Difference between revisions of "Equipment"

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Equipment is a form of [[asset]]. Equipment comes in , rather than [[Points]]. Equipment may be purchased, lost, replaced or destroyed. As a rule of thumb, if equipment has no mechanical effect on game play and you could have it, then you have it. If equipment does have an impact on game play then it becomes an asset.
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Not all assets are are physical, but equipment is. You can include equipment with your starting assets, or you can find or buy equipment during play. Equipment can also be lost, stolen, or destroyed. If an item of equipment has no mechanical effect on game play and you could reasonably have it, then you either just have it, or can get it as a tier 0 item.  
  
==Starting Equipment==
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==Buying==
Regardless of a band's power level, all members start with 3 tier 0 assets. All or none of these may be used for cheap or reasonable equipment items. Your power level, loyalty, or abilities may add extra asset slots that you may use to purchase more expensive equipment. Note that you may purchase or find more assets during play, but they may not be permanent. During a [[respite]] you reset to the number of assets you could start with. If you have more than normally allowed then you must choose which assets to keep. The lost equipment is returned, stolen, shipped off to relatives, or otherwise out of your reach.
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Money itself is an asset. When you buy a tier 0 item or service you check against communication. If you succeed you get the item, and the price doesn't really impact you financially. If you fail then you get the item but become strapped. It may not even be that the item was that expensive, you were just already running low and this used the last of your excess cash. While you're strapped you can still try to purchase tier 0 items, but if your check fails you don't get the item. Buying a tier 1 asset is similar, but you must trade a tier 1 item (usually [[Currency]]) to even check. Tier 2 requires a tier 2 item (usually [[Treasure]]), and so on.  An item may be '''rare''' in the region, giving you a penalty to the check, or '''abundant''' granting you a bonus.
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{{Strapped}}
  
==Equipment Value==
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==Selling==
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. You may also accrue excess currency called [[profit]] which allows you to eliminate the strapped state or buy more expensive equipment. Equipment comes in four levels of value. Cheap equipment can be purchased, found or stolen easily even when you are strapped. Cheap equipment almost never has game statistics, except for possibly negative keywords. Reasonable equipment can be purchased with a negotiate check, and you become strapped if the check fails. Reasonable equipment is commonly available can provide some game play benefits. A cheap or reasonable item counts as a tier 0 asset. Expensive equipment provides better benefits and counts as a tier 1 asset. To purchase an expensive item you must either give up a profit or become strapped. You get the item whether a negotiate check succeeds or not, but a failure adds a negative keyword called a flaw. Extravagant equipment is very rare and powerful, and counts as a tier 2 asset. There's no check to purchase extravagant equipment, you must trade either a treasure or 10 profit to gain it. Finally priceless equipment represents unique or unparalleled items that are beyond purchasing or selling.
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You may use a [[communication]] project to sell tier 0 items as a complication with a target of 10. The consequence for failure is tier 0 items sold without making progress to the target. Every time you hit 10 you gain a currency asset. If you have to quit any remainder is lost, and if you end up losing items you don't have from consequence margin then you end up strapped as well. A tier 1 item may be sold with a single [[communication]] check. If you succeed you gain currency and eliminate strapped. If you fail you just eliminate strapped, or gain nothing if you weren't strapped. A tier 2 item is similarly sold with a single check, a success gaining treasure or a failure gaining 5 currency. Opposite of buying, a rare item grants you a bonus on the check, and an abundant item forces a penalty. Rarity varies by location, so it is advantageous to purchase items where they are abundant and sell them where they are rare.
  
{|Border="0" cellpadding="5" cellspacing="0"
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==Earning==
|'''Label'''||'''Value'''||'''Asset'''||'''Checks'''||'''Notes'''
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You can discover or earn currency, or items that directly translate into currency. Rewards for jobs are often given as 1 currency or 1 currency for each participant. Rare and dangerous jobs may pay a treasure, but you're more likely to find hidden treasure while adventuring. You can exchange 10 Currency for 1 Treasure, or vice versa. There is no currency equivalent for tier 3, such wonders are considered beyond price.
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|Cheap||None||0||6-||No check, may be purchased even while [[strapped]]
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|-
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|Reasonable||Currency||0||9-||Check [[negotiate]] or become [[strapped]]
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|-
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|Expensive||Currency||1||12-||Become [[strapped]] or lose [[profit]], then check or gain [[flaw]]
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|-
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|Extravagant||Treasure||2||15-||Trade for treasure or 10 profit
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|-
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|Priceless||None||3||18-||May only be found, given, or inherited
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|}
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==Selling and Rarity==
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You may use a [[negotiate]] 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 reasonable 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. An expensive item may be sold with a single [[negotiate]] check. If the check succeeds you gain 2 profit, if it fails you gain only 1. 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.
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==Finding Wealth==
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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.
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==Encumbrance==
 
==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.
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By default an item of equipment is light enough that you can carry any amount without issue and it takes 1 hand to use. You have 2 hands to use equipment unless abilities 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 once its on. Anything [[bulky]] 2 requires two hands to use instead of one, and bulky 3 can't be equipped unless it's as apparel. You can only carry bulky items up to your stamina, and if you carry the maximum you are [[burdened]] and suffer a penalty to [[agility]] checks. If a bulky has a rating it counts as that many bulky items.
 
{{Apparel}}
 
{{Apparel}}
 
{{Bulky}}
 
{{Bulky}}
  
==Equipping and Storing Equipment==
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==Equipping==
Items are stored until they are needed to keep your hands free. You can draw a stored item as a [[snap]] to equip it, or likewise use a snap to store an item that you were holding. A [[bulky]] item takes an action to equip or store instead of a snap. [[Apparel]] takes a full exchange to store or equip. You can drop a regular or bulky item for free without using a snap or an action, but apparel can not be dropped.
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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. An [[awkward]] item takes an action to equip or store, but you may drop it as part of the snap to rearrange your equipment. [[Apparel]] takes a full exchange to store or equip unless it has the [[handy]] keyword, which lets you equip or store it with a snap normally.
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{{Awkward}}
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{{Handy}}
  
==Attacking and Damaging Equipment==
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==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 is normal, and forces an item to check or be destroyed like a character. When an item needs to make a check use a score based on its value: 6- for a cheap item, 9- for a reasonable item, 12- for an expensive item, 15- for an extravagant item, and 18- for a priceless item. Some equipment will have keywords or statistics that override these default numbers. 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.
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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 roll one effect die per hit. On a blue result the item is damaged. It suffers a marker just like an injured character, and there is a penalty to any check using the item (including the check to repair it). A red result or a second blue result knocks the item out, it no longer provides any benefit until repaired. Any further damage destroys the item beyond repair.
 
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{{Durable}}
==Flaws==
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If you fail a negotiate 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 (-2), and use the lower score between your negotiate or perform to make the check.
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{{Defective}}
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{{Fragile}}
 
{{Fragile}}
{{Prototype}}
 
{{Sought}}
 
  
==Item Lists==
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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]].
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*[[:Category:Equipment|List of Equipment]]
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==See Also==
*[[Shiyan Equipment]]
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*[[:Category:Equipment|All Items]]
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*[[Equipment List]]
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{{V251}}
 
{{V251}}
  
 
[[Category:Character Creation]]
 
[[Category:Character Creation]]

Latest revision as of 00:25, 23 January 2016

Not all assets are are physical, but equipment is. You can include equipment with your starting assets, or you can find or buy equipment during play. Equipment can also be lost, stolen, or destroyed. If an item of equipment has no mechanical effect on game play and you could reasonably have it, then you either just have it, or can get it as a tier 0 item.

Buying

Money itself is an asset. When you buy a tier 0 item or service you check against communication. If you succeed you get the item, and the price doesn't really impact you financially. If you fail then you get the item but become strapped. It may not even be that the item was that expensive, you were just already running low and this used the last of your excess cash. While you're strapped you can still try to purchase tier 0 items, but if your check fails you don't get the item. Buying a tier 1 asset is similar, but you must trade a tier 1 item (usually Currency) to even check. Tier 2 requires a tier 2 item (usually Treasure), and so on. An item may be rare in the region, giving you a penalty to the check, or abundant granting you a bonus.

  • Strapped: Gained when you fail a buy check. You may only check to buy tier 0 items, and if you fail the check you are removed from the store without the item. You can eliminate strapped by gaining Currency.

Selling

You may use a communication project to sell tier 0 items as a complication with a target of 10. The consequence for failure is tier 0 items sold without making progress to the target. Every time you hit 10 you gain a currency asset. If you have to quit any remainder is lost, and if you end up losing items you don't have from consequence margin then you end up strapped as well. A tier 1 item may be sold with a single communication check. If you succeed you gain currency and eliminate strapped. If you fail you just eliminate strapped, or gain nothing if you weren't strapped. A tier 2 item is similarly sold with a single check, a success gaining treasure or a failure gaining 5 currency. Opposite of buying, a rare item grants you a bonus on the check, and an abundant item forces a penalty. Rarity varies by location, so it is advantageous to purchase items where they are abundant and sell them where they are rare.

Earning

You can discover or earn currency, or items that directly translate into currency. Rewards for jobs are often given as 1 currency or 1 currency for each participant. Rare and dangerous jobs may pay a treasure, but you're more likely to find hidden treasure while adventuring. You can exchange 10 Currency for 1 Treasure, or vice versa. There is no currency equivalent for tier 3, such wonders are considered beyond price.

Encumbrance

By default an item of equipment is light enough that you can carry any amount without issue and it takes 1 hand to use. You have 2 hands to use equipment unless abilities 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 once its on. Anything bulky 2 requires two hands to use instead of one, and bulky 3 can't be equipped unless it's as apparel. You can only carry bulky items up to your stamina, and if you carry the maximum you are burdened and suffer a penalty to agility checks. 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

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. An awkward item takes an action to equip or store, but you may drop it as part of the snap to rearrange your equipment. Apparel takes a full exchange to store or equip unless it has the handy keyword, which lets you equip or store it with a snap normally.

  • Awkward: The item takes an action to equip or store, but still only a snap to drop. If you attack with this item, your parry defenses have a penalty until your next turn.
  • Handy: Counts as apparel, but may be equipped or unequipped with a snap.

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 roll one effect die per hit. On a blue result the item is damaged. It suffers a marker just like an injured character, and there is a penalty to any check using the item (including the check to repair it). A red result or a second blue result knocks the item out, it no longer provides any benefit until repaired. Any further damage destroys the item beyond repair.

  • Durable: Only red results damage, disable, and then destroy the item.
  • Fragile: Any blue or red result destroys the item.


See Also



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