Difference between revisions of "Equipment"

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(→‎Devices: WIP vehicles)
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*'''Capacity -''' The passenger and cargo capacity of the vehicle, listed in number of 5' squares and encumbrance points (EP).
 
*'''Capacity -''' The passenger and cargo capacity of the vehicle, listed in number of 5' squares and encumbrance points (EP).
 
*'''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).
 
*'''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).
*'''Reset -'''  
+
*'''Reset -'''
 
*'''Trait(s) -''' At a minimum vehicles have a trait 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.
 
*'''Trait(s) -''' At a minimum vehicles have a trait 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.
 
*'''Derived Elements'''
 
*'''Derived Elements'''
 
**'''Speed -''' Derived from the vehicle's power score and capacity, this is the number feet per action that the vehicle can travel.
 
**'''Speed -''' Derived from the vehicle's power score and capacity, this is the number feet per action that the vehicle can travel.
**'''Handling -'''  
+
**'''Handling -'''
  
 
==Crafting==
 
==Crafting==
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*Can be made in batches to speed production
 
*Can be made in batches to speed production
 
**Spirit cost is based on cost for 1 dose + 1 spirit per dose
 
**Spirit cost is based on cost for 1 dose + 1 spirit per dose
**Raw materials cost same as base consumable +.1 VL per dose in the batch beyond the first
+
**Raw materials cost same as base consumable +.5 VL per dose in the batch beyond the first
 
*Examples
 
*Examples
 
**Healing Potion
 
**Healing Potion

Revision as of 21:24, 29 December 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. 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. 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

  • Capacity - The passenger and cargo capacity of the vehicle, listed in number of 5' squares and encumbrance points (EP).
  • 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).
  • Reset -
  • Trait(s) - At a minimum vehicles have a trait 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.
  • Derived Elements
    • Speed - Derived from the vehicle's power score and capacity, this is the number feet per action that the vehicle can travel.
    • 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
  • 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
    • This spirit still counts against the crafter’s daily spending limit
  • 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

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 +.5 VL per dose in the batch beyond the first
  • 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: 3.5 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