Difference between revisions of "Equipment"

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==Consumables==
 
==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. 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.''
 
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. 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.''
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=== Example Consumables ===
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'''Healing Potion –''' ''Power: 50; Duration: 1 Turn; Area of Effect: 1 Target; Raw Material Cost: .5VL; Traits: None''
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A standard potion of healing that immediately restores damage upon consumption as a healing spell with an equivalent ''Power Check.''
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'''Pot of Greek Fire –''' ''Power 50, Duration 5 Turns, Area of Effect: 2x2 Square, Raw Material Cost: 7.5VL''
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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.
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''Incendiary -'' Any flammable object dealt enough damage by an attack with the incendiary trait [[Adventuring#Fire|catches fire]].
 
==Devices==
 
==Devices==
 
Machines, firearms, crossbows, traps, and vehicles are all broadly referred to as Devices in Swords of Infinity.
 
Machines, firearms, crossbows, traps, and vehicles are all broadly referred to as Devices in Swords of Infinity.

Revision as of 13:23, 28 August 2020

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 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 with respect to their wielder. The table below lists the hit and damage modifiers associated with wielding weapons of various sizes and the Strength score required to use it. As a rule, for every weapon size category greater than the wielder's own size, the weapon grants a +10 bonus to damage and for every size difference greater than one the weapon grants a penalty of -10 to hit.

Size Difference Damage Modifier Hit Modifier
+/- 0 or less +0 +10
+1 +10 +0
+2 +20 -10
+3 +30 -20
+4 +40 -30

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 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 Damage Reduction Example
1 -10 Ring Armor, Gambeson
2 -20 Leather Armor, Mail Armor
3 -30 Scale Armor, Lamellar Armor
4 -40 Plate Armor

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. 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.

Example Consumables

Healing Potion – Power: 50; Duration: 1 Turn; Area of Effect: 1 Target; Raw Material Cost: .5VL; Traits: None 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, 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 vehicles are all broadly referred to as Devices in Swords of Infinity.

Operating Devices

Traps

Vehicles

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.

Value Level

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.

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.

Raw Materials

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. Crafting always requires at least one Value Level of raw materials.

Harvesting

When a character is an environment or has access to a source that the storyteller deems appropriate, she may use her Craft Skill to harvest the raw materials necessary for crafting. The character gains one Value Level of raw materials for each successful Craft Skill check, and must stop after a failure. Successive Craft Skill checks beyond the first receive a stacking -10 penalty.

Crafting Weapons & Armor

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.

Weapons

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

The Value Level of a piece of armor is equal to its class, plus one for each trait, plus any points in masterwork.

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.

Crafting Consumables & Devices

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.