Item Lab
An ITEM is an object that a Character can use to help them in their adventures. Whether it’s a consumable, like a potion, or a weapon, like a master-crafted sword, each item possesses certain traits - CATEGORY, WORKMANSHIP, and TAGS - which define both its capabilities and its power levels.
Category determines the specific kinds of things you can use an item for, and the additional information you need to use it.
| CATEGORY | USE | ATTRIBUTES |
|---|---|---|
| ARMOR | Mitigation in combat | Armor Type, Resistance |
| CONSUMABLE | Instant effect when used | Consumable Type, Effect, Uses |
| SHIELD | Active defense in combat | Shield Type, Block |
| TOOL | Aid in Ability use | Tool Type, Ability |
| WEAPON | Tool for use in Combat | Weapon Type, Damage |
QUALITY enters into the picture because the quality of the item can affect its contribution to the Character’s ABILITIES when they’re used. Items with normal workmanship primarily enable the use of ABILITIES, but Items with superlative QUALITY can enhance those abilities, per the ADVANCED RESOLUTION rules.
| QUALITY | TN | MOD | VALUE | BREAKS |
|---|---|---|---|---|
| CRUDE | 2 | -1 | x0.33 | SACRIFICE |
| COMMON | 4 | 0 | x1 | BOTCH |
| FINE | 6 | +1 | x3 | - |
| SUPERIOR | 8 | +2 | x10 | - |
| EXQUISITE | 10 | +3 | x500 | - |
| LEGENDARY | 12 | +4 | x25,000 | - |
| SINGULAR | 14 | +5 | unique | NEVER |
- TN indicates how hard such an item is to craft, as well as how difficult it is to manipulate directly without a wielder.
- MOD indicates the additional bonus or penalty such an item will provide when using a related Ability.
- VALUE is how much more a one can expect to pay for this level of QUALITY, compared to a Common item.
- BREAKS notes when an item of this quality can be expected to break - crude implements will break regularly, while common ones will usually only break during worst-case circumstances.
The TAGS of an item determine what it’s capable of, what CONDITIONS it can inflict or bestow, and what benefits and penalties it provides when used.
| TAG | CATEGORY | EFFECT | REQUIREMENT |
|---|---|---|---|
| HEAVY | ARMOR | Moves require 2 Momentum; Damage Absorption is x2 | |
| HEAVY | WEAPON | Next attack can bypass PARRIES | Costs 1 Momentum |
| Next attack can SHOVE or STUN | Costs 1 Momentum | ||
| HEAVY | SHIELD | Next attack reduces target’s MOMENTUM by 1 | Costs 1 Momentum |
| LIGHT | ARMOR | 1 extra Momentum per Round for movement only | |
| LIGHT | WEAPON | Next attack can DISARM or FEINT | Costs 1 Momentum |
| CRUSHING | WEAPON | Next attack can bypass BLOCKS | Costs 1 Momentum |
| ENTANGLING | WEAPON | Next attack prevents target from MOVE Actions | Costs 1 Momentum |
| LAUNCHER | WEAPON | Can attack distant targets with projectiles | Costs 1 Ammo |
| REACH | WEAPON | Can reach targets 10’ away / in 2nd rank | |
| Next attack renders target PRONE | Costs 1 Momentum | ||
| PIERCING | WEAPON | Next attack will bypass ARMOR | Costs 1 Momentum |
| SLASHING | WEAPON | Next attack will bypass DODGES | Costs 1 Momentum |
| SUNDERING | WEAPON | Next attack will reduce target’s DEFENSE RATING | Costs 1 Momentum |