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extensions:things:start [2026/01/24 21:00] – [Things] jobextensions:things:start [2026/03/10 16:32] (current) job
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-====== Things ======+====== Things Extensions ======
 Things are a term used in the game to describe a type of [[core:actors:abstract|Abstract Actor]] that includes personal gear and Actor could carry, but also includes all other types of objects, like vehicles, household items, etc. Things are tagged with a name like "equipment, weapon, vehicle, etc." so that they may be grouped and organized.  Things are a term used in the game to describe a type of [[core:actors:abstract|Abstract Actor]] that includes personal gear and Actor could carry, but also includes all other types of objects, like vehicles, household items, etc. Things are tagged with a name like "equipment, weapon, vehicle, etc." so that they may be grouped and organized. 
  
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 __**Extension Summary:**__ __**Extension Summary:**__
 +  * **Depends On:** [[extensions:capabilities:abilities:start|Abilities Extension]] (required). Things are Abstract Actors with Abilities. 
   * **Problem Solved**--enables objects to exist in the game world   * **Problem Solved**--enables objects to exist in the game world
   * **Mechanics Added**--rules for Actors carrying Weapons, Armor and other gear   * **Mechanics Added**--rules for Actors carrying Weapons, Armor and other gear
-  * **What changes**--Actors start Hands with Equipment Cards already in play +  * **What Changes**--Actors start Hands with Equipment Cards already in play 
-  * **Complementary Extensions**--[[..:capabilities:abilities:craft|Craft]], [[..:currency|Currency]], [[..:durability|Durability]], [[..:physical:encumbrance|Encumbrance]].+  * **Complementary Extensions**-- [[extensions:capabilities:abilities:craft|Craft]], [[currency|Currency]], [[durability|Durability]], [[extensions:things:encumbrance|Encumbrance]].
 ===== Properties of Things===== ===== Properties of Things=====
 The minimum set of Properties that describe any object are listed below.  More specific or specialized objects like Weapons, Armor, etc. extend this set of base Properties that are common to all objects.  The minimum set of Properties that describe any object are listed below.  More specific or specialized objects like Weapons, Armor, etc. extend this set of base Properties that are common to all objects. 
   - __**Title:**__ the name of a Thing   - __**Title:**__ the name of a Thing
   - __**Description:**__ a brief description of what is the utility of the Thing in the game.   - __**Description:**__ a brief description of what is the utility of the Thing in the game.
-  - __**Stat Block:**__ The universal [[core:actors:start#record_keeping|Stat Block]] format for Actors is usually shortened because most Things do not have most Attributes. If a Thing can't Think, it has no Mind Attributes, if it has no Soul, it has no Spirit Attributes.  Physical things that can apply force (STR), can resist damage (FIT), and can move (AGI) will have all three Body Attributes, but most inanimate objects just have FIT. Their abbreviated Stat Block looks like: **//R0/0(1/0)-B1(-/1/1)//**+  - __**Build Budget:**__ this shows how many [[core:actors:creation#assign_build_budget_gm|Build Points]] were used in the creation of this Abstract Actor.   
 +  - __**Stat Block:**__ The universal [[core:actors:start#record_keeping|Stat Block]] format for Actors is usually shortened because most Things do not have most Attributes. If a Thing can't Think, it has no Mind Attributes, if it has no Soul, it has no Spirit Attributes.  Physical things that can apply force (STR), can resist damage (FIT), and can move (AGI) will have all three Body Attributes, but most inanimate objects just have FIT. Their abbreviated Stat Block looks like: **//R0/0(1/0)-B1(-/1/-)//**, and for simplicity this is often abbreviated **FIT-1**, or just **F1**. 
 +  - __**[[extensions:capabilities:abilities:start|Abilities]] [Extension]:**__ The Things Extension depends on the Abilities Extension because Things are [[core:actors:abstract|Abstract Actors]] with Abilities, such as a weapon having the [[..:capabilities:abilities:damage|Melee Damage]] capability. 
   - __**Game Mechanic:**__ how to adjudicate the possession or use of the Thing in the game.    - __**Game Mechanic:**__ how to adjudicate the possession or use of the Thing in the game. 
-  - __**[[..:capabilities:abilities:craft|Craft]] [Extension]:**__ what Craft(Profession) Bid is required to make the item, and how long it takes to make. +  - __**[[extensions:capabilities:abilities:craft|Craft]] [Extension]:**__ what Craft(Profession) Bid is required to make the item, and how long it takes to make. 
-  - __**[[..:currency|Cost]] [Extension]:**__ how much the item costs to buy on average. +  - __**[[extensions:things:currency|Cost]] [Extension]:**__ how much the item costs to buy on average. 
-  - __**[[..:durability|Durability]] [Extension]:**__ how resistant the thing is to damage. +  - __**[[extensions:things:durability|Durability]] [Extension]:**__ how resistant the thing is to damage. 
-  - __**[[..:weight|Weight]] [Extension]:**__ the weight in kilograms of the item for encumbrance purposes.  +  - __**[[extensions:things:encumbrance|Weight]] [Extension]:**__ the weight in kilograms of the item for encumbrance purposes. 
- +
-===== Properties of Weapons ===== +
-Weapons have all the properties of Things plus the Attribute, Damage, and Range: +
-  - __**Attribute:**__ weapons used in a Conflict take the place of an Action card. The Attribute Property identifies which Attribute an Actor must bid to play this card, like: STR, FIT, AGI. +
-  - __**Damage:**__ the base damage the weapon will always do. This number is added to the Damage scored during a Conflict, after Dominance and Margin have been calculated. It is NEVER added to a bid total before comparing to an opponent's bid. It is ALWAYS added to the Actor's bid for purposes of determining Priority (who goes first), meaning that the more damage a weapon does, the slower it is.  +
-  - __**[[..:range|Range]] [Extension] :**__ a numeric value.  See the Range Extension for the effect this has in combat. +
- +
-===== Properties of Armor ===== +
-Armor has all the properties of Things plus the Armor characteristic: +
-  - __**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.  +
-  - __**[[..:hit-locations|Hit Location]] [Extension]:**__ Numerical indicators of what part or parts of an Actor the Armor protects. +
-  - __**[[..:protection|Protection Type]] [Extension]:**__ Adds a separate Protection stat block that provides different armor protection vs. Hacking, Piercing, Crushing damage, and energy types, like cold, heat, etc+
  
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