Monday, August 26, 2013

System Mechanics: Modifying Mundane Items:

Most rpg systems have specialized armor, weapons, tools or other gear that the players may find which is already enchanted with special abilities and modifiers, but most of these systems don't allow a player to slot their own modifiers directly onto mundane items.  Not so with MaL!  Every item has a maximum number of modifiers that can be added to it depending on the size and material.  Each modifier reduces the EP and Toughness of the item by 2 points each.  Every item must have at least 0 EP and 0 Toughness and cannot go negative or it will self-destruct.  An item with 5 EP and 6 Toughness could therefore have 2 modifiers on it, but will end up with 1 EP and 2 Toughness.  Additionally, any attempt to repair the modified item must be done by one who knows both how to repair the tool and how to add the specific modifiers used or it will no longer have the ones they don't know when it is repaired.  An item can only be modified by what a locatable individual knows, whether a character modifies it themselves, or they find someone else who knows how to add it and has them do it for them.  As such, some enchanters, metallurgists, jewelers or other individuals may have special enhancements they can add to items for a price or in exchange for something other than funds.  However, in addition, some of these may be modified to cause trouble for the one using it, becoming cursed items.  One can only know what the item does if they know how to discern the modifiers from their own knowledge of them, or by using them if the item is designed to work without an activation phrase or other trigger.  Adding a modifier costs FP to do every time, and here is a list of the costs:

Any Modifier Added (1 FP):  Per modifiers added which stays with the item and constantly is active.  This is a 1 FP minimum regardless of whether the modifier added requires 0 FP to activate.  If it requires more than 1 FP to activate the modifier's effect, then the total sum of FP to use it once must be expended on modifying the item, plus half of its cost to use when accessing that modifier.

Vocal Trigger Added (2 FP): Per modifier with a vocal trigger, this cost comes into effect.  Great for utilizing on items which need to not be constantly active, such as traps.

Binding Added (3 FP):  Per modifier with a binding, this cost comes into effect.  These are used for things such as binding an item with a specter or another creature.

Ownership Added (3 FP):  Per modifier with ownership, this cost comes into effect.  These are used to make a particular modifier unusable except by the owner put into the modifier, or to activate a specific modifier if used by someone other than the owner.  This includes cursing items to make them unable to come off unless the one in the modifier does or it is destroyed by other means.

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