Difference between revisions of "Equipment"

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=== Weapon Traits ===
 
=== Weapon Traits ===
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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. Adding a Trait to a crafted weapon increases its Value Level by one, and weapons can have more than one trait added to them.
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=== Firearms ===
 
=== Firearms ===
 
Mechanical ranged weapons that anyone of any strength can fire. Guns, crossbows, etc. Reload time determined by strength ten's place, can be reduced by masterwork rules. Crafted using machine rules.
 
Mechanical ranged weapons that anyone of any strength can fire. Guns, crossbows, etc. Reload time determined by strength ten's place, can be reduced by masterwork rules. Crafted using machine rules.

Revision as of 11:00, 11 November 2016

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.

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.

Size Damage Modifier Hit Modifier Example
0 +0 +10 Fists, Claws, Teeth
1 +10 +0 Daggers, Brass Knuckles, Black Jack
2 +20 -10 Short Sword, Club, Hatchet
3 +30 -20 Long Sword, Battle Axe, Spear
4 +40 -30 Claymore, Warhammer

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. Adding a Trait to a crafted weapon increases its Value Level by one, and weapons can have more than one trait added to them.

Firearms

Mechanical ranged weapons that anyone of any strength can fire. Guns, crossbows, etc. Reload time determined by strength ten's place, can be reduced by masterwork rules. Crafted using machine rules.

Bows treated like regular weapons, require strength equal or greater to weight to use without penalty.

Armor

Poison & Medicine

Machines

Ability Scores

Operating Machines

Traps

Vehicles

Crafting

Raw Materials

Determining Value Level

Assigning Point Values

Bartering