Similar to the modular way in which Special Abilities can be created, we present you with rules to create your own unique items for your characters to use. After that we’ll give you some premade examples which you can use as is, or modify as you see fit. First of all, here is a quick overview of the creation process.
- Decide what it is that you want to create!
- Decide what capabilities it should have and which Aptitude is best suited.
- Choose the appropriate Properties to build your item and give it those capabilities.
- Total up the cost of all of the Properties you used. This is how much your item costs. The item cost can never go below zero!
- Give your new item a name!
Item Properties are the nuts and bolts of an item and determine everything about an item from it’s encumbrance, range and damage, all the way to it’s more unique capabilities like area of effect.
Some items are a bit of one thing and a bit of another. That’s perfectly okay. For example, a common shield is at once a fine piece of protective armour that can be used to ward off attacks, but at the same time it can be used to bash enemies in the face, often with a spike in the middle for extra damage! Another example might be a rifle with a bayonet that can be used to stab enemies in melee and shoot them at range.
In cases like those above, pick the Properties that are appropriate and run with it, including choosing multiple Attribute + Aptitude rolls as needed. We’ll include some examples later to give you a better idea.
Each item Property has an associated monetary value which adds to the total cost of the item. Some Properties can be taken more than once. When an Item Property is taken more than once, each instance must be paid for separately.
When working out the total cost of an item, calculate simple additions and subtractions first, before applying any multipliers or divisions. Lastly apply any percentage changes to get the final total.
For example, a weapon with Damage 4, Shoddy 1 and an Availability of 100% is calculated as follows:Damage 4 = $16
Multiply $16 by ½ for Shoddy 1 to get $8.
As Availability is 100%, the cost is reduced by 50% to give a final cost of $4.