Creating Gear

Gear Generation System for Infinite Frontiers


 

Introduction

Welcome to the Streamlined Gear Generation System for Infinite Frontiers! This revised system emphasizes simplicity, clarity, and balance, ensuring that gear enhances gameplay without overcomplicating mechanics. Gear is categorized into three primary types—Worn Gear, Assimilated Gear, and Consumable Gear—each serving distinct roles in character development and ability utilization.  
 

Gear Categories Overview

  1. Worn Gear: Passive equipment that enhances protection and skills.
  2. Assimilated Gear: Cybernetic implants that integrate into a character’s body, providing significant but limited enhancements.
  3. Consumable Gear: Single-use items that grant temporary advantages or enable specific abilities.
 
 

1. Gear Size Categories

Gear is classified into three sizes—Small, Medium, and Large—which determine the number of Mod Slots available for customization.   [thead] [/thead] [tbody] [/tbody]
Size Description Base Mod Slots
Small Compact and concealable items. 1
Medium Standard-sized equipment. 2
Large Bulky or heavy items requiring effort. 3
 
 

2. Gear Quality Levels

Gear quality affects the total number of Mod Slots, allowing for more enhancements on higher-quality gear.   [thead] [/thead] [tbody] [/tbody]
Quality Level Mod Slot Bonus
Poor -1 mod slot
Common ±0 mod slots
Uncommon +1 mod slot
Rare +2 mod slots
  Note: Mod slots cannot be reduced below zero.  
 

3. Mod Slots and Functionality

Mod Slots determine the number and type of enhancements (mods) that gear can hold. Each bonus or enhancement consumes a specific number of mod slots.  

Mod Slot Costs

  • +1 Attribute Bonus: 5 mod slots
  • +1 Talent Bonus: 3 mod slots
  • +1 Specialization Bonus: 1 mod slot
  • +1 Armor Rating (AR): 1 mod slot
Bonuses are capped to maintain game balance.  

Scaling Costs for Additional Bonuses

To prevent excessive stacking of bonuses, the cost for each additional point of bonus increases incrementally:   [thead] [/thead] [tbody] [/tbody]
Bonus Type +1 Bonus +2 Bonus +3 Bonus
Attribute Bonus 5 mod slots 8 mod slots 10 mod slots
Talent Bonus 3 mod slots 5 mod slots 6 mod slots
Specialization Bonus 1 mod slot 2 mod slots 3 mod slots
This linear scaling ensures simplicity and ease of calculation.  
 

4. Equipment and Implant Capacity

 

4.1 Worn Gear Capacity

Capacity Linked to Body Attribute: The Body attribute determines how much gear a character can carry.  
Total Equipment Capacity = Body Attribute
 
  • Small Gear: 0.5 slots
  • Medium Gear: 1 slot
  • Large Gear: 2 slots
  Example: A character with a Body of 4 can carry:
  • 8 Small Gear items (8 × 0.5 = 4 slots)
  • 4 Medium Gear items (4 × 1 = 4 slots)
  • 2 Large Gear items (2 × 2 = 4 slots)
 

4.2 Assimilated Gear Capacity

Capacity Linked to Spirit Attribute: The Spirit attribute limits the number of cybernetic implants a character can have.  
Total Implant Capacity = Spirit Attribute - 1
 
  • Each implant reduces Spirit by 1 point.
  • Minimum Spirit: Characters must maintain at least 1 Spirit.
  Example:
  • Spirit: 5 → Implant Capacity: 4 implants (5 - 1)
  • Spirit: 3 → Implant Capacity: 2 implants (3 - 1)
 
 

5. Gear Creation Guide

  1. Define the Gear Concept: Determine the gear’s purpose—whether it's for protection, skill enhancement, or enabling abilities.
  2. Choose Gear Type and Size: Select the gear category (Worn, Assimilated, Consumable) and size (Small, Medium, Large).
  3. Determine Quality Level: Choose a quality level to adjust mod slots accordingly.
  4. Allocate Mod Slots: Assign mod slots based on desired bonuses, ensuring total mod slots do not exceed the gear’s capacity.
  5. Assign Mods: Select and assign mods to the available mod slots, enhancing the gear’s functionality.
  6. Calculate Gear Cost: Compute the total cost using the following formula:
    Total Gear Cost = Base Cost + (Mod Slots Used × 1,000 credits)
  Base Cost by Size and Quality:   [thead] [/thead] [tbody] [/tbody]
Size Quality Base Cost (Credits)
Small Poor 800
Small Common 1,000
Small Uncommon 1,200
Small Rare 1,400
Medium Poor 1,600
Medium Common 2,000
Medium Uncommon 2,400
Medium Rare 2,800
Large Poor 3,200
Large Common 4,000
Large Uncommon 4,800
Large Rare 5,600
 
 

6. Examples

 

Example 1: Worn Gear - Targeting Helmet

Concept: A helmet that provides enhanced targeting capabilities.  
  • Gear Type: Worn Gear
  • Size: Medium
  • Quality Level: Rare (+2 mod slots)
  • Base Mod Slots: 2 (Medium) + 2 (Rare) = 4 mod slots
  • Mods:
    • Talent Bonus: +1 Precision (3 mod slots)
    • Specialization Bonus: +1 Marksmanship (1 mod slot)
      Total Mod Slots Used: 4   Gear Cost:
    Total Gear Cost = 2,800 (Base) + (4 × 1,000) = 6,800 credits
      Capacity: Must have at least 1 slot available (Medium Gear occupies 1 slot)  
     

    Conclusion

    The Streamlined Gear Generation System for Infinite Frontiers offers a clear, efficient, and balanced approach to gear customization. By categorizing gear types, sizing, quality levels, and tying capacity to core attributes, this system ensures that gear enhances character abilities without disrupting game balance. With straightforward mod slot allocations and scaling costs, players can make strategic decisions that align with their character’s development and the game’s challenges.  
    Happy adventuring and gear optimization in Infinite Frontiers!
    Rulebook

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