Difference between revisions of "Items (Action)"

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Revision as of 09:52, 8 April 2010

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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 use your powers. Instead, you are dependent on the item to use the power, and the item can be stolen, lost, or just in accessible.

You will often pick up items during play and can use them in the scenario when you found them. But you 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. GMs can place limitations on the acquisition of item schticks in the game. They are commonly found during play, and might sometimes be available trough contacts or created by characters (the Expert schtick comes in handy here). If a player really wants a particular item, the GM should incorporate it into the story; 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.

One particular item can have several item schticks, each of which must be paid for. Investing a lo into a single item is dangerous as you lose a lot when you lose the item. There are also some item schticks that each particular item can only have once.

Items have some plot protection, but it is not as strong as that of a Signature Weapon. 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 - tough there is often a chance to recover the item.

Item Schticks

Gimmick (Action)

Item Stance

The item is constantly under the effects of a Stance, with no action required to begin the stance. However, the effects apply only to the item or the wearer, not to anything else. For example, a stance that makes weapon attacks stronger only affects the weapon itself. The GM is the final arbiter of how this works. 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) Utility Weapon (Action)

Item Limitations

These limitations reduce the cost of an item.

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.

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.