As mentioned previously, items have a specific format for listing them:
Item:
Item Name (Weight) (Rarity) (Quality)
(Value) (Toughness) (EP) (Aspects): Description.
While that format does aid in calculating out the item's value, it does not help with categorization in and of itself. As such, the format is being updated with the inclusion of an additional modifier which does not change its value, the item nature property.
Item Nature Properties:
Item:
Item Name (Weight) (Rarity) (Quality)
(Value) (Toughness) (EP) (Aspects): Description.
[Item Natures].
All items are categorized by their nature, into one of three groups:
Refueled: If the items require a source of energy in order to
function properly. When not fueled, said items could still be used
for their other properties, such as being blunt or bladed, but will
not be able to perform the chief purpose of their design.
Reloaded: If the items require another item in order to
function properly. When not reloaded, said items could still be
used for their other properties, such as being blunt or bladed, but
will not be able to perform the chief purpose of their design. Some
items may be both refueled and reloaded, while others may require
merely one or the other. An oven would need refueling to function
(be it by electricity or other fuel sources), whereas with a simple
gun the fuel is itself in the bullets and thus it would need only to
be reloaded. Older guns may need refueling as well, as might more
futuristic ones.
Simple: Any that knows the category to which the item belongs
may use it without penalty, even if they do not know the item or
have knowledge other than recognition of its categorization.
Basic: Any that knows the category to which the item belongs
and at least the first level in that category may use it without
penalty, even if they do not know the item.
Complex: Any that knows the category to which the item
belongs and at least the first and second level in that category may
use it without penalty, even if they do not know the item.
Advanced: Any that knows the category to which the item
belongs to and at least the first, second and third level in that
category may use it without penalty, even they do not know the item.
Specialized: Any that knows the item itself may use it, as
long as they know the first, second, third and fourth level in the
category it belongs to and know of the item itself.
All refueled items are one of the following categories:
Psionic: If they require mental energy and force of will to
operate. Out of sheer determination to survive the special ability
effect clause would be triggered on first use most times due to the
boost of will when close to death, but if one uses the item before
then they might waste it if it does not have such a clause by using
it when their will is not as strong.
Arcane: If it uses wild magic, and does not have another
special ability effect clause, the first use will cause it to use
its special effect. If it uses foci magic, and has enough magical
energy stored in it, then it will cause it to use its special
effect. If it uses leech magic, then it will use its special
ability after dealing damage to a foe. If it uses soul magic, then
it will use its special ability when the user entreats, prays,
pleads, or begs the appropriate higher powered being for aid, or
cries out for any to assist and have either no favor with them yet
(but are not in favor with their hated foe) or are in their favor,
if the item is blessed by a higher powered being. If the item is
cursed by one, then it will enact its affect the moment one of its
special effect clauses are triggered, or if needed, all of them are.
Physical: If it uses physical items to fuel its refueling
which it consumes in the process, producing exhaust or pollution
typically.
Electric: If it uses electricity to fuel its refueling.
Energized: If it uses a power-source other than electricity
to fuel its refueling.
All reloaded items are one of the following categories:
Mundane: If the items used for reloading have no fuel within
themselves, and do not draw energy from an external source other
than the item they are loaded into.
Charged: If the items used for reloading have fuel within
themselves, and do not draw energy from an external source other
than the item they are loaded into.
Sapping: If the items used for reloading attempt to use
energy from their point of contact to initiate their special effect
clauses.
Draining: If the items used for reloading attempt to use
energy from the one wielding the item they are loaded into in order
to initiate their special effect clauses.
Linking: If the items used for reloading attempt to reduce
the energy costs of the item they are loaded into by spreading the
cost to nearby appropriate sources of energy in order to initiate
their special effect clauses.
Additionally, items may have further properties in various categorizations, such as Offensive Properties, Defensive Properties, Utility Properties, and General Properties, all of which are broken down into sub-categories.
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