Difference between revisions of "Equipment"

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(Item Lists)
(See Also)
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==See Also==
 
==See Also==
Different [[Game Worlds]] will list their own available equipment. Available items will always list a value level plus any properties and keywords. Any items that you can purchase you may also build if you have the correct ability and [[material]].
 
 
*[[:Category:Equipment|All Items]]
 
*[[:Category:Equipment|All Items]]
 
*[[Equipment List]]
 
*[[Equipment List]]

Revision as of 22:32, 22 January 2016

Equipment is a form of asset. As an asset, equipment may added or lost during play. Usually equipment is added by finding it or buying it. It may be lost if it is destroyed or stolen. If equipment has no mechanical effect on game play and you could reasonably have it, then you are assumed to have it. If equipment does have an impact on game play then it becomes an asset. Regardless of a band's power level, all members start with 3 tier 0 assets. All or none of these may be used for equipment. Your power level, loyalty, or abilities may add extra assets that you may use to purchase more potent equipment.

Equipment Value

Currency is a generic term for money in different game worlds. Within a game world it could be dollars, doubloons, gold pieces, or even bottle caps. Rather than try to track the exact amount of currency you have, you either have currency or you are strapped, a state that indicates you are very low on money and may no longer purchase items or services. You may also accrue excess currency called profit which allows you to eliminate the strapped state or buy more expensive equipment. You can buy tier 0 equipment with a communication check, but you become strapped if the check fails. To buy a tier 1 item you must either give up a profit or become strapped, and a failure on the communication check adds a negative keyword called a flaw. To buy a tier 2 asset you must trade either a treasure or 10 profit to gain it, and a failure on the communication check means you do not trade the treasure or profit, but the item is not available until a respite or some other condition changes.. Finally a tier 3 asset may not be bought at all, it is beyond price.

Selling and Rarity

You may use a communication project to sell items as a complication with a target of 5. Your success margin is the number of reasonable items you sell. A failure margin is the number of tier 0 items you sell without making progress to the target. Every 5 success margin gives you one profit asset. If you end up with failure margin in excess of the items you can sell, you lose a profit or become strapped. A tier 1 item may be sold with a single communication check. If the check succeeds you gain 2 profit, if it fails you gain 1. A tier 2 item is sold the same way, with a successful check gaining you a treasure, and a failure gaining you 5 profit. Equipment may be more common in some regions, or rare in others. If a specific item is common you gain a bonus (+2) on any attempt to buy it, or a penalty (-2) on any attempt to sell it. If an item is rare it's the opposite, giving you a bonus to sell but a penalty to purchase. Rarity varies by location, so it is advantageous to purchase items where they are common and sell them where they are rare.

Finding and Earning

You can discover or earn currency, or items that directly translate into currency. A small amount of wealth is called profit, and is useful for purchasing equipment or eliminating the strapped state. Most rewards for jobs are given as 1 profit or 1 profit for each participant. A large amount of wealth is called treasure, and can be traded for tier 2 assets or split into 10 shares of profit.

Encumbrance

By default equipment is light enough that you can carry any amount without issue, and it takes 1 hand to use. A character has 2 hands to use equipment, unless facets or faults change that. Several keywords modify this. The apparel keyword means you wear the equipment. It takes an exchange to put an item on or take it off, but you don't need to use any hands to operate it. The bulky keyword requires 2 hands to use instead of 1. You can only carry bulky items up to your strength control, and if you carry the maximum you are burdened and suffer a penalty (-2) to any check for strength or a skill controlled by strength. If a bulky has a rating it counts as that many bulky items.

  • Apparel: The item is worn and needs no hands to use. It takes an exchange to equip, store, or drop the item.
  • Bulky: You may carry bulky items under your stamina without effect, or equal to your stamina and be burdened. A Bulky 2 items needs two hands to equip, and Bulky 3 or more may not be equipped except as apparel.

Equipping and Storing

Items are stored until they are needed to keep your hands free. You can use a snap to equip or store any number of items. A bulky item takes an action to equip or store, but you may drop one as part of the usual snap to rearrange your equipment. Apparel takes a full exchange to store or equip unless it has the xxx keyword, which lets you equip or store it with a snap normally. Apparel without xx can not be dropped.

Attacked and Damaged

Normally equipment only suffers damage if targeted by a precision attack. Some keywords can cause interference or other circumstances to damage an item directly. Equipment ignores grit or wits damage. Hits damage forces an item to check or be destroyed like a character. When an item needs to make a check the score is 11 unless a keyword overrides the default number. If the check fails the item suffers a hits marker just like a character, and any check by the item or using the item suffers a penalty. A second marker breaks the item. It is out, and no longer grants any benefit. A third marker completely destroys the item, putting it beyond repair or salvage.

Flaws

If you fail a communication check when purchasing an expensive item then what you purchase has a flaw. Below are sample flaws. In general removing a flaw costs as much as purchasing a new version of the item. When you sell an item with a known flaw you suffer a penalty.

  • Defective: Any check using the item or by the item suffers a penalty (-2).
  • Fragile: Any blue or red result destroys the item.
  • Prototype: If you gain interference while checking with or for the item it is automatically out until you repair it.
  • Sought: The item has a previous and ruthless owner who wants it back without compensation.

See Also



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