--- title: Items and Junk tags: Fortuna(PBA) --- {%hackmd gb1JmMYYQWmAR-wNNIx9GA %} # Inventory <center> <img src="https://i.imgur.com/pRFYOBd.png"> </center> This page covers about everything of value you might consider. Plus, it'll cover weapon, armor, and carrying capacity rules. ## Carrying Capacity & Weight The average character can hold a number of item weight equal to their Strength stat plus 2. Most items will be 1 Weight, but smaller objects that could fit in pockets could be fractional. When you have multiple small objects resulting in a remainder, round to the nearest integer. An item's Weight represents not only the weight of it, but also how unwieldly it is to stow or how it might hamper your movement. If you carry over your capacity... well, you simply can't. If you get a new item that puts you over your capacity must remove items until your capacity returns within its bounds. The weight of an item is listed at the very end in [brackets]. ## Currency The currency of the universe is (typically) a fully digital currency. These are referred to as 'Points'. All intersteller trade is conducted with such, or just simple barter. > I should really make this system, but WHEN I DO it'll look like some guidelines for GMs to consider of "what expensive is" and "what cheap is". [name=Honk] ## Weapons GUN Oh and melee weapons too. The average character can probably carry a few weapons, but carrying too much is a fast way to lose inventory space. Weapons have 3 statistics listed by their name. Range, damage, and traits. ### Range This is the safe range of your weapon's accuracy. Too far or close can mean either resolve the weapon as inaccurate or simply ineffective. Shooting an anti-material rifle against someone 2 yards away is almost impossible and you can't swing a mace at someone a block away. Telekinesis or some sort of control of a melee weapon is the exception, and renders weapons that would usually be used as melee weapons a range of Close. The ranges are as follows: * Melee: Within your reach * Adjacent: A few steps away. * Close: Across the street. * Far: A block away. * Distant: 5 blocks down. ### Damage A weapon will have a listed number after range recognizing the segment of harm that would be added to a player's countdown. This is of narrative purpose to the GM, but also to gauge what should be dealing more damage against enemies. If a player takes damage in a Strife, use the majority harm from the enemy group. If 2 enemies have 2 harm weapons and 3 have 1 harm weapons, a player that takes damage will take 1 harm. ### Weapon Traits Not to be confused with player [Traits](/BIOcLdocRgeMqb6TzfeyYw), weapon traits are a sort of descriptor to the weapon. How weapons function are usually up to the DM to clarify, but Traits add a mechanical effect such as Armor Penetration decreasing the utility of armor, or describe the type of damage. The following tables are presented as-is simply for organization. There is no seperation between 'Function' and 'Damage' traits. #### Function Traits | Name | Effects | | --- | --- | | Concealed | Can be taken apart or is simply discrete. | | Reaching | A melee weapon with this trait operates at both Melee and Adjacent. | | Two-Handed | A two-handed weapon requires... two hands. | | Silenced | A silenced weapon makes no noise. Applies to guns, as the only 'non silenced' melee weapons are things like chainsaws. | | Thrown | A melee weapon with the Thrown trait means it's built to be thrown mainly or secondarily. | | Armor Penetration | A weapon with Armor Penetration divides and rounds down the enemy's armor. | | Anti-Material | As with Armor Penetration, but the enemy's armor is null. | | Unique | A unique weapon will be listed with a trait called 'UniqueX', and then described in a footnote. | #### Damage Traits | Name | Effects| | --- | --- | | Shock | These weapons can cause electronics and machines to malfunction or overload.| | Stun | These weapons cause fatigue damage. View [Harm](/GqYUtpWGQVSp2gZH1qHANw#Fatigue). | | Blunt | These weapons harm via bludgeoning attacks. | | Sharp | These weapons shreds, cuts, slices, stabs, it's sharp. | | Explosive | These weapons have some sort of explosion factor. | | Concussive | These weapons operate through a loud noise, bright lights, force, etc. A 'non physical' attack. | | Hot | These weapons are hot, whether superheated plasma or a 1000 degree knife. | Cold | These weapons are constantly some freezing temperature. | | Unique | A unique weapon will be listed with a trait called 'UniqueX', and then described in a footnote. | Making up a new weapon is a simple matter. For melee weapons, choose a melee range, traits, and a suitable bulk For ranged weapons, pick either adjacent and close or close and far for the optimal ranges. Then, traits and suitable bulk like with melee weapons. Of course, you can always just ignore the above and do whatever. ### Weapon Directory Listed onwards are example weapons. Weapon Name (Damage, Range, Type + Traits) [Weight] #### Melee Weapons * Baton (1, Melee, Blunt) [1] * Baton, Energy (1, Melee, Stun) [1] * Battle Glove, Cestus (2, Melee, Blunt) [1/2] * Battle Glove, Electrified (2, Melee, Shocking, Blunt) [1/2] * Greataxe (3, Melee, Two-Handed, Sharp) * Knife, Survival (2, Melee, Thrown, Sharp) [1/2] * Knife, Heated (2, Melee, Thrown, Sharp, Hot) [1/2] * Sword, Dueling (2, Melee, Sharp) [1] * Shock Prod (1, Melee, Reaching, Shock) [1] * Sledge (3, Melee, Two-Handed, Blunt) [1 1/2] * Switchblade (1, Melee, Concealable, Sharp) [1/2] * Spear (3, Melee, Two-Handed, Reaching, Sharp) [1 1/2] * Whip, Chain (2, Melee, Reaching, Blunt) [1 1/2] #### Firearms * Pistol, Small Laser (2, Adjacent/Close, Hot) [1] * Pistol, Kinetic (2, Adjacent/Close, Sharp) [1] * Shotgun (3, Adjacent/Close, Two-Handed, Sharp) [1] * Flamethrower (3, Adjacent, Two-Handed, Hot) [2] * Rifle, Laser (2, Close/Far, Hot) [2] * Rifle, Kinetic (2, Close/Far, Sharp) [2] * Machine Gun, Light (2, Close/Far, Sharp) [2] * Sniper Rifle (2, Far/Distant, Sharp) [2] #### Special * Grenade, Frag (4, Close, Thrown, Explosive, Sharp) [1/2] * Grenade, Flash (2 Close, Thrown, Explosive, Concussive) [1/2] * Landmine (5, Melee??, Explosive) [1/2] ## Armor and Clothes This covers anything worn over your body -- such as EVA suits, body armor, or a suit. This does Not include specific body part equipment, such as jetpacks or rocket skates. ### Armor Value Armored equipment has an Armor Value listed along with it. This value is used for Defend moves. ### Armor Directory * Literally any clothing without a defense [0] * EVA Suit [2] * EVA Suit, Plated (1 Armor) [2] * Body Armor (2 Armor) [1] * Battle Suit (3 Armor) [2]