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:
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'''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
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# Excellent
 
# Excellent
  
Condition is simply a means of tracking ''how close an object is to being broken.'' '''''Once an object is broken, it must be discarded. It cannot be used in repairs or be repaired.''''' Consumable items do not have a condition.  
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*'''''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]].'''''  
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*Consumable items do not have a condition.
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*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:

  1. Broken - the item is unusable
  2. Shabby
  3. Worn
  4. Stable
  5. 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.