Difference between revisions of "Equipment"
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− | == Value Level == | + | ==Value Level== |
− | Value Levels are the base unit for measuring material worth in Swords of Infinity, and are used by several of the game's mechanics to unify the interaction between magic, items, and characters. Value Levels are not currency, but can be related to currency as is appropriate to the setting of the story (e.g. one Value Level in currency might be one gold piece, or it might be 50 copper pieces. It's entirely up to the Storyteller, go with something that's easy to remember), it is also possible to abstract currency entirely with the Value Level mechanic and not deal with specific amounts of coinage at all | + | Value Levels are the base unit for measuring material worth in Swords of Infinity, and are used by several of the game's mechanics to unify the interaction between magic, items, and characters. Value Levels are not currency, but can be related to currency as is appropriate to the setting of the story (e.g. one Value Level in currency might be one gold piece, or it might be 50 copper pieces. It's entirely up to the Storyteller, go with something that's easy to remember), it is also possible to abstract currency entirely with the Value Level mechanic and not deal with specific amounts of coinage at all. |
− | == Weapons == | + | ==Weapons== |
− | Weapons | + | Weapons encompass an extensive category of tools used to inflict injury onto an opponent. With enough effort, nearly ''anything'' can be used as a weapon, but for the purposes of this section, we will be referring to those tools specifically designed for combat applications. Broadly speaking, weapons can be divided into two categories - Melee and Ranged. Even among this very general description, there is a significant amount of overlap, but it serves well enough to distinguish between the functions of these two types of weapons. |
− | + | ===='''Weapon Class'''==== | |
− | + | Weapon Class confers a bonus to Power and a penalty to Success, reflecting that larger, heavier weapons inflict more significant wounds, but are slower and (generally speaking) easier to react to. A weapon provides a Success Penalty e qual to '''10 - Class''', so a Class 4 Weapon would provide a Success Penalty of '''-30.''' A weapon provides a Power bonus equal to '''0 + Class''', so the Class 4 weapon from the previous example would provide a Power Bonus of '''+40'''. | |
− | + | ||
− | + | '''Melee Combat''' | |
− | + | ||
− | + | Melee weapons refer to weapons which are employed in close quarters - swords, clubs, axes, spears - all of these classic weapon archetypes are all similarly characterized by needing to be relatively close to your target to inflict harm. The distance at which a melee weapon can be used to make attacks is referred to as its ''Reach.'' Melee weapons, unless otherwise stated, have ''Reach'' of 5ft. ''Reach'' can be modified by a number of factors, most commonly by a creature’s Size, the weapon’s Traits or Defects, or even by Special Abilities. Targets that are outside of a melee weapons ''Reach'' cannot be struck by attacks made with that weapon. Melee can be used to ''Block,'' providing their user an Armor class bonus equal to the weapon’s Class upon a successful Block check. However, Melee weapons cannot be used to block Ranged attacks. | |
− | + | ||
− | + | ===='''Ranged Combat'''==== | |
− | + | Ranged weapon encompass projectile launchers - such as Bows, Crossbows, Firearms, or even Siege Weapons like Catapaults - as well as thrown weapons - such as throwing axes, knives, boomerangs, or nets. Ranged weapons benefit from the ability to strike a target from a significant distance, allowing the user to stay in relative safety while they bombard their enemy with projectiles. Ranged combat is inherently safe due to the distance it maintains between an individual and their target, but it does require a significant amount of skill and focus to reliably hit a target at way’s away. Attacks made with Ranged weapons suffer a -1 Penalty to Hit success for every 5ft between the attacker and their target. Many objects can still be used at range - such as rocks, bottles, and even other weapons. Attacks made with items or weapons not intended to be used at range (such as throwing a dagger instead of specially weighted throwing knives) suffer a -5 Penalty to Hit success instead of the normal -1. Additionally, when a user makes a Ranged Attack they are rendered ''Vulnerable,'' stacking with other sources of vulnerability. This instance of ''vulnerable'' can be negated by taking the Retreat Action or the Guard Action if using a Shield. Finally, Ranged weapons cannot be used to ''Block''. | |
− | + | ||
− | + | ===='''Handedness'''==== | |
− | + | Handedness refers to the number of hands a weapon requires to properly wield. More exotic weapons made for creatures of radically different compositions than most humanoids may require an unorthodox number of hands to wield, but most weapons designed for a humanoid creature will require somewhere between 0 and 2 hands. | |
− | + | ||
− | + | A “0-handed” weapon would be something that is mounted onto equipment (such as a blade on a bracer) or a natural extension (such as the horns on a Minotaur). These types of weapons are few and far between, and are generally intuitive if it would require a free hand to use. | |
− | + | ||
− | + | Class 1-2 Weapons are intrinsically one-handed weapons. They are small and lightweight enough to be used comfortably with a single hand, and more importantly, often don’t have a long enough handle or grip to be feasibly used with two hands. | |
− | + | ||
− | + | Weapons of Class 4 and greater are intrinsically two-handed weapons. These Classes of weapons are often long, heavy, or exceptionally large, and necessitate the strength of both of its user’s hands to properly wield. Additionally, attacks made with a melee weapon wielded with both hands treat the relevant Hit and Power specializations as a Tier higher than they normally are. | |
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− | + | Class 3 Weapons occupy a unique position in that they are light enough to be feasibly used with a single hand, but are also large enough to benefit from being swung with both hands. Class 3 Weapons are therefore allowed to be wielded in one or two hands, at the user’s discretion. | |
− | Weapons | ||
− | === Weapon Traits === | + | ===Weapon Traits=== |
− | Weapon Traits, like the Traits given to characters cause minor, permanent, Narrative Effects that generally have no impact on the weapon's chance to hit or the magnitude of their damage. Some Traits help a weapon get around a foe's damage immunities (e.g. silver plating against a werewolf), and some increase the utility of the weapon. Adding a Trait to a crafted weapon increases its Value Level by one, and weapons can have more than one trait added to them. The table below lists some example Weapon Traits, it is not an exhaustive list, and can be expanded on indefinitely to suit the story. | + | Weapon Traits, like the Traits given to characters, cause minor, permanent, Narrative Effects that generally have no impact on the weapon's chance to hit or the magnitude of their damage. Some Traits help a weapon get around a foe's damage immunities (e.g. silver plating against a werewolf), and some increase the utility of the weapon. Adding a Trait to a crafted weapon increases its Value Level by one, and weapons can have more than one trait added to them. The table below lists some example Weapon Traits, it is not an exhaustive list, and can be expanded on indefinitely to suit the story. |
{| class="wikitable" | {| class="wikitable" | ||
− | ! Example Trait | + | !Example Trait |
− | ! Description | + | !Description |
|- | |- | ||
− | | Silver Plated | + | |Silver Plated |
− | | The weapon has a layer of silver coating it that helps it injure certain magical foes. | + | |The weapon has a layer of silver coating it that helps it injure certain magical foes. |
|- | |- | ||
− | | Pole-arm | + | |Pole-arm |
− | | The weapon is extra long, and so can reach foes an extra 5 feet away. | + | |The weapon is extra long, and so can reach foes an extra 5 feet away. |
|- | |- | ||
− | | Collapsible | + | |Collapsible |
− | | This weapon folds or telescopes to make it easier to conceal. | + | |This weapon folds or telescopes to make it easier to conceal. |
|- | |- | ||
− | | Non-Lethal | + | |Non-Lethal |
− | | This weapon has been designed to prevent lethal damage from being dealt. | + | |This weapon has been designed to prevent lethal damage from being dealt. |
|} | |} | ||
− | + | ==Armor== | |
− | + | Armor refers broadly to protective clothing of all styles and materials, and in Swords of Infinity it is given a Class that determines how much damage the wearer is protected from. Armor only provides its protection to the Damage Target it is being worn on, with each Class providing 10 points of damage reduction. Armor can be mixed and matched as desired. Below is a table of armor classes, the amount they reduce damage by, their penalty, and some example varieties of armor that fit into that class. The example armors serve only descriptive purposes and make no difference mechanically. | |
− | |||
− | == Armor == | ||
− | Armor refers broadly to protective clothing of all styles and materials, and in Swords of Infinity it is given a Class that determines how much damage the wearer is protected from | ||
{| class="wikitable" | {| class="wikitable" | ||
− | ! Class | + | !Class |
− | ! Damage Reduction | + | !Damage Reduction |
− | + | !Example | |
− | ! Example | ||
|- | |- | ||
− | | 1 | + | |1 |
| -10 | | -10 | ||
− | + | |Ring Armor, Gambeson | |
− | | Ring Armor, Gambeson | ||
|- | |- | ||
− | | 2 | + | |2 |
| -20 | | -20 | ||
− | + | |Leather Armor, Mail Armor | |
− | | Leather Armor, Mail Armor | ||
|- | |- | ||
− | | 3 | + | |3 |
| -30 | | -30 | ||
− | + | |Scale Armor, Lamellar Armor | |
− | | Scale Armor, Lamellar Armor | ||
|- | |- | ||
− | | 4 | + | |4 |
| -40 | | -40 | ||
− | + | |Plate Armor | |
− | | Plate Armor | ||
|} | |} | ||
− | === | + | ===='''Shields'''==== |
− | Armor of | + | Shields are defensive tools used to absorb and deflect attacks. They can range considerably in size, shape, and material of construction, but can be rather easily broken up into Classes that reflect their size and durability. Wielding a Shield occupies the user’s hand, although some shields can be designed such that they are mounted onto the user’s armor, allowing a hand to be free to manipulate objects or grip a weapon with a second hand. While wielding a shield, the user treats their Block Specialization as if it were a tier greater, and are capable of blocking Ranged Attacks with their equipped shield - adding the Shield’s class as bonus Armor Class when successfully blocking. Additionally, Shield users gain access to the ''Fortify'' Action during which the user is treated as though they are in Cover for one round, with the Class of the Shield corresponding directly to the amount of Cover they receive. These benefits are lost if the user moves, and if they moved due to an external source forcing them to do so, they are additionally rendered Vulnerable. |
+ | |||
+ | ==Consumables== | ||
+ | Consumables refer to items that are destroyed after use and their mechanics cover things like grenades, poisons, medicines, and more. At a minimum each consumable has a power score that serves as the target number for determining the effectiveness of the item upon use. Consumables can accomplish any of the sorts of things spells are capable of, to include creating narrative effects, granting skill bonuses, causing or healing damage, and so on. They may additionally have a duration and an area of effect that further modify how items of this variety work. Like a spell with an area of effect, consumables that deal damage to an area are also ''untargeted.'' | ||
+ | |||
+ | ===Elements of a Consumable=== | ||
+ | |||
+ | *'''Effect -''' The description of what a consumable does when activated. Consumables can cause any of the sorts of effects described in the magic rules. Hostile effects are resisted with either mental or physical resistance as is narratively appropriate for the effect. | ||
+ | *'''Power -''' The Power Roll target number that determines the numeric magnitude of the consumable's effect. | ||
+ | *'''Area of Effect -''' The number of squares affected by the activated consumable; default is one. Every possible target, animate or inanimate, that can be reasonably effected by the consumable is effected, whether friend or foe; consumables are not able to distinguish between targets unless given a trait that allows them to do so. | ||
+ | *'''Duration -''' The number of rounds that a consumable remains in effect; default is one round. Targets of the consumable are entitled to a resistance check every round of duration, this includes all targets that remain within within a consumable's area of effect. | ||
+ | *'''Trait(s) -''' Any number of traits granting the consumable one or more diverse narrative effects that augment it. | ||
+ | |||
+ | ===Example Consumables=== | ||
+ | '''Healing Potion –''' ''Power: 50 (Heal up to 5 damage to all damage targets and apply First Aid); Duration: 1 Turn; Area of Effect: 1 Target; Raw Material Cost: .5VL'' | ||
+ | |||
+ | A standard potion of healing that immediately restores damage upon consumption as a healing spell with an equivalent ''Power Check.'' | ||
+ | |||
+ | '''Pot of Greek Fire –''' ''Power 50 (Deal up to 50 fire damage), Duration 5 Turns, Area of Effect: 2x2 Square, Raw Material Cost: 7.5VL'' | ||
+ | |||
+ | A clay pot that, when broken, explodes into an intense gout of chemical fire. This item has two effects, the first 10 power grant it the ''incendiary'' trait, and the remaining power deals equivalent fire damage to the affected targets. | ||
+ | |||
+ | ''Incendiary -'' Any flammable object dealt enough damage by an attack with the incendiary trait [[Adventuring#Fire|catches fire]]. | ||
+ | ==Devices== | ||
+ | Machines, firearms, crossbows, traps and all other manner of mechanically automated items are all broadly referred to as Devices in Swords of Infinity. Devices are primarily sought out for the reusable bonuses they grant to character skills. Functionally speaking Devices can be thought of as durable versions of their consumable counter parts, with power scores that can accomplish all of the same effects. Where they differ, however, is that Devices are not depleted upon use, instead requiring a number of actions to reset them before they can be used again. Device qualities can be added to any other type of non-consumable item to further amplify their effects, this includes weapons and tools. | ||
+ | |||
+ | ===Elements of a Device=== | ||
+ | |||
+ | *'''Effect -''' The description of what a Device does when activated. Devices can cause any of the sorts of effects described in the magic rules. Hostile effects are resisted with either mental or physical resistance as is narratively appropriate for the effect. | ||
+ | *'''Power -''' The Power Roll target number that determines the numeric magnitude of the Device's effect. | ||
+ | *'''Reset -''' The number of actions required to reset the Device after it is used. Some devices have traits that allow consumables to reset them (e.g. batteries in an electronic device) or external power sources (e.g. wind or water in windmills and waterwheels). | ||
+ | *'''Area of Effect -''' The number of squares affected by the activated Device; default is one. Every possible target, animate or inanimate, that can be reasonably effected by the consumable is effected, whether friend or foe; devices are not able to distinguish between targets unless given a trait that allows them to do so. | ||
+ | *'''Duration -''' The number of rounds that a device remains in effect after activation; default is one round. Targets of the device are entitled to a resistance check every round of duration, this includes all targets that remain within within a device's area of effect. | ||
+ | *'''Trait(s) -''' Any number of traits granting the device one or more diverse narrative effects that augment it. | ||
+ | |||
+ | ===Example Devices=== | ||
+ | '''Crossbow -''' ''Size 2 Weapon (2EP, Traits: Projectile Launcher); Device Power 20 (+20 Damage, Reset: 2 Actions); Raw Material Cost: 5VL''<br />A projectile launcher employing a concave bow and mechanical catch mounted to a wooden stock that is designed to provide inexperienced users with firepower equivalent to their harder-to-use conventional bow counterparts. | ||
+ | |||
+ | '''Sewing Machine -''' ''Tier 1 Tool (10EP, Traits: Rapid Reset); Device Power 20 (+20 Craft (Sewing), Reset: 1 Action); Raw Material Cost: 13VL'' | ||
+ | |||
+ | A machine with a reciprocating needle, thread feed, and foot actuated pedal that speeds up the sewing process and improves stitch consistency. | ||
+ | |||
+ | '''Flashlight -''' ''Equipment (1EP, Traits: Consumable Reset); Device Power 10 (Narrative Effect: Light, Reset: .01 VL Consumable(Battery)/Turn); Area of Effect: 3x3 Square; Raw Material Cost: 5VL'' | ||
+ | |||
+ | A metal cylinder with a light emitting filament and focusing lens at one end, powered by electricity contained in batteries. | ||
+ | ===Traps=== | ||
+ | Swords of Infinity treats traps the same as Devices, at a minimum a trap usually has a trait that governs how it is triggered by victims. | ||
+ | |||
+ | ====Example Traps==== | ||
+ | '''Crossbow Trap -''' ''Trap (2EP, Traits: Projectile Launcher, Tripwire Trigger); Device Power 40 (Deal up to 40 damage, Reset: 4 Actions); Area of Effect: 1 Target; Raw Material Cost: 6VL'' | ||
+ | |||
+ | Simple as it is deadly, this trap is created from a loaded crossbow mounted to a wooden base and triggered by a simple tripwire. | ||
− | + | '''Spiked Wall Trap -''' ''Trap (5EP,Traits: Pressure Plate); Device Power 50 (Deal up to 50 damage, Reset: 5 Actions); Area of Effect: 2x2 Square; Raw Material Cost: 7VL'' | |
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− | + | A spring-loaded wall with spikes that will crush and pierce any that are unlucky enough to step on its pressure plate trigger. | |
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− | == | + | ==Vehicles== |
− | + | Swords of Infinity handles the capabilities, speed, capacity, etc. of all conveyances, land, sea, or air, using this general set of vehicle rules. For mechanics on piloting vehicles see the appropriate section in the [[Adventuring|adventuring rules]]. For simplicity's sake Vehicles use an extension of the device rules. Vehicles add three new concepts to the device rules, capacity, armor, speed, and range | |
− | === | + | ===Elements of a Vehicle=== |
− | |||
− | + | *'''Power -''' The motive power of the vehicle, this number is used to derive the vehicle's speed and also serves as the Power Roll target number for damage dealt by ramming with the vehicle and also for resisted movement skill checks (e.g. pulling something with the vehicle). The source of the vehicle's power is determined by its traits. | |
− | + | *'''Capacity -''' The passenger and cargo capacity of the vehicle, listed in number of 5' squares and encumbrance points (EP). | |
+ | *'''Trait(s) -''' At a minimum vehicles have one or more traits that describes how they move (i.e. over water, land, or air), but they can have any number of additional traits that further augment their capabilities. | ||
+ | *'''Durability (Armor) -''' | ||
+ | *'''Reset -''' | ||
+ | *'''Derived Elements''' | ||
+ | **'''Speed -''' Derived from the vehicle's power score and capacity, this is the number feet per action that the vehicle can travel. Encounter (squares/action) vs Interlude speeds (average distance per day) | ||
+ | **'''Handling -''' | ||
− | == Crafting == | + | ==Crafting== |
The following mechanics detail how characters can create their own items in the game. These rules function identically for all forms of crafting, be it carpentry, masonry, alchemy, or anything else. | The following mechanics detail how characters can create their own items in the game. These rules function identically for all forms of crafting, be it carpentry, masonry, alchemy, or anything else. | ||
− | |||
− | |||
− | + | ===Process=== | |
− | === Tools === | + | |
− | + | *One crafting check per day | |
+ | **Failure means the item is ruined, or the item receives a Defect, crafter's choice. | ||
+ | *1 spirit spent = .1 VL crafted | ||
+ | |||
+ | ===Tools & Workshops=== | ||
+ | |||
+ | *IRL tools make crafting easier and faster | ||
+ | **Easier = bonus to skill to increase success | ||
+ | **Faster = reduction in spirit required to be spent | ||
+ | *Tools grant 1 spirit/Tier beyond 0 of tools every day | ||
+ | *Tools take up space based on tier | ||
+ | **Tier 0 (1 EP, VL1): Toolbelt | ||
+ | **Tier 1 (10 EP, VL 10): Toolkit | ||
+ | **Tier 2 (1 Square, 100 EP, VL 100): Workbench | ||
+ | **Tier 3 (10 Squares, 1000EP, 2 Operators, VL 1000): Workshop | ||
+ | **Tier 4 (100 Squares, 10,000EP, 10 Operators, VL 10000): Factory | ||
+ | **Tier 5 (1000 Squares, 100,000EP, 100 Operators, VL 100000): Large Factory | ||
+ | |||
+ | ===Raw Materials=== | ||
− | + | *IRL throwing more of a raw material at a crafting task allows you to cut corners rather than carefully plan cuts, etc. which is less efficient resource use but make production faster | |
+ | **Faster = reduction in spirit required to be spent | ||
+ | **.1 VL extra raw materials = 1 spirit granted | ||
+ | **Can add up to twice the raw material cost to craft | ||
+ | *Less raw material means being more careful and making sure you don’t waste | ||
+ | **.1 VL fewer = 1 extra spirit | ||
+ | **Can be deficient up to half the raw material cost to craft | ||
+ | *Raw Materials can be harvested using a skill appropriate to the material, and by spending 1 spirit per .1VL of raw material harvested. | ||
+ | **Up to half the raw materials used can be harvested from ruined items using the same skill that created it. | ||
− | === | + | ===Consumables=== |
− | |||
− | |||
− | |||
− | + | *Have power (to accomplish effects in the same way as spells) | |
− | + | **.01 VL raw materials per 1 power | |
− | + | *Have area of effect | |
+ | **1 Person: Free | ||
+ | **.1 VL raw materials per additional 1 square x 1 square | ||
+ | *Have Duration | ||
+ | **.1VL raw materials per turn | ||
+ | *Can be made in batches to speed production | ||
+ | **Spirit cost is based on cost for 1 dose + 1 spirit per dose | ||
+ | **Raw materials cost same as base consumable per dose | ||
+ | *Examples | ||
+ | **Healing Potion | ||
+ | ***Power: 50 | ||
+ | ***Raw Materials Cost: .5 VL | ||
+ | ***Spirit Cost: 5 | ||
+ | ***Sale Price: 1 VL | ||
+ | **Healing Potion (Batch of 6) | ||
+ | ***Power: 50 | ||
+ | ***Raw Materials Cost: 6 VL | ||
+ | ***Spirit Cost: 10 | ||
− | ==== | + | ===Devices=== |
− | |||
− | |||
− | = | + | *Can be added to weapons (e.g. bow + device = crossbow) |
− | + | *Have Traits | |
− | + | **Tier 1: 1 VL raw materials | |
− | + | **Tier 2: 3 VL raw materials | |
− | + | **Tier 3: 6 VL raw materials | |
− | + | **Tier 4: 10 VL raw materials | |
− | + | **Tier 5: 15 VL raw materials | |
+ | *Have Power Score | ||
+ | **Costs .1VL raw materials per +1 | ||
+ | *Can have up to 1VL raw materials power per 1 EP of device | ||
+ | *Power can be used to create narrative effects, grant skill bonuses, deal damage, basically any of the sort of things | ||
+ | *Must be reset after use | ||
+ | **1 action / VL of power | ||
+ | **Trait can be added to use a consumable instead of requiring a reset | ||
+ | *Examples | ||
+ | **Crossbow | ||
+ | ***EP 2 | ||
+ | ***Weapon Tier 2 | ||
+ | ***Traits: | ||
+ | ****Projectile Launcher | ||
+ | ***Power: | ||
+ | ****20 Power (+20 crossbow damage skill) | ||
+ | ***Reset: | ||
+ | ****3 actions | ||
+ | ***Raw Materials Cost 5VL | ||
+ | ****Weapon Tier 2: 2VL | ||
+ | ****Projectile Launcher Trait: 1 VL | ||
+ | ****Device power: 2VL | ||
+ | ***Spirit Cost: 50 | ||
− | + | <br /> | |
− |
Latest revision as of 15:55, 8 October 2021
Value Level
Value Levels are the base unit for measuring material worth in Swords of Infinity, and are used by several of the game's mechanics to unify the interaction between magic, items, and characters. Value Levels are not currency, but can be related to currency as is appropriate to the setting of the story (e.g. one Value Level in currency might be one gold piece, or it might be 50 copper pieces. It's entirely up to the Storyteller, go with something that's easy to remember), it is also possible to abstract currency entirely with the Value Level mechanic and not deal with specific amounts of coinage at all.
Weapons
Weapons encompass an extensive category of tools used to inflict injury onto an opponent. With enough effort, nearly anything can be used as a weapon, but for the purposes of this section, we will be referring to those tools specifically designed for combat applications. Broadly speaking, weapons can be divided into two categories - Melee and Ranged. Even among this very general description, there is a significant amount of overlap, but it serves well enough to distinguish between the functions of these two types of weapons.
Weapon Class
Weapon Class confers a bonus to Power and a penalty to Success, reflecting that larger, heavier weapons inflict more significant wounds, but are slower and (generally speaking) easier to react to. A weapon provides a Success Penalty e qual to 10 - Class, so a Class 4 Weapon would provide a Success Penalty of -30. A weapon provides a Power bonus equal to 0 + Class, so the Class 4 weapon from the previous example would provide a Power Bonus of +40.
Melee Combat
Melee weapons refer to weapons which are employed in close quarters - swords, clubs, axes, spears - all of these classic weapon archetypes are all similarly characterized by needing to be relatively close to your target to inflict harm. The distance at which a melee weapon can be used to make attacks is referred to as its Reach. Melee weapons, unless otherwise stated, have Reach of 5ft. Reach can be modified by a number of factors, most commonly by a creature’s Size, the weapon’s Traits or Defects, or even by Special Abilities. Targets that are outside of a melee weapons Reach cannot be struck by attacks made with that weapon. Melee can be used to Block, providing their user an Armor class bonus equal to the weapon’s Class upon a successful Block check. However, Melee weapons cannot be used to block Ranged attacks.
Ranged Combat
Ranged weapon encompass projectile launchers - such as Bows, Crossbows, Firearms, or even Siege Weapons like Catapaults - as well as thrown weapons - such as throwing axes, knives, boomerangs, or nets. Ranged weapons benefit from the ability to strike a target from a significant distance, allowing the user to stay in relative safety while they bombard their enemy with projectiles. Ranged combat is inherently safe due to the distance it maintains between an individual and their target, but it does require a significant amount of skill and focus to reliably hit a target at way’s away. Attacks made with Ranged weapons suffer a -1 Penalty to Hit success for every 5ft between the attacker and their target. Many objects can still be used at range - such as rocks, bottles, and even other weapons. Attacks made with items or weapons not intended to be used at range (such as throwing a dagger instead of specially weighted throwing knives) suffer a -5 Penalty to Hit success instead of the normal -1. Additionally, when a user makes a Ranged Attack they are rendered Vulnerable, stacking with other sources of vulnerability. This instance of vulnerable can be negated by taking the Retreat Action or the Guard Action if using a Shield. Finally, Ranged weapons cannot be used to Block.
Handedness
Handedness refers to the number of hands a weapon requires to properly wield. More exotic weapons made for creatures of radically different compositions than most humanoids may require an unorthodox number of hands to wield, but most weapons designed for a humanoid creature will require somewhere between 0 and 2 hands.
A “0-handed” weapon would be something that is mounted onto equipment (such as a blade on a bracer) or a natural extension (such as the horns on a Minotaur). These types of weapons are few and far between, and are generally intuitive if it would require a free hand to use.
Class 1-2 Weapons are intrinsically one-handed weapons. They are small and lightweight enough to be used comfortably with a single hand, and more importantly, often don’t have a long enough handle or grip to be feasibly used with two hands.
Weapons of Class 4 and greater are intrinsically two-handed weapons. These Classes of weapons are often long, heavy, or exceptionally large, and necessitate the strength of both of its user’s hands to properly wield. Additionally, attacks made with a melee weapon wielded with both hands treat the relevant Hit and Power specializations as a Tier higher than they normally are.
Class 3 Weapons occupy a unique position in that they are light enough to be feasibly used with a single hand, but are also large enough to benefit from being swung with both hands. Class 3 Weapons are therefore allowed to be wielded in one or two hands, at the user’s discretion.
Weapon Traits
Weapon Traits, like the Traits given to characters, cause minor, permanent, Narrative Effects that generally have no impact on the weapon's chance to hit or the magnitude of their damage. Some Traits help a weapon get around a foe's damage immunities (e.g. silver plating against a werewolf), and some increase the utility of the weapon. Adding a Trait to a crafted weapon increases its Value Level by one, and weapons can have more than one trait added to them. The table below lists some example Weapon Traits, it is not an exhaustive list, and can be expanded on indefinitely to suit the story.
Example Trait | Description |
---|---|
Silver Plated | The weapon has a layer of silver coating it that helps it injure certain magical foes. |
Pole-arm | The weapon is extra long, and so can reach foes an extra 5 feet away. |
Collapsible | This weapon folds or telescopes to make it easier to conceal. |
Non-Lethal | This weapon has been designed to prevent lethal damage from being dealt. |
Armor
Armor refers broadly to protective clothing of all styles and materials, and in Swords of Infinity it is given a Class that determines how much damage the wearer is protected from. Armor only provides its protection to the Damage Target it is being worn on, with each Class providing 10 points of damage reduction. Armor can be mixed and matched as desired. Below is a table of armor classes, the amount they reduce damage by, their penalty, and some example varieties of armor that fit into that class. The example armors serve only descriptive purposes and make no difference mechanically.
Class | Damage Reduction | Example |
---|---|---|
1 | -10 | Ring Armor, Gambeson |
2 | -20 | Leather Armor, Mail Armor |
3 | -30 | Scale Armor, Lamellar Armor |
4 | -40 | Plate Armor |
Shields
Shields are defensive tools used to absorb and deflect attacks. They can range considerably in size, shape, and material of construction, but can be rather easily broken up into Classes that reflect their size and durability. Wielding a Shield occupies the user’s hand, although some shields can be designed such that they are mounted onto the user’s armor, allowing a hand to be free to manipulate objects or grip a weapon with a second hand. While wielding a shield, the user treats their Block Specialization as if it were a tier greater, and are capable of blocking Ranged Attacks with their equipped shield - adding the Shield’s class as bonus Armor Class when successfully blocking. Additionally, Shield users gain access to the Fortify Action during which the user is treated as though they are in Cover for one round, with the Class of the Shield corresponding directly to the amount of Cover they receive. These benefits are lost if the user moves, and if they moved due to an external source forcing them to do so, they are additionally rendered Vulnerable.
Consumables
Consumables refer to items that are destroyed after use and their mechanics cover things like grenades, poisons, medicines, and more. At a minimum each consumable has a power score that serves as the target number for determining the effectiveness of the item upon use. Consumables can accomplish any of the sorts of things spells are capable of, to include creating narrative effects, granting skill bonuses, causing or healing damage, and so on. They may additionally have a duration and an area of effect that further modify how items of this variety work. Like a spell with an area of effect, consumables that deal damage to an area are also untargeted.
Elements of a Consumable
- Effect - The description of what a consumable does when activated. Consumables can cause any of the sorts of effects described in the magic rules. Hostile effects are resisted with either mental or physical resistance as is narratively appropriate for the effect.
- Power - The Power Roll target number that determines the numeric magnitude of the consumable's effect.
- Area of Effect - The number of squares affected by the activated consumable; default is one. Every possible target, animate or inanimate, that can be reasonably effected by the consumable is effected, whether friend or foe; consumables are not able to distinguish between targets unless given a trait that allows them to do so.
- Duration - The number of rounds that a consumable remains in effect; default is one round. Targets of the consumable are entitled to a resistance check every round of duration, this includes all targets that remain within within a consumable's area of effect.
- Trait(s) - Any number of traits granting the consumable one or more diverse narrative effects that augment it.
Example Consumables
Healing Potion – Power: 50 (Heal up to 5 damage to all damage targets and apply First Aid); Duration: 1 Turn; Area of Effect: 1 Target; Raw Material Cost: .5VL
A standard potion of healing that immediately restores damage upon consumption as a healing spell with an equivalent Power Check.
Pot of Greek Fire – Power 50 (Deal up to 50 fire damage), Duration 5 Turns, Area of Effect: 2x2 Square, Raw Material Cost: 7.5VL
A clay pot that, when broken, explodes into an intense gout of chemical fire. This item has two effects, the first 10 power grant it the incendiary trait, and the remaining power deals equivalent fire damage to the affected targets.
Incendiary - Any flammable object dealt enough damage by an attack with the incendiary trait catches fire.
Devices
Machines, firearms, crossbows, traps and all other manner of mechanically automated items are all broadly referred to as Devices in Swords of Infinity. Devices are primarily sought out for the reusable bonuses they grant to character skills. Functionally speaking Devices can be thought of as durable versions of their consumable counter parts, with power scores that can accomplish all of the same effects. Where they differ, however, is that Devices are not depleted upon use, instead requiring a number of actions to reset them before they can be used again. Device qualities can be added to any other type of non-consumable item to further amplify their effects, this includes weapons and tools.
Elements of a Device
- Effect - The description of what a Device does when activated. Devices can cause any of the sorts of effects described in the magic rules. Hostile effects are resisted with either mental or physical resistance as is narratively appropriate for the effect.
- Power - The Power Roll target number that determines the numeric magnitude of the Device's effect.
- Reset - The number of actions required to reset the Device after it is used. Some devices have traits that allow consumables to reset them (e.g. batteries in an electronic device) or external power sources (e.g. wind or water in windmills and waterwheels).
- Area of Effect - The number of squares affected by the activated Device; default is one. Every possible target, animate or inanimate, that can be reasonably effected by the consumable is effected, whether friend or foe; devices are not able to distinguish between targets unless given a trait that allows them to do so.
- Duration - The number of rounds that a device remains in effect after activation; default is one round. Targets of the device are entitled to a resistance check every round of duration, this includes all targets that remain within within a device's area of effect.
- Trait(s) - Any number of traits granting the device one or more diverse narrative effects that augment it.
Example Devices
Crossbow - Size 2 Weapon (2EP, Traits: Projectile Launcher); Device Power 20 (+20 Damage, Reset: 2 Actions); Raw Material Cost: 5VL
A projectile launcher employing a concave bow and mechanical catch mounted to a wooden stock that is designed to provide inexperienced users with firepower equivalent to their harder-to-use conventional bow counterparts.
Sewing Machine - Tier 1 Tool (10EP, Traits: Rapid Reset); Device Power 20 (+20 Craft (Sewing), Reset: 1 Action); Raw Material Cost: 13VL
A machine with a reciprocating needle, thread feed, and foot actuated pedal that speeds up the sewing process and improves stitch consistency.
Flashlight - Equipment (1EP, Traits: Consumable Reset); Device Power 10 (Narrative Effect: Light, Reset: .01 VL Consumable(Battery)/Turn); Area of Effect: 3x3 Square; Raw Material Cost: 5VL
A metal cylinder with a light emitting filament and focusing lens at one end, powered by electricity contained in batteries.
Traps
Swords of Infinity treats traps the same as Devices, at a minimum a trap usually has a trait that governs how it is triggered by victims.
Example Traps
Crossbow Trap - Trap (2EP, Traits: Projectile Launcher, Tripwire Trigger); Device Power 40 (Deal up to 40 damage, Reset: 4 Actions); Area of Effect: 1 Target; Raw Material Cost: 6VL
Simple as it is deadly, this trap is created from a loaded crossbow mounted to a wooden base and triggered by a simple tripwire.
Spiked Wall Trap - Trap (5EP,Traits: Pressure Plate); Device Power 50 (Deal up to 50 damage, Reset: 5 Actions); Area of Effect: 2x2 Square; Raw Material Cost: 7VL
A spring-loaded wall with spikes that will crush and pierce any that are unlucky enough to step on its pressure plate trigger.
Vehicles
Swords of Infinity handles the capabilities, speed, capacity, etc. of all conveyances, land, sea, or air, using this general set of vehicle rules. For mechanics on piloting vehicles see the appropriate section in the adventuring rules. For simplicity's sake Vehicles use an extension of the device rules. Vehicles add three new concepts to the device rules, capacity, armor, speed, and range
Elements of a Vehicle
- Power - The motive power of the vehicle, this number is used to derive the vehicle's speed and also serves as the Power Roll target number for damage dealt by ramming with the vehicle and also for resisted movement skill checks (e.g. pulling something with the vehicle). The source of the vehicle's power is determined by its traits.
- Capacity - The passenger and cargo capacity of the vehicle, listed in number of 5' squares and encumbrance points (EP).
- Trait(s) - At a minimum vehicles have one or more traits that describes how they move (i.e. over water, land, or air), but they can have any number of additional traits that further augment their capabilities.
- Durability (Armor) -
- Reset -
- Derived Elements
- Speed - Derived from the vehicle's power score and capacity, this is the number feet per action that the vehicle can travel. Encounter (squares/action) vs Interlude speeds (average distance per day)
- Handling -
Crafting
The following mechanics detail how characters can create their own items in the game. These rules function identically for all forms of crafting, be it carpentry, masonry, alchemy, or anything else.
Process
- One crafting check per day
- Failure means the item is ruined, or the item receives a Defect, crafter's choice.
- 1 spirit spent = .1 VL crafted
Tools & Workshops
- IRL tools make crafting easier and faster
- Easier = bonus to skill to increase success
- Faster = reduction in spirit required to be spent
- Tools grant 1 spirit/Tier beyond 0 of tools every day
- Tools take up space based on tier
- Tier 0 (1 EP, VL1): Toolbelt
- Tier 1 (10 EP, VL 10): Toolkit
- Tier 2 (1 Square, 100 EP, VL 100): Workbench
- Tier 3 (10 Squares, 1000EP, 2 Operators, VL 1000): Workshop
- Tier 4 (100 Squares, 10,000EP, 10 Operators, VL 10000): Factory
- Tier 5 (1000 Squares, 100,000EP, 100 Operators, VL 100000): Large Factory
Raw Materials
- IRL throwing more of a raw material at a crafting task allows you to cut corners rather than carefully plan cuts, etc. which is less efficient resource use but make production faster
- Faster = reduction in spirit required to be spent
- .1 VL extra raw materials = 1 spirit granted
- Can add up to twice the raw material cost to craft
- Less raw material means being more careful and making sure you don’t waste
- .1 VL fewer = 1 extra spirit
- Can be deficient up to half the raw material cost to craft
- Raw Materials can be harvested using a skill appropriate to the material, and by spending 1 spirit per .1VL of raw material harvested.
- Up to half the raw materials used can be harvested from ruined items using the same skill that created it.
Consumables
- Have power (to accomplish effects in the same way as spells)
- .01 VL raw materials per 1 power
- Have area of effect
- 1 Person: Free
- .1 VL raw materials per additional 1 square x 1 square
- Have Duration
- .1VL raw materials per turn
- Can be made in batches to speed production
- Spirit cost is based on cost for 1 dose + 1 spirit per dose
- Raw materials cost same as base consumable per dose
- Examples
- Healing Potion
- Power: 50
- Raw Materials Cost: .5 VL
- Spirit Cost: 5
- Sale Price: 1 VL
- Healing Potion (Batch of 6)
- Power: 50
- Raw Materials Cost: 6 VL
- Spirit Cost: 10
- Healing Potion
Devices
- Can be added to weapons (e.g. bow + device = crossbow)
- Have Traits
- Tier 1: 1 VL raw materials
- Tier 2: 3 VL raw materials
- Tier 3: 6 VL raw materials
- Tier 4: 10 VL raw materials
- Tier 5: 15 VL raw materials
- Have Power Score
- Costs .1VL raw materials per +1
- Can have up to 1VL raw materials power per 1 EP of device
- Power can be used to create narrative effects, grant skill bonuses, deal damage, basically any of the sort of things
- Must be reset after use
- 1 action / VL of power
- Trait can be added to use a consumable instead of requiring a reset
- Examples
- Crossbow
- EP 2
- Weapon Tier 2
- Traits:
- Projectile Launcher
- Power:
- 20 Power (+20 crossbow damage skill)
- Reset:
- 3 actions
- Raw Materials Cost 5VL
- Weapon Tier 2: 2VL
- Projectile Launcher Trait: 1 VL
- Device power: 2VL
- Spirit Cost: 50
- Crossbow