Equipment: Difference between revisions

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| Medium || 60ft / 12sq || Normal Roll || Disadvantage
| Medium || 60ft / 12sq || Normal Roll || Disadvantage
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| Far || 90ft / 18sq || Disadvantage || Failure
| Far || 90ft / 18sq || Disadvantage || Roll 1
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| Too far || 120ft+ / 24sq+ || Failure || Failure
| Too far || 120ft+ / 24sq+ || Roll 1 || Roll 1
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====Weapon Damage====
====Weapon Damage====
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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.

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 interacting with them.

Item Usage

Universal
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.
Conditional
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.

Item Durability

Consumable
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.

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.
Reusable
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.

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 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

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.

"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."

"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."
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

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 points, 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. 

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.

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.
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 Roll 1
Too far 120ft+ / 24sq+ Roll 1 Roll 1

Weapon Damage

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.
Weapon Damage
Weapon Die Damage Notation 2dX
1 1 1+1
d2 d2 + 2 d2+4
d4 d4 + 4 d4+8
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

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.
Outfit/Armour Template
Type Deflection per Reflex Deflection Maximum Speed Penalty Typical Weight 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 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.

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.

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.