Difference between revisions of "Equipment"

From Swords of Infinity
Jump to navigation Jump to search
 
(35 intermediate revisions by 2 users not shown)
Line 1: Line 1:
  
== 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. Typically Value Levels are handled in whole numbers, like in crafting, but in some cases, like the Value Level of the components used when casting spells, it is possible to break them into halves and quarters. It is possible to calculate a Value Level for all items, and crafting typically requires setting a target level for the item before it is created.
+
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 broadly refer to the implements used by characters to physically attack others, and can be man-made or natural. They are classified by their size, and apply bonuses and penalties to Power Checks and Success Checks depending on how large they are. The table below lists several size categories, the modifiers associated with those categories, and example weapons that might fit into that size category. The examples are just suggestions, the type of weapon makes no mechanical difference and is only mentioned for descriptive purposes.
+
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.  
  
{| class="wikitable"
+
===='''Weapon Class'''====
! Size
+
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'''.
! Damage Modifier
+
 
! Hit Modifier
+
'''Melee Combat'''
! Example
+
 
|-
+
   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.
| 0
+
 
| +0
+
===='''Ranged Combat'''====
| +10
+
   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''.
| Fists, Claws, Teeth
+
 
|-
+
===='''Handedness'''====
| 1
+
   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.
| +10
+
 
| +0
+
   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.
| Daggers, Brass Knuckles, Black Jack
+
 
|-
+
   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.
| 2
+
 
| +20
+
   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.
| -10
 
| Short Sword, Club, Hatchet
 
|-
 
| 3
 
| +30
 
| -20
 
| Long Sword, Battle Axe, Spear
 
|-
 
| 4
 
| +40
 
| -30
 
| Claymore, Warhammer
 
|-
 
| colspan=4 | Weapons can have a size less than zero. For very small weapons, simply apply the same pattern demonstrated by this table in reverse (e.g. a size -1 weapon has a -10 to damage and a +20 to hit).
 
|}
 
  
=== Masterwork ===
+
   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 of Masterwork quality have an improved chance of hitting -- for each point of Masterwork increase the hit modifier by one (i.e. a Masterwork 1 Size 2 weapon would have a hit modifier of -9).
 
  
=== 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.
 
|}
 
|}
  
=== Ranged Weapons ===
+
==Armor==
Bows and thrown weapons behave identically to melee weapons in that they have a size category that modifies their damage and chance to hit, while mechanical projectile weapons such as crossbows or firearms behave according to the Device rules described later in this section. Projectile launchers such as these require one action for every 10 points of Strength to reload, and this reload time can be reduced by one for every point of Masterwork added to the weapon.
+
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 and also the penalty to dexterity that the wearer suffers. Armor only provides its protection to the Damage Target it is being worn on and the Dexterity penalty suffered by the character is cumulative for each piece of armor worn. 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="wikitable"
 
{| class="wikitable"
! Class
+
!Class
! Damage Reduction
+
!Damage Reduction
! Dexterity Penalty (Per Piece Worn)
+
!Example
! Example
 
 
|-
 
|-
| 1
+
|1
 
| -10
 
| -10
| -1
+
|Ring Armor, Gambeson
| Ring Armor, Gambeson
 
 
|-
 
|-
| 2
+
|2
 
| -20
 
| -20
| -2
+
|Leather Armor, Mail Armor
| Leather Armor, Mail Armor
 
 
|-
 
|-
| 3
+
|3
 
| -30
 
| -30
| -3
+
|Scale Armor, Lamellar Armor
| Scale Armor, Lamellar Armor
 
 
|-
 
|-
| 4
+
|4
 
| -40
 
| -40
| -4
+
|Plate Armor
| Plate Armor
 
 
|}
 
|}
  
=== Masterwork ===
+
===='''Shields'''====
Armor of Masterwork quality has a reduced Dexterity penalty -- reduce the Dexterity penalty by one for each point of Masterwork added to the piece of armor (i.e. a piece of Class 2 Masterwork 1 armor would have a Dexterity penalty of -1).
+
   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''
  
== Consumables ==
+
A metal cylinder with a light emitting filament and focusing lens at one end, powered by electricity contained in batteries.
Consumables refer to items that are destroyed after use and their mechanics cover things like grenades, poisons, medicines, and more. Consumables have their own Ability Scores that are used to determine whether their use is successful and also the magnitude of that success.
+
===Traps===
=== Ability Scores ===
+
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.
A consumable has its own Ability Scores that are used in lieu of the scores of the character using the item. The effect that each Ability Scores has on the capabilities of the consumable are described below. Consumables can have scores for one or all of these Abilities.
 
; Strength
 
: The potency of the consumable item. Strength is used for setting the maximum on Power Checks made when using the Consumable.
 
; Dexterity
 
: The accuracy of the consumable. Dexterity is used whenever the consumable is capable of hitting targets under its own power and sets the Success Check target number necessary to hit.
 
; Vitality
 
: The reliability of the consumable. Vitality is used whenever the consumable is subjected to conditions that might cause it to malfunction, or prematurely detonate.
 
; Awareness
 
: The consumable's ability to detect objects and changes in the environment. Awareness is used whenever the consumable has sensors or other means of detecting the world around it; typically when the consumable is self targeting.
 
; Intelligence
 
: The consumable's ability to process information. Intelligence is often used whenever the consumable is capable of selectively activating itself, or discerning between targets.
 
; Personality
 
: The consumable's force of will and sense of self. Personality is used whenever the consumable has a degree of sentience, and is rarely applied.
 
  
== Devices ==
+
====Example Traps====
Machines, firearms, crossbows, traps, and vehicles are all broadly referred to as Devices in Swords of Infinity. In many ways devices behave like characters unto themselves, with Ability Scores that are determined at the time of their creation -- Devices with Personality can even act of their own free will.
+
'''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''
=== Ability Scores ===
 
A Device has its own Ability Scores that are used in lieu of the scores of the character using the item. The effect that each Ability Score has on the capabilities of the Device are described below. Devices can have scores for one or all of these Abilities.
 
; Strength
 
: The power of the device. Strength is used whenever a character uses a device to make a Power Check.
 
; Dexterity
 
: The accuracy of the device. Dexterity is used whenever a character attempts to direct a device.
 
; Vitality
 
: The reliability of the device. Vitality is used whenever the device takes damage or is subjected to conditions that might cause it to malfunction.
 
; Awareness
 
: The device's ability to sense the world. Awareness is used whenever a device has sensors or other means of detecting the world around it.
 
; Intelligence
 
: The device's ability to process information. Intelligence is used whenever the device is capable of solving problems.
 
; Personality
 
: The device's force of will and sense of self. Personality is used whenever the device has some degree of sentience.
 
  
=== Operating Devices ===
+
Simple as it is deadly, this trap is created from a loaded crossbow mounted to a wooden base and triggered by a simple tripwire.
When a character operates a Device directly, the ability score of the Device is used in place of the ability score of the character using it. So a character with 10 Strength firing a crossbow with 40 strength would gain the benefit of the crossbow's greater Strength. This rule behaves slightly differently for the Dexterity ability; the character using the Device uses either their own Dexterity or the Dexterity of the Device, whichever is lower. A character's Skill specializations can also be added to a Device's Ability Scores if they are relevant to the situation.
 
  
=== Traps ===
+
'''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''
Traps function like any other Device in Swords of Infinity, their Strength determines how much damage they deal, or the power of their narrative effect if they aren't rigged to deal damage. Their Dexterity dictates how accurate they are, and is used in Success Checks made to hit characters that have triggered them. If the trap uses some kind of sensor to detect characters it should have an Awareness score, and if it is able to differentiate between friend and foe it should have Intelligence. The Trap's Vitality determines how much damage it can take before becoming damaged or disabled, and traps rarely have Personality scores. If the trap's duration or area of effect should be extended simply reduce the result of its Power Check as though it were a spell (i.e. by one for every additional cubic foot it affects beyond five, and by 10 for every additional round it affects beyond one).
 
  
=== Vehicles ===
+
A spring-loaded  wall with spikes that will crush and pierce any that are unlucky enough to step on its pressure plate trigger.
Automobiles, aircraft, boats, and all other sorts of vehicles operate using the same Device rules, their Strength is used for resisted movement Skill checks. The vehicle's Dexterity represents its handling and is used whenever the driver attempts complicated maneuvers. Vitality determine's the vehicle's reliability, and is used to determine how much damage it can take before beginning to malfunction. If the vehicle has sensors it should be given an Awareness score, and if it is able to navigate itself it should have an Intelligence score. Vehicles rarely have a Personality score, but might have one if they have an advanced artificial intelligence.
 
  
== Crafting ==
+
==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==
 
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.
=== Value Level ===
 
Before a character begins crafting an item, she must declare the intended Value Level for the item. This goal dictates the number of successful Skill Checks and Value Levels of Raw Material required to make the item and the penalties or bonuses granted by tools.
 
  
To successfully craft an item, the player must succeed on a number of consecutive crafting Skill Checks equal to the Value Level of the item being crafted. If any of these Skill Checks fail, the character fails to craft the item and must start over.
+
===Process===
=== Tools ===
+
 
Tools refer to the implements and spaces used by a craftsperson to ply their trade. Some crafts might require entire workshops be set up to house the tools (e.g. Alchemy), while others are more portable. This distinction is up to the Storyteller, but typically Tools of high enough Value Level will always require a workshop be set up to house them at some point, regardless of the craft. A good general rule is to require that a workshop have at least five square feet per Value Level of the tools being stored in it.
+
*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
  
A character's ability to craft items is limited by the quality of her tools, with their Value Level deciding what quality of item can easily be crafted. Characters can craft items of Value Level equal to the Value Level of their crafting Tools at no penalty. For every Value Level the Tools are below the Value Level of the crafted item, the character recieves a -10 penalty to their Success Check. Likewise the character receives a +10 bonus to her Success Checks for each Value Level that the Tools surpass the Value Level of the crafted item.
+
===Tools & Workshops===
  
=== Raw Materials ===
+
*IRL tools make crafting easier and faster
Crafting an item consumes one Value Level in raw materials for every Value Level of the crafted item. Should the character fail at their crafting Skill Checks then half of the Raw Materials are wasted, rounded up.
+
**Easier = bonus to skill to increase success
=== Crafting Weapons & Armor ===
+
**Faster = reduction in spirit required to be spent
To craft a weapon or armor the Value Level of the desired item is given by the class, size, traits, and masterwork quality of the item.
+
*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
  
==== Weapons ====
+
===Raw Materials===
The Value Level of a weapon is equal to its size, plus one for each trait, plus any points in masterwork.
 
Example: A Size 1, Masterwork 5 knife with the "collapsable" Trait would be 7 Value Levels, one for its size, five for  every point of Masterwork, and one for its Trait.
 
  
==== Armor ====
+
*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
The Value Level of a piece of armor is equal to its class, plus one for each trait, plus any points in masterwork.
+
**Faster = reduction in spirit required to be spent
Example: A Class 1, Masterwork 1 piece of leather armor with the "quick release" Trait would be 3 Value Levels, one for its Class, one for its point in Masterwork, and one for its Trait.
+
**.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.
  
=== Crafting Consumables & Devices ===
+
===Consumables===
Devices and Consumables have Abilities like characters, and the number of points that can be spent on these Abilities is based on their Value Level. For every Value Level the craftsman receives 100 points that can be spent on a Device or Consumable's Ability Scores.
 
==== Assigning Ability Scores ====
 
The points spent on Ability Scores receive different rewards depending on if the item is a consumable or a device, these differences are detailed below.
 
===== Consumables =====
 
Ability scores for consumables are purchased one to one, so 100 points put into the strength of a grenade will yield a grenade with 100 strength. Additional doses of a consumable can be created by reducing the number of points available to spend by 10 for each additional dose.
 
Example: Paros wants to create a Value Level 2 vial of alchemist's fire, he succeeds on his two alchemy craft checks and so he has 200 points to spend on Abilities. He spends 30 of his points to create three doses of the substance, and spends the remaining 170 on giving each dose 100 strength 35 each on its dexterity and vitality.
 
  
===== Devices =====
+
*Have power (to accomplish effects in the same way as spells)
Device Abilities are purchased using the same scale as Skill Specializations, see the table below for a reference.
+
**.01 VL raw materials per 1 power
{| class="wikitable"
+
*Have area of effect
! Score
+
**1 Person: Free
! Point Cost
+
**.1 VL raw materials per additional 1 square x 1 square
! Cost to Next Level
+
*Have Duration
! Total Experience Spent to Next Level
+
**.1VL raw materials per turn
|-
+
*Can be made in batches to speed production
|1-10
+
**Spirit cost is based on cost for 1 dose + 1 spirit per dose
|1
+
**Raw materials cost same as base consumable per dose
|10
+
*Examples
|10
+
**Healing Potion
|-
+
***Power: 50
|11-20
+
***Raw Materials Cost: .5 VL
|2
+
***Spirit Cost: 5
|20
+
***Sale Price: 1 VL
|30
+
**Healing Potion (Batch of 6)
|-
+
***Power: 50
|21-30
+
***Raw Materials Cost: 6 VL
|3
+
***Spirit Cost: 10
|30
+
 
|60
+
===Devices===
|-
+
 
|31-40
+
*Can be added to weapons (e.g. bow + device = crossbow)
|4
+
*Have Traits
|40
+
**Tier 1: 1 VL raw materials
|100
+
**Tier 2: 3 VL raw materials
|-
+
**Tier 3: 6 VL raw materials
|41-50
+
**Tier 4: 10 VL raw materials
|5
+
**Tier 5: 15 VL raw materials
|50
+
*Have Power Score
|150
+
**Costs .1VL raw materials per +1
|-
+
*Can have up to 1VL raw materials power per 1 EP of device
|51-60
+
*Power can be used to create narrative effects, grant skill bonuses, deal damage, basically any of the sort of things
|6
+
*Must be reset after use
|60
+
**1 action / VL of power
|210
+
**Trait can be added to use a consumable instead of requiring a reset
|-
+
*Examples
|61-70
+
**Crossbow
|7
+
***EP 2
|70
+
***Weapon Tier 2
|280
+
***Traits:
|-
+
****Projectile Launcher
|71-80
+
***Power:
|8
+
****20 Power (+20 crossbow damage skill)
|80
+
***Reset:
|360
+
****3 actions
|-
+
***Raw Materials Cost 5VL
|81-90
+
****Weapon Tier 2: 2VL
|9
+
****Projectile Launcher Trait: 1 VL
|90
+
****Device power: 2VL
|450
+
***Spirit Cost: 50
|-
+
 
|91-100
+
<br />
|10
 
|100
 
|550
 
|}
 
Example: A Value Level 3 crossbow has 300 points to spend and so can be crafted with scores of 40 each in Strength, Dexterity, and Vitality because a score of 40 costs 100 points.
 
=== Vehicle and Shelter Capacity ===
 
Vehicles and shelters (i.e. houses) cost one Value Level for every size 0 creature that they are meant to contain.
 

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

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