Item Creation

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Item Properties

Items can have several properties. To balance things out each one will have a commensurate cost and together will form a TN to acquire.

  • Property: A property is an always on property of the item or weapon. They're usually less powerful than aspects or stunts, or have drawbacks (some simply increasing the cost)
  • Aspect: An aspect of an item. An aspect of an item has a once per session free invoke (or until the GM says they refresh, if enough time has passed between scenes). This can be invoked by opposition or the GM too (for negative ones).
  • Stunt: A stunt breaks the rules. Items can have stunts, this is how we allow items to do things (or allow players to do things) they otherwise can't. Some items have skills that are unavailable to players.
  • Skill: Items can have one or more skills, they are limited by what they are though. (So even if a remote controlled wheeled drone has an Athletics rating, to go fast and evade things, it can't use it to jump.)

Costs:

  • Property: Go from +2 (strongly positive) to -2 (strongly negative) though more around the 0 or 1 range.
  • Aspect: Go from +2 (strongly positive) to -2 (strongly negative), depending on how situational they are
  • Stunt: Go from +2 to +5 depending on how rule breaking and applicable they are. Being Fate-point driven can make them cheaper (-2) as is situationality. The further up a stunt chain they feel, the more expensive they should be.
  • Skill: 1 for 1 basis. Most items won't have very high scores, and are usually limited in their use. Use "Limited" properties to lower the cost if it's a very narrow field (ie it cannot do much of what someone else could with the skill).

Destroying items. Items have a basic health bar, you could give them toughness skill, but I think an aspect or property may be more accurate. "Rugged construction" , or "Cheap" Certain items (like cars) will have an armour rating too.

Examples

Night vision goggles: They are about 200 dollar online. That's 3 on the requisition table.
Aspect: "Can see in the dark" (2) With the free invoke, even a free invoke of the GM on "Darkness" can be evaded, any further invokes should give you fatepoints you can immediately use to invoke the aspect.
Property: Illegal hardware (1) makes it more expensive.
Cost: 3

Walkie-Talkies: they are about 20 to 50 dollars online, so requisition 0 to 1
Skill: Radio communication: 2 (2)
Aspect: Battery powered (-1), and possibly Cheap (-1)
Cost: 1 or 0

Tactical Headset communicators:
Skill: Radio communication : 3
Aspect: Hardened communication (1), Internal Battery (-1)
Cost: 3


Item Levels

Loot, items, weapons, armour have a level. Depending on their level they have certain bonuses in addition to their basic function. These can be magical or quality-based (though Quality-based will rarely go above exceptional).

Levels

Loot Levels Requisition TN penalty
Artefact One of a kind, no real limit.  ?
Legendary +2 to a skill, 2 aspects or a stunt, can add 1 addition stunt or aspect for 1 trouble (up to two times) +8
Epic +1 to a skill, 2 aspects or a stunt, can add 1 additional aspect one for 1 trouble +6
Exceptional +1 to a skill, 1 aspect, can add 1 additional one for 1 trouble +4
Good Get a +1 to certain aspect or specific use of a skill of skill (Aspect weapons fall under this) +2
Standard The standard for using the skill properly. Usually you have these tools available under normal circumstances (a basic gun or toolbox). +0

Artefact

Usually have their own stat-lines, sometimes even skills,... These things are one-of-a-kind items and usually have a huge drawback to their usage.

Legendary

These items are exceptionally rare, only the best Legendary craftsmen can construct these, and will usually be so incredibly hard to make they only succeed in making one or no more than a few. Armour at this level usually provides a 3 shift reduction and a special stunt or aspect.

Epic

This items are very rare. They're the best of their kind, or simply too difficult or expensive to construct in large numbers. Armour at this level usually provides a 3 shift reduction.

Exceptional

These items are really advanced or rare items. Hard to produce. Armour at this level usually provides a 2 shift reduction.

Good

These items are very good examples of their kind. They usually benefit craftsmen or specialists in specific situations. Weapons usually get +1 to damage if a hit is scored. Armour at this level usually provides a 1 shift reduction in damage done.

Standard

This is the baseline item. If you have a skill that generally requires tools or a weapon, this is the quality you have it at. Makes you able to use the skill but no more than that.