Items in Shadowfall | World Anvil
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Items

Items are widely used by humans and those who dwell amongst them. Whether weapons, modes of transport or similar anything that is not a character or a living creature is usually referred to in game as an item. There are 5 unique types of items. These are:  

Weapons

  Weapons divided into three classifications:
  • Ballistic Weapons: Includes all weapons which can be used at range.
  • Melee Weapons: Includes all weapons which are used in close combat.
  • Thrown Weapons: Includes items such as shuriken, kunai, grenades and the like which can be used at range but are lost or need to be retrieved after use.
  Weapon classifications are further broken down to assist in the ease of gameplay and the effects they have. Each weapon has several sub-categories applied to it which are universal. This allows for Storytellers to more efficiently track damage and for custom weapons to be created.  

Ballistic Weapons

  Each ballistic weapon must have one tag from each of the following 5 sub-categories:  

Size

Size for a firearm determines how heavy the weapon is to actually carry around and use. If the character does not possess enough Endurance points to wield the Firearm than they suffer a 1 Point Penalty for each dot of Endurance they lack. Note that exceptions can be made if the weapon is properly secured to the ground (such a Sniper taking a prepared position).
  • Light: Can be fired by one hand and requires at least 1 Endurance Point to use properly.
  • Hefty: Requires both hands to handle and 2 Endurance Points to use effectively. If wielded in one hand than 4 Endurance Points are needed wield effectively.
  • Heavy: Requires both hands to handle and 3 Endurance Points to use effectively. If firing on the move than 5 Endurance Points are needed to wield effectively.

Range

Range determines how effective firearm is at different ranges. Pistols and shotguns will excel at close quarters but will lose out in a long range firefight with a sniper. If the weapon is firing outside of its normal effective range than the Storyteller can apply Penalty Points to the roll or simply advise that the bullets will not reach the target.
  • Short: The weapon can be fired at close range from 0-10 meters without penalty. It cannot hit targets more than 30 meters away.
  • Medium: The weapon can be fired with ease at targets between 2-50 meters away without penalty. It cannot effectively hit targets more than 70 meters away.
  • Long: The weapon can be fired without penalty at targets between 20-700 meters away, without suffering penalty. It cannot effectively hit targets more than 1000 meters away.
  • Template: The weapon fires in a cone automatically hitting all targets within it.

Rate of Fire

Rate of fire determines how often a weapon can be shot per Turn.
  • Single Shot: The weapon can only be fired once per Turn.
  • Auto Reload: The weapon can be fired once per Action (can chose 2 separate targets).
  • Automatic: The weapon can either be fired once per Action on semi automatic or once per Turn on full automatic. If firing on full automatic the shooter adds 2 Bonus Points to his roll.

Armor Piercing

AP advises the likely hood of the projectiles ignoring the targets armor and cover.
  • No AP: The enemy gets to make full use of its Defense value.
  • Low AP: The enemy loses the benefit of its Defense value if its rating is 2 or less.
  • High AP: The enemy losses the benefit of its Defense value if its rating is 4 or less.
 

Caliber Size

Caliber size determines the severity of damage the weapon is capable off.    
  • Small: The target takes Aggravated damage.
  • Large: The target takes Lethal damage.
  • Non-Lethal: The target takes Superficial damage (rubber bullets)
   

Melee Weapons

  Each melee weapon must have one tag from each of the following 3 sub-categories:  

Weight

Weight for a melee weapon determines how heavy the weapon is to actually carry around and use. If the character does not possess enough Endurance points to wield the weapon than they suffer a 1 Point Penalty for each dot of Endurance they lack. Weight also plays a role in the weapons level of severity when it comes to damage.
  • Light: The weapon requires a single hand to wield and at least 1 Endurance Point to use properly.
  • Cumbersome: Requires both hands to handle and 2 Endurance Points to use effectively. If wielded in one hand than 4 Endurance Points are needed wield effectively.
  • Heavy: Requires both hands to handle and 3 Endurance Points to use effectively.

Size

Size mainly determines how easy the weapons concealment is and plays a role in the weapons level of severity when it comes to damage.
  • Small: Can easily be hidden on one’s person.
  • Medium: Can be hidden but the user suffers a 2 Point Penalty when trying to hide it.
  • Large: Cannot be hidden by any means.

Type

Nearly all melee weapons are designed to either bash, cut or stab their targets. The nature of the blow plays a critical role in determining the severity level of the damage along with Size and Weight.
  • Bashing: The weapon uses Strength as the basic attribute in combination with Melee. If the weapon is light it causes Superficial damage, if it is cumbersome, it causes Aggravated damage and it if it is heavy, it causes Lethal damage. If the user beats an opponent by 3 Successes or more, when using the weapon, than the target is also considered Stunned.
  • Slashing: The weapon can use either Strength or Dexterity as the basic attribute. If the weapon is small or light than it causes Superficial damage, if the weapon is cumbersome or medium than it causes Aggravated damage and if it is a heavy or large weapon than it causes Lethal damage. In instances where the weapon has a mixed tag other than the one mentioned here (like a cumbersome and small) than always apply the one which gives you a higher level of severity for damage. Regardless what Size or Weight the weapon has if the user beats an opponent by 3 Successes or more, when using the weapon, than the target receives the Bleeding Condition.
  • Stabbing: The weapon uses Dexterity as the basic attribute. If the weapon is small, it causes Aggravated damage, if it is medium, it causes Lethal damage and ignores the targets Defense rating up to 2 and if is Large it causes Lethal damage and ignores the targets Defense rating up to 4. If the user if the user beats an opponent by 3 Successes or more when using the weapon than the target receives an Injury as well.

Thrown Weapons

  Each ballistic weapon must have one tag from each of the following 4 sub-categories:  

Size

  • Small: Can easily be hidden on ones person.
  • Medium: Can be hidden but the user suffers a penalty.
  • Large: Cannot be hidden by any means.

Weight

  Weight for a thrown weapon determines how heavy the weapon is to actually throw. If the character does not possess enough Endurance points to wield the weapon than they suffer a 1 Point Penalty for each dot of Endurance they lack. Weight also plays a role in the weapons level of severity when it comes to damage.
  • Light: The weapon requires a single hand to throw and at least 1 Endurance Point to use properly.
  • Cumbersome: Requires both hands to throw and 2 Endurance Points to use effectively. If throwing with one hand than 4 Endurance Points are needed throw effectively.
  • Heavy: Requires both hands to throw and 3 Endurance Points to use effectively.

Type

Advises if the weapon can be re-used after it is thrown.
  • Retrievable: The weapon can be retrieved once thrown.
  • Single use: The weapon cannot be retrieved once thrown.

Effect

Advises how the weapon actually causes damage.
  • Impact: The weapon causes damage via impact.
  • Chemical: The weapon causes damage via chemical means be it gas, acidic liquids or an explosion and usually affects an area.
  Note thrown weapons are further explained on their own weapon cards as they are more unique than ballistic or melee weapons.

Other common tags

  Many specialized weapons have additional tags that make them more unique.
  • Silver: The weapon is either made out of silver or fires silver rounds.
  • Supernatural: The weapon is supernatural in nature and its attacks are treated as such as well.
  • Master Crafted: The weapons user receives a 1 Point Bonus to any Melee or Firearms roll using the weapon.
  • Flaming: The weapon causes flaming attacks and can set things or individuals on fire.
  • Cursed: The weapon is cursed. Each curse is unique and clarified by the storyteller or known only to the storyteller.
  • Cold Iron: The weapon or its projectiles are made out of cold iron.
  • Possessed: The weapon possesses a spirit. What effect this has is clarified by the storyteller or known only to the storyteller.
  • Brittle: The weapon or munitions are likely to shatter when receiving a heavy impact. This could be by design.
  • Oversized: The weapon is large and not meant to be wielded by a normal humanoid.
  • Bonded: The weapon is either by supernatural means or a physical link (such as a chain or flesh grafted) to the user.
Creative Note
Players and Storytellers should use the rules for weapons as a guide and I would personally advise creating your own custom weapons and rules. The rules here are simply meant as a quick guide for common weapons.   Consumables   Food, drink, drugs, elixirs, injections, pills, medical supplies, inhalants, drugs and similar all fall under this category. Consumables are all items which can be used once and are than removed. Many thrown weapons for instance are considered consumables as are bullets, bandages and rations.  

Equipment

  Are all items which a character can either wear or have some other use which can be re-visited multiple times and which do not fall under any of the other categories. Common equipment are items such as:
  • Phones
  • Lighters
  • Laptops
  • Body Armor
  • Binoculars
  • Night Vision Goggles
  • Clothing
  • Make up pallets
  • Masks
  • Gloves
If a character has a piece of equipment than it is either explained in advance what it does (usually reserved for specialized pieces of gear) or it is commonly known.  

Transport

  Are all items which a character uses for transport such as:
  • Bikes
  • Cars
  • Private Planes
  • Yachts
  • Gliders
They are commonly different from other items in that the character needs to have dots in Drive or Technology to efficiently use them, they are larger than most items and can be further modified.  

Haven

  Is a character’s home. Not all characters or stories include heavens but for those that do they are allowed to modify a haven to suit their needs.

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