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)
- 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.
- 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
- Apparel - Clothing, armour & accessories
- Defence - damage mitigating potential
- Consumable - Food, drink & medicine
- Quality - NAT restoration modifier
- 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
- 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
- Food - Restores Strength
- Beverage - Restores Spirit
- Medicine- Restores Stamina
- 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
- Items that are "spent" in crafting
- May become components in new item
- Lowest value item destroyed on failure
- Specifies the profession used in crafting
- Adds profession level to check
- Adds profession level to item value
- Cannot be used if using elemancy
- 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
- 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
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