Items in Legend Continuum | World Anvil
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Items

Overview

Items are any inanimate objects which could feasibly be in possession of a creature. They can be acquired through trade, crafting, exploration and looting fallen enemies. items are used for a plethora of activities, though the most common usage is likely to be in combat.

 
  Attributes - Basic stats common of all items.  
  • Value - Base selling price in credits at the dealership. Items found in the world have a value equal to the Time (GM may alter this at their discretion). A crafted item's value is equal to the sum of its components' values, plus the average (rounded to nearest whole number). E.g. Blade (5) + Hilt (3) = Sword (12)
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  • Durability - An item's maximum durability is equal to its value, and each time the item is damaged, its durability is reduced by one. If it drops to 0, the item becomes unusable. All items return to maximum durability upon returning to the ship, unless they were found on the current mission.
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  • Weight - Measured in kilograms (kg), it is used to determine the strength required to carry, lift or shift the item. A creature can carry up to 5x their maximum strength (STR) without hinderance. For each 5kg further, their dash distance is reduced by one. If the dash distance is reduced to 0, they cannot carry any more items, and if they try, they fall down.
 
  Class - Gives item additional stats, implying the purpose of the item.  
  • Gear - Weapons, tools & instruments
    • Range - effect distance in metres
    • Offence - damage dealing potential
    • Defence - damage mitigating potential
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  • Apparel - Clothing, armour & accessories
    • Defence - damage mitigating potential
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  • Consumable - Food, drink & medicine
    • Quality - NAT restoration modifier
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  • Resource - Supplies, scrap & produce
    • Stack - number held as a single item
 
  Aspects - Class specific properties.   Gear - Gear aspects describe weapon classifications and the determine the criteria that they must fill to be classified. The aspect may impose restrictions on usage and stats. A piece of gear can have up to one aspect at a time.
  • Shield
  • Range = 1, Offence min 0, Defence > Offence
  • Light
  • Range = 1, Offence > Defence, Defence min 1
  • One-handed
  • Heavy
  • Range = 1, Offence > Defence, Defence min 1
  • Two-handed
  • Pole
  • Range min 2, Offence min 1, Defence min 1
  • Offence halved if not at maximum range
  • Defence halved if used one-handed
  • Flexible
  • Range min 2, Offence min 1, Defence min 1
  • Requires free action to retrieve
  • Trap
  • Range min 0, Offence min 1, Defence min 0
  • Offence only applies if stepped on
  • Cannot be blocked
  • Throwing
  • Range min 3, Offence min 1, Defence min 0
  • Range & Offence only apply when thrown
  • One-handed
  • Ranged
  • Range min 3, Offence min 1, Defence min 0
  • Range & Offence only apply when firing projectile
  • Instrument
  • Range min 3, Offence min 0, Defence min 0
  • Range only applies when played
  • Affects all units within range
    Apparel - The aspects of apparel determine where item defence applies on the body when equipped. Single pieces may have any number of aspects, but usually only one of each aspect may be equipped at a time.
  • Head - includes face and neck
  • Body - includes arms down to the elbow
  • Hands - includes arms up to the elbow
  • Legs - from waist to knees
  • Feet - from knee to sole of feet
    Consumable - All consumables have at least one aspect which determines which stats are restored on consumption.
  • Food - Restores Strength
  • Beverage - Restores Spirit
  • Medicine- Restores Stamina
    Resource - A resource's aspects are of one or more elements. These are referred to in crafting recipes or abilities, usually as costs. Also useful for determining the result of interactions.
  • Spectro (Emits light)
  • Pyro (Is hot/burning)
  • Electro (Holds charge)
  • Aerus (Gaseous)
  • Aqueous (Liquid)
  • Formus (Pseudo liquid)
  • Cellum (Biomatter)
  • Metum (Metallic)
  • Terrum (Rock)
 
  Crafting   To craft an item, characters require a recipe and the materials that it lists. Tools for professions may be used to increase likelihood of success as well as improve the stats of the created item. Crafting may also be performed with elemancy - without the need for tools.   Recipe
  • Determines materials required
  • Determines tools required
  • Determines created item details
  Materials
  • Items that are "spent" in crafting
  • May become components in new item
  • Lowest value item destroyed on failure
  Tools
  • Specifies the profession used in crafting
  • Adds profession level to check
  • Adds profession level to item value
  • Cannot be used if using elemancy
  Method
  • Done manually or with elemancy
  • GM difficulty: D10 + material value total
  • PC check: D10 + [PRAC]
  • Manually: + profession bonuses
  • Elemancy: Spend Spirit = number of materials
 
  Starter Items   Multi-tool - Value N/A Durability N/A Weight N/A Range 1 Offence 1 Defence 1
  • Gear - Light
  • Free: Convert into hatchet/pickaxe/saw
  Lifeline - Value N/A Durability N/A Weight N/A Defence 0
  • Apparel - No Aspect
  • Can hold 3 items (of reasonable size)
  • Free: Teleport to the ship, may take 1 adj. unit
  • Free: Send item (Value > 0) to storage

Guide

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