Difference between revisions of "Condition"
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(Created page with "'''Condition''' describes the state of an item, weapon, etc. There are 5 possible conditions, and to make things simple they are numbered 1-5: # Broken - the item is unusable...") |
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− | '''Condition''' describes the state of an item, weapon, etc. There are 5 possible conditions, and to make things simple they are numbered 1-5: | + | '''Condition''' describes the state of an item, weapon, etc. Condition is simply a means of tracking ''how close an object is to being broken.'' There are 5 possible conditions, and to make things simple they are numbered 1-5: |
# Broken - the item is unusable | # Broken - the item is unusable | ||
Line 7: | Line 7: | ||
# Excellent | # Excellent | ||
− | + | *'''''Once an object is broken, it must be discarded. It cannot be used in repairs or be repaired unless a [[Fixer]] has the [[Unbreakable]] [[Archetype Trick]].''''' | |
+ | *Consumable items do not have a condition. | ||
+ | *All starter [[weapons]] have a condition of 3. | ||
==Repairing Items== | ==Repairing Items== |
Latest revision as of 03:15, 19 December 2021
Condition describes the state of an item, weapon, etc. Condition is simply a means of tracking how close an object is to being broken. There are 5 possible conditions, and to make things simple they are numbered 1-5:
- Broken - the item is unusable
- Shabby
- Worn
- Stable
- Excellent
- Once an object is broken, it must be discarded. It cannot be used in repairs or be repaired unless a Fixer has the Unbreakable Archetype Trick.
- Consumable items do not have a condition.
- All starter weapons have a condition of 3.
Repairing Items
To repair an item, one must cannibalize another item of the same kind. The repaired item's condition increases by 1 for each item used in its repair.
Item Cost
Every item has a base cost. Multiply this number times the item's condition to get the item's total value/cost.