The NERTH LAWS of Stuff Physical / Metaphysical Law in Down Shift | World Anvil

The NERTH LAWS of Stuff

The LAW of Stuff- Kinds, Types, and Quality.

Remember, Directors may use tools from ANY Systembook interchangeably to make their stories unique, and the Masterbook is a generalized source for them all. So your stories might draw from just one, or all seven current Systembooks, and all of those rules are encompassed herein.   Passages is a system wherein the worth of the materials that Persona carries around with them matters. Perhaps the 'Stuff' was discovered as a part of a loot pile. Maybe it was dug up from a gravesite. Perhaps it was purchased at a bazaar on the edge of spacetime.   In all candor, whatever story you are telling, whatever part you are playing in that story, Stuff is essential to the way the game is played, the way players interact, the way a scene plays out.     In the Passages multiverse, each genre has its unique take on Stuff. This article, which is posted in each Systembook, outlines the general rules of Stuff for use with the Multiverse and includes particular details on how each Realm handles its particular Stuff differently from the others.   For the most part, Stuff falls into several Kinds, A variety of types, and a static scale of Quality. This Masterbook will outline ALL of them, and each SYSTEMBOOK section will outline which of the Kinds and Types are available to be discovered in general play.  

KINDS

A very loose interpretation of each of the kinds will help considerably. While it is rare, a cosmetic item, for instance, might become for a specific condition or situation Useful, or even Essential. So keep an awareness that the biggest key to the differentiation has to do with its Quality after its use in a Scene. Such is only considered after the fact, but knowing the distinction may affect how a player decides his Persona will Act.   Cosmetic - items that are just for show, that do not have a lasting effect on the world, and are really easy to destroy or at least mess up pretty easily. Clothes, accessories, 'fake' jewelry, weapons, or dramatic props all fall into the Cosmetic category.   Useful - functional items, can change the course of things in a game, and while they can be broken or fouled up n a session, generally they can be repaired, improved, and even over time may become essential. Light sources, tools, comfortable shoes, all can be useful items.   Essential - to an archer, his Bow and Arrows are essential. To a blacksmith, it is his tools and forges. There are tons of ways an item or collection of items becomes Essential. What is important to remember, is that for an item to be Essential, it needs to be resilient, repairable, and able to be possibly improved. Placing an item into the Essential Kind also lends it more value, both in use and in trade or sales in-game.  

TYPES

General From clothes and baggage, to record albums, candles, etc. General is virtually anything. This is the catch-all type of stuff. General items are just that –a variety of items that are useful and don’t qualify as either armor or vehicles. The kinds of things just about anyone would like to have access to, but that have some level of rarity, depending on the environment in which they might be found. The Quality of this kind of Stuff determines its sales or trade value, whether it has a market value, etc.   Armor - Armor includes all items that can afford at least a modicum of protection to the bearer. Some protect against specific threats – goggles to protect the eyes from radiation, or a fire suit to prevent burns – while others provide more general protection – shields to deflect physical attacks, or suits of armor meant to absorb impacts. Armor also is distributed across several categories, some of them unique to DoanShift.   Weapons -categorically, the Weapons type of Stuff is always valued, both for utility and resale. Most weapon types can be improved over time and can be repaired if damaged.   Tools, like weapons, are repairable, resident, and tend to have value always. Tools are items that facilitate actions and may improve the success potential of actions by their use. Use does reduce Quality, and repair can improve it.   Resources are recordings, writings, notes, maybe photographs, or other assets. Generally quality is not a problem, but often, should a Resource become damaged, it loses at least some of its value and its effectiveness as a resource.   Vehicles - are means of conveyance, whether human-powered or by other kinds of fuel. For the most part, motorized vehicles fall into three categories – Bikes, Cars, and Transports   QUALITY The value to which an item can increase your success ratio is one-tenth of its quality, and only in cases where the clear use of the Stuff makes sense. In other words, a carjacking tool (crowbar for instance, or a slim-jim, or even a random ring of keys might suffice. (if an item is determined to be cosmetic, it has no quality to speak of.   Each Realm has its particular values for what a particular item might have, depending on where it is discovered, and where it might have originated, as well as its resilience to wear and tear.   Players and Directors will most likely determine a unit's appraised value (is it a general cosmetic item, or an essential resource) and compare based on which Systembook is being used what that might have as value.   Further, do remember that Players can choose to upgrade items, including paying for repairs and such.   DownShift   In this particular world, those that have, have, and those that don't, well, they scrape whatever they can from the wreckage or remainders of the world, in its downward spiral, and make do with that. this means you don't really start with a lot, and your imagination will help tremendously with the process.   The further one moves from the few remaining city-states that haven't fallen into complete chaos, the less likely stuff will work. To put it simply, a shotgun shell found on a store shelf in a ruined gas station is far more likely than one on a shelf in a gun supplier warehouse in a city to be a "dud", to misfire when you need it most.   Don’t worry too much about the quality of items, in terms of trying to maximize your effectiveness in-game. Passages is not a system to be ‘hacked’ or “optimized”, only to be engaged in as a social interaction experience. Instead, as you build your character, consider what the items feel like, how the character plans to or has used the items in the past, and what the items offer to add to the life the character is thrust into. While these lists are inclusive, they are in no way intended to be exhaustive or complete. The Director will determine what, if any, additional gear you begin with, and will go over your list to ensure it makes sense with his story, as well as is possible, given his starting point in the story.   What Skills are to Dark Shards, Stuff is to DownShift. The Stuff lists below are a broad-brush example of the kinds of things a Passages member with this career MIGHT have. It is neither exhaustive nor exclusive; You will find CADRE is a very fluid system, not meant to be literal nor limiting.   
Do note that items on the  various Systembook Gear lists are not necessarily also listed in the General Items list in the Masterbook lists. The point of the Masterbook list is to be an example, not an exhaustive catalog.  Remember, items that a Persona has are not particularly limited or restricted by the lists.
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