Post by Merrick Baliton on Jul 15, 2024 13:28:18 GMT -6
Items
Skills, Traits, Classes-- these are the things that define your character mechanically at their most basic form… But, sometimes, even the greatest of heroes need to rely on something a little more material to get the job done. That’s where Items come in! Items are useful additions to any character’s build and can serve both as protective measures to cover weaknesses or enhancements to things you are already good at- the combinations are endless!The Basics
Equipment Slots: Each character has 4 equipment slots by default. Items are equipped automatically when you acquire them(if you have an open equipment slot), but will be placed in your inventory by default if there are no open slots to put them in. Equipment may be changed once per week, except in certain circumstances.
Inventory: If an item is not equipped when you obtain it, it is instead placed in your character’s inventory. Items in your Inventory may not be used on-demand in the way that your Equipped items are. Some conditions allow you to use items in your Inventory, but those are each contained within themselves.
Credits: On Mighty Morphin’ Power Rangers: Fallen Grid, we utilize a sub-currency system known as “Credits”. At base, you gain ‘25 credits’ for every 1 Effort Point you turn into a credit. On each item, you can find two different sections relating to Credits: Credit Value and Credit Cost. Credit Value represents the amount that an item is worth if you were to break it down with a request, or sell it; and Credit Cost represents how much Credits it consumes to purchase an item.
Rarity: You will notice below that items are sorted into 3 rarities: Common, Rare, and Mythic. When an item is designed, its Rarity is determined by an assessment that looks at an item’s potency and how useful it will be to the largest number of builds. Items are designed so that Common items can help you easily obtain the foundation for your build(s) without having to bend over backwards to facilitate their function, whereas Rare items are intended to be a bit more specific in their functions, and Mythic items are overall the most specific and highest potency in their intended Effect.
Limits: You may equip only 1 item of the same name at a given time. This means that you cannot equip two Blaster Pistols simultaneously. Similarly, items of the same name share their per-thread usage Limitations; Be mindful of how many usages you have left.
Item Classifications
Weapons: These are used as Bonus Actions during your turn to grant bonuses to various Types of attacks, specified within the weapon itself. You may have up to 2 weapons equipped at the same time.
Outfits: These are items whose Effects are always in play. You may have just 1 Outfit equipped at a time.
Restorative: These are items whose action usage varies from item to item, but whose Effects are Limited to Status Effect removal, HP Restoration, and/or Morphing Pool restoration. You may be affected by only 1 Restorative Item per thread.
Grenades: Grenades are items that may be used as Bonus or Standard Actions and target/Effect opponents as if they were themselves attacks. Grenades receive no modifiers of any kind by default and are entirely contained within their own mechanics.
Supplementary: These are items that do not directly fall under the other classifications, typically involving defensive or utility-based applications.
Sidekicks: Items that represent followers, friends, pets, or creations that assist your character. They have their own HP and can perform one of a variety of actions as an At-Will Action each turn. You may have 1 Sidekick equipped at a time, but there are various consumable items that can give you another.
Vehicles: Mounts of any kind that offer bonuses to your traveling threads, among other things. Some add-ons that are applied to them can also give you advantages in combat, but if you intend to use any of these combat uses then they will take up an Item Slot like anything else. You may have 1 Vehicle equipped at a time.
Consumables: Special items, usually gained from events, that give various bonuses inside and outside of battles. These do not take up item slots, but when used they are removed from your inventory. You can only use 2 Consumables that give bonuses to thread gains per thread.
Item Creation Template
Name:
DESCRIPTION GOES HERE.
Type:
Credit Value:
Credit Cost:
Activation:
Effect:
Limit: