.
|-
|-
| d2 || d2 + 2 || d2+4
| '''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.
|-
|-
| '''d4''' || '''d4 + 4''' || '''d4+8'''
| 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.
| d6 || d6 + 6 || d6+12
|-
| d8 || d8 + 8 || d8+16
|-
| d10 || d10 + 10 || d10+20
|-
| d12 || d12 + 12 || d12+24
|-
| d14 || d12 + 14 || d12+28
|-
| d16 || d12 + 16 || d12+32
|}
|}
|}
</center>
====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.
 
===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;"
[[Category:Mechanics]] [[Category:Inventory]]
|+ 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.
{|
|
===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.
 
|style="vertical-align:top;"|
===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.
|}
</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.