for picking things up
ITEMS exist as definitions so they can be TARGETs, be EQUIPPED within BODY SLOTs, be picked up into an INVENTORY, and scale with MAGNITUDE.
ITEM MAG determines how powerful an ITEM is in a general sense.
scales damage, potency, crafting output, and effects for balancing items, MAG can be used as a budget and damage can be subtracted for more utility
ITEMS can have TAGs that modify their behavior.
an armor tag, a tool tag, conductive : x, etc.
You can USE, ATTACK, and CRAFT with ITEMS.
You cannot USE or ATTACK with an ITEM that is not EQUIPPED.
INVENTORY is how your CHARACTER carries things around. it factors in STRENGTH, and BRAWN.
the amount of volume of items is unlimited currrently
CARRY CAPACITY is how much weight a CHARACTER can carry on themselves. this includes all items EQUIPPED on your BODY SLOTs. ITEMs have a WEIGHT always listed, that contributes to WEIGHT PENALTY through being equipped as ARMOR or by being in your INVENTORY and above your CARRY CAPACITY
this section will probably move later into a balancing page.
When creating new ITEMS, consider the following: use MAG of an ITEM to generalize a boduget for how many TAGs or MAGs you can add to an ITEM
1: determine mag of item 2: give it tags 3: populate the tag rules on the item with account to the mag cost of the tags
see examples below for clearer rules, and default MAGs below those to understand the bounds of a MAG 1 ITEM
MAG 3 item it gains the sword tag, which costs 1 MAG point for future calculations but has specific rules for the item. for its damage roll it uses MAG 2 (3 - 1 for sword tag) to determine damage.now its a 1d4 done!
MAG 3 item it gains the armor tag, which costs 1 MAG points for future calculations but has specific rules for the item. it gains the pressure sense amplifier tag, which costs 1 MAG point for future calculations but has specific rules for the item. for its damage reduction roll from the armor tag, it uses MAG 2 (3 - 1 for armor tag) to determine damage reduction.now its a 1d4 the pressure sense amplifier tag scales with tag amount, so the item mag has no impact in its ruling done!
MAG 3 item it gains the conductive tag, which costs 1 MAG points for future calculations but has specific rules for the item. it gains the wand tag, which costs 1 MAG points for future calculations but has specific rules for the item. the wand tag changes the target of the spellcast, and scales the implied result roll, it uses MAG 1 (3 -1 for conductive -1 for wand) the conductive tag scales with the tag amount, so the item mag has no impact in its ruling
MAG 5 item it gains the carne tag, which costs 1 MAG points for future calculations but has specific rules for the item. it gains 2 alchemy tags of any type, which cost 2 MAG points for future calculations but have specific rules for the item. it gains 3 mag points into value, which costs the remaining 3 mag points but increases the item’s worth. no tags scale with the item mag, so all tags function with their own tag amount. done!
MAG 4 item it gains the potion tag, which costs 1 MAG points for future calculations but has specific rules for the item. it gains 3 alchemy tags of any type, which cost 2 MAG points for future calculations but have specific rules for the item. potion doesnt scale past 1 and only sets rules for the item. lets you drink it tho. the alchemy tags scale with tag amount, so the item mag has no impact in its ruling
MAG 1 item it cant afford a tag, so its just something you can pick up with no other modifiers. it uses MAG 1 for any implied rolls. maybe its a pile of worthless dirt, maybe its a rock you can throw, maybe its a stick you can use to poke things. done!
MAG 3 item it uses 2 MAG to account for the size something takes up, via the MAG chart, relative to the max free range of an item. it uses 1 MAG for any implied rolls, but more importantly tracks immense volume and is a little easier to track for sale, crafting, or trade
ROLL : MAG 0 or 1 ( flat 1 or 1d2 )
what people have to roll when using this item for POTENCY
DAMAGE : correlates with ROLL
this is narrative mostly for effects, damage, and senses
HARDNESS : MAG 0 or 1 ( paper, cloth, snow, fruit, meat )
very soft or hard things cost MAG
CONDUCTIVITY : MAG 0
all conductive or non conductive materials cost MAG WEIGHT : -1 to 1 ( a feather to a medium too or light armor )
SIZE : -1 to 1 ( a grape to a chestplate )
very very small or large things cost MAG
TEMPARATURE : default is the TEMPARATURE of the current WORLD TILE
you could balance hot food in cold places this way
DISTACE : the range of -1 to 1 ( a few inches to the adjacent TILE )
things that reach farther than this cost MAG
SPEED : with a relative speed measured from MAG 0 to MAG 1 (+1 per round or +1 per action )
things that add speed in meaningful ways or shoot projectiles cost MAG
TIME : with a time of 0
timers and things that happen really quickly cost MAG