Items (Action)

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Heroic Action Role-Play

Items are a subgroup of Schticks that add abilities outside your character's normal scope or concept.

Items are generally physical objects separate from you, that gives you abilities. An item has an Origin but no Methods, it does not count as a Power and you do not lose it when you would ordinarily lose your powers. Instead, you are dependent on the item to use the power, and the item can be stolen, lost, or just inaccessible.

GMs are responsible for the availability of item schticks in play, but is urged to be generous. You will often pick up items during play and can use them in the scenario you found them. Other items are acquired trough diligent effort, either by making it or looking out for it. Item schticks are commonly found as loot during play, and can be made available trough contacts or created by characters (the Expert schtick comes in handy here). You only need to pay experience points to keep an item at the end of the story. Think of this as the cost for attuning the item permanently - making it a recurring theme or plot for your character. If a player really wants a particular item, the GM should make it it available somehow; making a subplot, montage, or perhaps even an adventure around it. Of course, such stories still give normal xp rewards, which you can then use to purchase the item schticks.

One particular item can have several item schticks, each of which must be paid for. Investing a lot of schticks into a single item is dangerous as you lose a lot when you drop the item. Most item schticks can be freely combined, but except as noted an item can only pick each schtick or limitation once.

Items have some plot protection, but it is not as strong as that of Signature Gear. Items you've paid for have a tendency to come back to you and are not accidentally lost or stolen, but they can be stolen or destroyed as a part of the action or plot. Items lost in this way return the xp invested in them to you.

Item Schticks

Gadget Pool (Action) Gimmick (Action)

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Luck Charm (Action)

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Masterwork Item

This is a mundane tool that is very well made. An item with no other Item Schticks does not an Origin.

The workmanship gives +1 to the damage of weapons or the protection value of armors. It can be applied to other gear only with the GMs permission and a similar benefit must be agreed upon. Masterwork Weapon cannot give a bonus to skill values. Power Enhanced Item (Action) Power Focus (Action) Restricted Item (Action) Returning Item (Action) Utility Weapon (Action)

Item Limitations

These limitations reduce the cost of an item, but never to less than one point. The GM must inspect all item limitations and twits them so they become actual limitations without overshadowing the rest of the action.

Aligned Item

The item represents some kind of dogma or ethos, it has a purpose. While such items are not Sentient unless they have that limitation, they are still strongly imbued with ideals. Examples of alignment can be ethical disposition, religious faith, virtues and vices, or specific enemies. Aligned items cannot plan, form opinions on their users, or otherwise be proactive; they only react to immediate events - unlike Sentient items.

  • Creatures of directly opposed alignment (opposing faiths, specific enemies) suffer a Hit each round they weild or use the item.
  • Using the item for actions going against it's alignment fail.
  • An action the wearer of the item takes that goes directly against the item's alignment suffer a -3 penalty, even when not using the item directly.
  • Interaction stunts against the wearer of the item that try to make him act according to the alignment of the item get a +3 bonus.

Artifact

The item is night indestructible, and generally of a high power level. It is sought by both heroes and villains. Besides its powers, it has a role in the plot - maybe its the one thing that can kill the high king, or it is the missing key to the great vault. Destroying an artifact is a major undertaking similar to breaking a Curse but harder than a common curse, and can be the focus of an adventure or a whole campaign.

Cursed Item

The item carries some kind of Curse, and this affects the wearer.

Origin Lock

The item has an Origin and is affected by Origin Divide. It cannot be used by someone lacking an origin. Some such items can only be used by a specific Tradition. Other simply lack the skills required to use the item. Using the item is affected by Methods and Power Loss.

Sentient Item

The item is intelligent and has a personality and self-awareness. It has its own goals and ambitions, and can refuse to let itself be used if it is in disagreement with the wielder. It can communicate with its wielder trough empathy or telepathy; some items can even speak audibly. The item can use its powers much like an Intelligent Item, but cannot to do so for the player's benefit unless it is also Intelligent.

A sentient item is often jealous of other intelligent or sentient items, and generally wants to be the most important and cherished item in your possession.

An item is often both Intelligent and Sentient, but it can be only one or the other.

Sticky Item

Once you pick up this item, it won't let you drop it again. A weapon refuses to leave you hand, a suit of armor cannot be taken off, and other items remain with you in a similar fashion. You cannot use an alternate item to the sticky one - a weapon won't let you wear another weapon, an amulet won't let you wear other amulets or magical jewelry and so on. A sticky item cannot be hidden or disguised, and is able to move or break items or powers to fulfill its curse.

This does not make you handicapped - you can still go to the bathroom, keep clean, eat and so on - but it makes many situations hard or awkward and can help make you recognized.

A sticky item is a Curse, and such items often have other item curses as well. You can be forced to invest points in a sticky item if you're unable to get rid of it at the end of a story.

Wandering Item

A wandering item has a destiny that makes it go from hand to hand. It cannot be held onto permanently, and often shifts hands between rival groups. If you pay points for a wandering item, you can expect it to be in your possession about half the time, but there are no guarantees.