Equipment

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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
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

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, 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.

Ranged Weapons

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

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 Dexterity Penalty (Per Piece Worn) Example
1 -10 -1 Ring Armor, Gambeson
2 -20 -2 Leather Armor, Mail Armor
3 -30 -3 Scale Armor, Lamellar Armor
4 -40 -4 Plate Armor

Consumables

Devices

Ability Scores

Operating Devices

Traps

Vehicles

Crafting

Raw Materials

Determining Value Level

Assigning Point Values

Bartering