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extensions:objects [2026/01/22 17:22] – created jobextensions:objects [2026/01/22 17:32] (current) – removed job
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-Work in Progress... Being adapted from deprecated rules... 
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-====== Objects ====== 
-Object is the term used in the game to define a broad category of things that could be equipment that an Actor can carry, but could also be a vehicle, a building, etc.  Objects are tagged with a name like "equipment, weapon, vehicle, etc." so that they may be grouped and organized.  
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-The Objects Extension defines the rules for how objects behave in the game, how to interact with them, what benefit they confer to Actors, etc. This Extension does not define any actual objects; those are described in Content Packs because the type of objects that may appear in game worlds is dependent on the theme (Fantasy, Sci-Fi, etc.).  
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-===== Object Properties ===== 
-The set of Properties that describe any object are listed below.  More specific or specialized objects like personal Gear, Weapons, Armor, etc. extend these base Properties that are common to all objects.  
-  - __**Title:**__ the name of the piece of the oject 
-  - __**Description:**__ a brief description of what is the utility of the item in the game. 
-  - __**Game Mechanic:**__ if the item enables an Action by virtue of possessing it, or provides a bonus to success of [[rules:core:action-system:actions:|Common Actions]], that will be listed here, otherwise, this section will just list N/A, for example for a cosmetic item. 
-  - __**Weight:**__ the weight in lbs. of the item for encumbrance purposes.  
-  - __**Cost:**__ how much the item costs to buy on average 
-  - __**Craft:**__ what level of Craft(Profession) is required to make the item, and how long it takes to make 
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-===== Properties of Weapons ===== 
-[[rules:core:equipment:weapons|Weapons]] have all the properties of General Items plus the Damage, Range and Durability characteristics: 
-  - __**Title:**__ the name of the weapon 
-  - __**Description:**__ a brief description of what is the shape and size of the weapon and how one attacks with it 
-  - __**Game Mechanic:**__ if the weapon enables an Action by virtue of wielding it, or provides a bonus to success of some type of Combat Action, that will be listed here, otherwise, this section will just list N/A. 
-  - __**Damage:**__ the base damage the weapon will always do if not modified by the bidding of Stat Points on a Combat Action with the weapon. This is one or more whole numbers followed by a letter (H) for Hacking Damage, C for Crushing Damage, or P for Piercing Damage. Some weapons allow different types of attacks, for example a sword may be primarily intended as a Hacking weapon, but it is also possible to make a pommel strike with the weapon to do Crushing damage. 
-  - __**Range:**__ a numeric value.  See [[rules:core:combat:range|Range]] rules for the effect this has in combat. 
-  - __**Weight:**__ the weight in lbs. of the item for encumbrance purposes. 
-  - __**Cost:**__ how much the item costs to buy on average 
-  - __**Craft:**__ what level of Craft(Profession) is required to make the item, and how long it takes to make 
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-===== Properties of Armor ===== 
-[[rules:core:equipment:armor|Armor]] has all the properties of General Items plus the Armor Value characteristic: 
-  - __**Title:**__ the name of the weapon 
-  - __**Description:**__ a brief description of the armor or piece of armor 
-  - __**Game Mechanic:**__ if the armor imposes a modifier to success of some type of Action, that will be listed here, otherwise, this section will just list N/A. 
-  - __**Armor Value:**__ this section will list at least three numbers, representing the level of Damage protection the armor offers against (H) Hacking Damage, (C) Crushing Damage, (P) Piercing Damage.  For example Plate Mail would have a high armor value against H & C damage, but less against P damage that is more likely to slide into cracks between plates, whereas Chain Mail would provide high protection against H & P damaged, but less against weapons that cause C damage. Armor Value is subtracted from the [[rules:core:combat:damage|Damage]] of attacks in combat and the remainder is applied to the Body Location of the Actor who suffered Damage.  
-  - __**Weight:**__ the weight in lbs. of the item for encumbrance purposes. 
-  - __**Cost:**__ how much the item costs to buy on average 
-  - __**Craft:**__ what level of Craft(Profession) is required to make the item, and how long it takes to make 
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-Items that have been created so far are listed below: 
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-<WRAP group> 
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-__**Core Rules:**__ 
-{{indexmenu>:rules:core:equipment:}} 
-</WRAP> 
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-<WRAP half column> 
-__**Fantasy Extension Rules:**__ 
-{{indexmenu>:rules:extensions:fantasy:equipment:}} 
-</WRAP> 
-</WRAP> 
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-== Links to this page: == 
-{{backlinks>.}}