4. Gear and Equipment
Feb 19, 2015 21:55:26 GMT -8
Post by Storyteller Joy on Feb 19, 2015 21:55:26 GMT -8
4. Gear and Equipment
If you want something that you could, realistically buy, then just buy it when possible.
You can also get new gear when you take certain improvements.
If you want something that you can't just buy, say a flame thrower, or a magical artifact, or something you don't have the resources to get, then you need to do something special to get it. (Like call in a favor, or steal it). You just need to tell the staff that's something your going to do and start a thread going to get it. You play through the acquisition attempt to see how well it works. The same thing can apply if you want an ally, a team under your command, or something else hard to arrange (like a haven).
If you do everything necessary to get the new gear, well, then you get it. (Even without using an improvement or anything like that. Sheer good RP is rewarded. Of course you have to go through the bells and bounces to 'get it'...)
Weapons
All weapons have some "tags" (i.e. lists of descriptions) that describe how they work. All weapons have a harm and range tag, that let you know how much harm and injury from it causes, and how far away the target can be.
For example: Frying Pan named Consequences (2-harm, hand, magic, iron)
In this case "2-harm" "Hand" and "Magic" are the tags. 2-harm is the harm tag, "hand" is the range tag, and magic and iron are descriptors.
Tags accepted in our game *
•1-harm, 2-harm, 3-harm, etc: This is how much harm the weapon inflicts when you use it on something.
•automatic: This weapon can use automatic fire, which gives you either +area or +1 harm. Use of automatic fire will hasten the need to reload.
•area: This weapon can hit multiple foes. You may divide the harm you inflict among multiple targets.
•balanced: This weapon is easy to wield and hold on to.
•close: This weapon is effective at fairly close quarters – outside arms' reach, but not too far.
•far: This weapon is effective at long range.
•fire: The weapon sets things on fire.
•hand: This weapon is effective at a hand to hand combat range – within arms' reach.
•healing: This weapon transfers life energy: the wielder is healed for as many points of harm as were inflicted. E.g. if you inflict 2-harm, then you get healed for 2-harm of your injuries.
•heavy: This weapon is heavy and difficult to wield.
•holy: This weapon has been blessed. This will be more effective against monsters with a weakness to holy items.
•ignore-armour: This weapon ignores protective armour. Armour has no effect on the harm it causes. If armour has the magic tag, then a weapon needs both ignore-armour and magic to bypass the armour.
•innocuous: This weapon doesn't draw suspicion.
•intimate: This weapon is effective at the closest of quarters – within the embrace of your foe.
•loud: This weapon is loud enough that it draws attention.
•magic: This weapon is enchanted, and so can affect certain creatures that are proof against normal weapons.
•many: These weapons are small enough you can carry a large number of them.
•(A Material) This weapon is made from the named material, and is thus useful against monsters with that weakness.
•messy: This weapon spreads a lot of blood and gore around.
•quick: This weapon is quick to prepare and attack with.
•reload: This weapon has limited ammunition, and may run out at a bad time and need to be reloaded.
•slow: This weapon is slow to prepare and attack with.
•small: This weapon is tiny and easy to conceal.
•unreliable: This weapon needs regular cleaning and maintenance, otherwise it just isn't gonna work.
•useful: This weapon has other uses aside from violence.
•valuable: This weapon is antique, or made of valuable materials.
•volatile: This weapon is dangerous and unstable.
Custom Weapons:
If your character (or an NPC) get a new weapon that needs tags that don't fit with the above, they can be created with Staff permission as long as they "fit" the rules above. Think about the way the weapon is used and what effects it will have, then write down tags in accordance with that.
Every weapon must have a harm and range tag. There is no upper limit on the harm rating, but a 4 or more are unusually destructive. Use existing weapons as a guide. The permitted range tags are intimate, hand, close, and far. Other tags are optional.
For Example: A character decides they really want a super soaker- those things can be incredibly useful against some types of critters! Super soakers are not limited to water- any liquid works. So:
Water Gun (0-harm, close, liquid) are it's tags.
Armor:
Armor reduces the harm suffered by the wearer, by the number of points that it is rated for. For example, if you are wearing a leather jacket worth 1-armor, and giant rat bites your arm for 2-harm you only take 1 Harm as a result.
1- armor includes heavy leather jackets, motoycle armor, light but significant protection like bullet proof or stab proof vests.. etc.
2- armor includes miltary body armor, police riot gear, medieval mail, or other seriously bulky and effective protective gear.
If armor has a magic tag, then normal weapons that have 'ignore armor' don't bypass the rating. Only weapons that have magic and ignore armor- will by pass magic armor.
Normally characters can only get gear worth 1 or 2 points of armor. Armor worth more are very rare and special.
Other Gear:
In general, your character can simply use other gear without needing extra rules for it unless otherwise, character-wise, it doesn't make sense for it to work. It's not necessary to define every piece of equipment that comes into play, however, if something does become significant then that should be defined so that everyone is on the same page.
Gear Tags:
Defining tags for a piece of gear gives you a definintion of what it can, and can't do, and the advantages and disadvantages of using it.
Tags come into play by openning up possibilites for characters. Such as "Night vision goggles" (tag: see in the dark), which allow a character to see in the dark.
Custom Gear Moves:
If tags aren't quite enough, they can also define a "custom move for gear". Basically you define when the gear works, and what it does for the user. Custom Gear moves are almost always a storyline to get attached to.
Example: Magic "Fire" Egg. (5 Harm- Close, on threat, burning)
Seemlingly harmless on it's own, this magic, stone egg vibrates with magical energy. When attempts to break this egg occur, it sets out a magical field of fire, sorching any who wish it to break or be harmed- and leaving all others uninjured.
If you want something that you could, realistically buy, then just buy it when possible.
You can also get new gear when you take certain improvements.
If you want something that you can't just buy, say a flame thrower, or a magical artifact, or something you don't have the resources to get, then you need to do something special to get it. (Like call in a favor, or steal it). You just need to tell the staff that's something your going to do and start a thread going to get it. You play through the acquisition attempt to see how well it works. The same thing can apply if you want an ally, a team under your command, or something else hard to arrange (like a haven).
If you do everything necessary to get the new gear, well, then you get it. (Even without using an improvement or anything like that. Sheer good RP is rewarded. Of course you have to go through the bells and bounces to 'get it'...)
Weapons
All weapons have some "tags" (i.e. lists of descriptions) that describe how they work. All weapons have a harm and range tag, that let you know how much harm and injury from it causes, and how far away the target can be.
For example: Frying Pan named Consequences (2-harm, hand, magic, iron)
In this case "2-harm" "Hand" and "Magic" are the tags. 2-harm is the harm tag, "hand" is the range tag, and magic and iron are descriptors.
Tags accepted in our game *
•1-harm, 2-harm, 3-harm, etc: This is how much harm the weapon inflicts when you use it on something.
•automatic: This weapon can use automatic fire, which gives you either +area or +1 harm. Use of automatic fire will hasten the need to reload.
•area: This weapon can hit multiple foes. You may divide the harm you inflict among multiple targets.
•balanced: This weapon is easy to wield and hold on to.
•close: This weapon is effective at fairly close quarters – outside arms' reach, but not too far.
•far: This weapon is effective at long range.
•fire: The weapon sets things on fire.
•hand: This weapon is effective at a hand to hand combat range – within arms' reach.
•healing: This weapon transfers life energy: the wielder is healed for as many points of harm as were inflicted. E.g. if you inflict 2-harm, then you get healed for 2-harm of your injuries.
•heavy: This weapon is heavy and difficult to wield.
•holy: This weapon has been blessed. This will be more effective against monsters with a weakness to holy items.
•ignore-armour: This weapon ignores protective armour. Armour has no effect on the harm it causes. If armour has the magic tag, then a weapon needs both ignore-armour and magic to bypass the armour.
•innocuous: This weapon doesn't draw suspicion.
•intimate: This weapon is effective at the closest of quarters – within the embrace of your foe.
•loud: This weapon is loud enough that it draws attention.
•magic: This weapon is enchanted, and so can affect certain creatures that are proof against normal weapons.
•many: These weapons are small enough you can carry a large number of them.
•(A Material) This weapon is made from the named material, and is thus useful against monsters with that weakness.
•messy: This weapon spreads a lot of blood and gore around.
•quick: This weapon is quick to prepare and attack with.
•reload: This weapon has limited ammunition, and may run out at a bad time and need to be reloaded.
•slow: This weapon is slow to prepare and attack with.
•small: This weapon is tiny and easy to conceal.
•unreliable: This weapon needs regular cleaning and maintenance, otherwise it just isn't gonna work.
•useful: This weapon has other uses aside from violence.
•valuable: This weapon is antique, or made of valuable materials.
•volatile: This weapon is dangerous and unstable.
Custom Weapons:
If your character (or an NPC) get a new weapon that needs tags that don't fit with the above, they can be created with Staff permission as long as they "fit" the rules above. Think about the way the weapon is used and what effects it will have, then write down tags in accordance with that.
Every weapon must have a harm and range tag. There is no upper limit on the harm rating, but a 4 or more are unusually destructive. Use existing weapons as a guide. The permitted range tags are intimate, hand, close, and far. Other tags are optional.
For Example: A character decides they really want a super soaker- those things can be incredibly useful against some types of critters! Super soakers are not limited to water- any liquid works. So:
Water Gun (0-harm, close, liquid) are it's tags.
Armor:
Armor reduces the harm suffered by the wearer, by the number of points that it is rated for. For example, if you are wearing a leather jacket worth 1-armor, and giant rat bites your arm for 2-harm you only take 1 Harm as a result.
1- armor includes heavy leather jackets, motoycle armor, light but significant protection like bullet proof or stab proof vests.. etc.
2- armor includes miltary body armor, police riot gear, medieval mail, or other seriously bulky and effective protective gear.
If armor has a magic tag, then normal weapons that have 'ignore armor' don't bypass the rating. Only weapons that have magic and ignore armor- will by pass magic armor.
Normally characters can only get gear worth 1 or 2 points of armor. Armor worth more are very rare and special.
Other Gear:
In general, your character can simply use other gear without needing extra rules for it unless otherwise, character-wise, it doesn't make sense for it to work. It's not necessary to define every piece of equipment that comes into play, however, if something does become significant then that should be defined so that everyone is on the same page.
Gear Tags:
Defining tags for a piece of gear gives you a definintion of what it can, and can't do, and the advantages and disadvantages of using it.
Tags come into play by openning up possibilites for characters. Such as "Night vision goggles" (tag: see in the dark), which allow a character to see in the dark.
Custom Gear Moves:
If tags aren't quite enough, they can also define a "custom move for gear". Basically you define when the gear works, and what it does for the user. Custom Gear moves are almost always a storyline to get attached to.
Example: Magic "Fire" Egg. (5 Harm- Close, on threat, burning)
Seemlingly harmless on it's own, this magic, stone egg vibrates with magical energy. When attempts to break this egg occur, it sets out a magical field of fire, sorching any who wish it to break or be harmed- and leaving all others uninjured.