Custom Functional Item Stats
Nov 5, 2019 15:30:34 GMT -6
Post by Darky on Nov 5, 2019 15:30:34 GMT -6
Guide to Building
Custom Functional Item Stats
Custom Functional Item Stats
Custom Functional Item stats are based around Power Levels. The higher the Power Level, the more powerful the item, simple, yes? However, Power Levels can contribute to an item in a variety of ways - some give an item damage, others give it protective properties, some turn it into a container, others make it cast a spell or two, the possibilities are quite varied! So how does one calculate these effects and divide up those Power Levels to them? This handy little guide lists all the positive magical effects that Cost power levels to have, as well as a few negative effects that Return power level (if you're looking to balance out a build). When trying to figure out what effects your weapons or armour should have, it's highly recommended you read the Player Combat section first, to understand the system.
Note: The damages listed here are based on the Advance Combat system (player versus player).
In Basic Combat, these damages are converted in the following manner:
1d4 => 1 damage
1d6 => 2 damage
1d8 => 3 damage
1d10 => 4 damage
1d12 => 5 damage
Likewise, with items that consist of multiple parts/pieces in a single image, all the pictured objects must be worn for the magical effect to take effect.
(For example: if the item consists of a pair of earrings, wearing only one earring will not grant any benefit(s).)
(For example: if the item consists of a pair of earrings, wearing only one earring will not grant any benefit(s).)
Weaponry Stat Form | Armour Stat Form | Misc. Item Stat Form |
Item Name - Owner ( Weapon Type - Profile ) Power Level: ? Hands Used: [see profile] Distance: [see profile] Damage: [see profile] + ? Dice Effect: [see profile] Magical Effects: - Effect Name: Description (Power +/-?) | Item Name - Owner ( Resistance Type ) Power Level: ? Resistance: ? Slots: ? Magical Effects: - Effect Name: Description (Power +/-?) | Item Name - Owner Power Level: ? Magical Effects: - Effect Name: Description (Power +/-?) |
Costs Power Level (+)
Everything has a price, magic most of all. These effects increase the overall power level of your custom functional item, making them more costly.
- Damage
1d4 damage of chosen element (Power 1). May take multiple times, each time for a new element. Default element is Physical.
Upgrades:
+1d2 damage to chosen element (Power 1) up to a total of 1d12.
Notes: Weaponry also has sub-types for damage (Bladed, Piercing, Blunt) based on weapon’s profile and regardless of element. In the case of ammo, must list the type of weapon the ammo works with.
( Example: 1d4 Fire (Power 1); 1d6 Cold, 1d4 Acid (Power 3); 1d10 Physical, 1d4 Shadow (Power 5) ) - Armour
1 Armour Resistance (Power 1). Armour Resistance is different to a creature or character’s physical Resistance (since Armour can break when damaged, see the Armour Integrity guide for more detail).
Upgrades:
+1 Armour Resistance (Power 1) up to a total of 5.
Notes: Each armour item must fill one or more body slots on the wearer (see Body Slots graphic). A character may wear multiple armour pieces so long as no slot overlaps another, except if a slot on a piece is classified as Non-Bulky (In which case it can overlap with one other piece in that slot). Creature barding is always a Full slot. Armour also has a resistance type (Leather, Chainmail, Scalemail, Plate) based on armour’s make and appearance (see Guide for more info).
( Example: Simple Leather Helmet +1 (Power 1); Sturdy Plate Chestplate +3 (Power 3) ) - Regenerating Ammo
20 units of ammo for a specific weapon type (Power 1).
Upgrades:
+20 units of ammo for same type (Power 1) up to a total of 100 ammo.
+1 additional regeneration time per day (Power 2) up to a total of 3 times per day.
Notes: Ammo regenerates to full capacity once per day. With ranged weaponry, this allows the weapon to be used without the need of additional ammo, but does not prevent it from using regular ammo if the effect is depleted.
(Example: 40 units of ammo, regenerates to full once per day (Power 2); 60 units of ammo, regenerates to full twice per day (Power 5) ) - Stat Bonus
+1 to specified stat when worn (Power 1). May take multiple times, each time for a new stat.
Upgrades:
+1 additional to chosen stat (Power 1) up to a total of +3.
Notes: Stats include: Stamina, Strength, Resistance, Dexterity, Mentality. May be used by both creatures and characters. Use of these items may be restricted in certain areas (Fighting Pit). Stat bonuses from multiple customs items can stack, but only up to +3 per stat.
( Example: +1 Strength (Power 1); +2 Strength, +1 Mentality (Power 3); +3 Stamina, +2 Resistance (Power 5) ) - Magical Bag Capacity
Space for 10 size-varying items (Power 1).
Upgrades:
+10 size-varying items (Power 1) up to a total of 50 items.
Notes: Items stored can be any size, weight or dimension, so long as they can fit through the container’s opening. Container itself will always weigh the same, regardless of capacity.
( Example: 20 size-varying items (Power 2); 40 size-varying items (Power 4) ) - Cosmetic Effect (Practical)
A diceless effect with some in-character usefulness (Min. Power 1, Max. Power 3). May take multiple times, each time for a new effect.
Upgrades:
n/a
Notes: Exact Power Level cost is determined case-by-case.
( Example: Brighten/Dimming Stone of Light (Power 1); Simple Prosthetic Leg (Power 3), Shifting Saddle Vines (Power 2) ) - Cosmetic Effect (Flavour)
A diceless effect with no impactful in-character use (Power 0). May take multiple times, each time for a new effect.
Upgrades:
n/a
Notes: Exact degree of impactful (Practical or Flavour) is determined case-by-case.
( Example: Cauterize; Frostbite; Noxious ) - Spell Enchantment
A singe specific move, ability or spell enchanted into the item (Min. Power 1, Max. Power 5). May take multiple times, each time for a new move/ability/spell.
Upgrades:
n/a
Notes: Exact Power Level cost is determined case-by-case. Some moves/abilities/spells may be too powerful to be enchanted into items. Other moves/abilities/spells may be restricted to a certain amount of uses per day (Min. Once per Day) or by range (Melee, Close). Items with effects that can be activated (non-passive) require the skill “Arcane Mechanics [Itemname]” to use, per item.
( Example: Linked Sense (Power 1); Hover (Power 1); Commanding Presence, Close (Power 3) ) - Sockets
A single socket slot (Power 2).
Upgrades:
A second socket slot (Power 2) up to a total of 2 slots.
Notes: Socket slots behave the same as jewellery socket slots and gain the same benefits, if any. A socket slot may include more than one hole for visual purposes. Effects, if any, from multiple slots stack the same way as with jewellery, but only benefit the direct wearer of the item. Stones can be removed from sockets but are destroyed as a result.
( Example: Socketed Saddle (Power 2); Double-Socket Sword (Power 4) ) - Elemental Damage Buff
+1d4 damage with chosen elemental attacks (Power 1). May take multiple times, each time for a new element. Cannot be Physical.
Upgrades:
+1d2 additional damage to chosen elemental attack (Power 1) up to a total of 1d12.
Notes: This damage buff only applies to attacks made with the matching element. Only one buff may be applied per attack.
( Example: +1d4 Earth (Power 1) would cause an Earth attack to have 1-4 points of additional Earth damage, but does nothing if using a Water attack. ) - Elemental Resistance
¼ Resistance of chosen element (Power 1).
Upgrades:
n/a
Notes: This effect does not stack with other items with the same elemental resistance.
( Example: ¼ Fire Resistance (Power 1) ) - Composite (Weapon)
A second weapon profile (Power 1). May take multiple times, each time for a new profile.
Upgrades:
A third weapon profile (Power 1) up to a total of three.
Notes: New weapon profiles must make sense with weapon’s anatomy. Each new profile is treated as a separate weapon in terms of Combat Expertises and Dice Effects.
( Example: Gunblade (Pistol/Longsword) (Power 1); Red Death (Scythe/Shotgun/Sniper) (Power 2) ) - Balanced (Weapon)
+2 to weapon’s Dice Effect (Power 1).
Upgrades:
+2 additional to weapon’s Dice Effect (Power 1), up to a total of +8.
Notes: Base Dice Effect is determined by weapon’s profile (see [Weaponry] listing for profiles)
( Example: Normal Short Sword, +2 to hit/defend => Balanced Short Sword, +4 to hit/defend (Power 1); Normal Bastard Sword, -4 to hit/defend => Very Balanced Bastard Sword, 0 to hit/defend (Power 2) )
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Returns Power Level (-)
Sometimes things have limits, allowing other things to grow more. These effects decrease the overall power level of your custom functional item, making them cheaper.
- Binding
A single person, creature, other item or location (Power -1)
Upgrades:
A second person, creature, other item or location (Power -1), up to a total of two.
Notes: Item becomes usable only by the person/creature specified, or in combination with other item specified, or within location specified. In case of other item, the two items must be separate images/orders. In every instance, item cannot be rebound if traded.
( Example: Whistle, usable only by Stephen (Power -1); Fledge Arrows, usable only with Featherbow (Power -1); Cairn Talisman, usable only with Moon Talisman in Stonehold Keep (Power -2) ) - Touch Trigger
An existing effect on item may only trigger on contact in combat (Power -1). May take multiple times, each time for a new effect.
Upgrades:
n/a
Notes: Extent of effects determined on case-by-case basis. Contact can be wearer hitting a target or being hit by anything. In case of ranged weapons, if the attack misses the effect is not triggered but ammo is spent as normal. On being hit by ranged attacks, the triggered effect may not always reach attacker. Likewise, user may choose not to have the trigger activate upon being hit, but the effect can only happen once per round (Thus multiple hits in the same round can't trigger it multiple times).
( Example: Blinding Flare Shield, -2 to hit/defend to attacker on being hit (Power 0); Chance to lower target Dex by 1 on hit (Power 1) ) - Limited Range
Limits existing effect’s range or area of effect to Close (Power -1). May take multiple times, each time for a new effect.
Upgrades:
Limits existing effect’s range or area of effect to Melee (Power -1)
Notes: In case of ranged weaponry, reduces weapon profile’s both ranges by 1 increment instead - Long/Extreme becomes Medium/Long, becomes Close/Medium, becomes Melee/Close, becomes Melee.
( Example: Normal Musket, Medium/Long => Rusty Musket, Close/Medium (Power -1); Brew Miniature Sandstorm, Melee (Power -2) ) - Unwieldy (Weapon)
-2 to weapon’s Dice Effect (Power -1).
Upgrades:
-2 additional to weapon’s Dice Effect (Power 1), up to a total of -8.
Notes: Base Dice Effect is determined by weapon’s profile (see Weaponry listing for profiles)
( Example: Normal Short Sword, +2 to hit/defend => Unwieldy Short Sword, 0 to hit/defend (Power -1); Normal Bastard Sword, -4 to hit/defend => Horrible Bastard Sword, -8 to hit/defend (Power -2) )