Items
Almost everything a character is or carries is an item: their attributes, their skills, their standing with a guild, the sword on their belt, the wound in their leg, the disease working through them. An actor is largely a container for items, and a sheet is largely a set of tabs onto them.
Every item type shares the same sheet layout, the same four common actions, and the same handful of dialogs. Those are described once, on Base Item, and every page below links back to it rather than repeating them. Read that page first; each type page then covers only what is peculiar to its own type.
What a character is
- Attribute — an innate capacity such as Strength or Will, and the raw material every skill is built from
- Skill — a trained ability, its Mastery Level, its improvement flag, and (for combat skills) its strike modes
- Affiliation — standing with a body of people, and what that standing entitles the character to
- Trauma — a wound, a fatigue, a fear, or a condition the character is carrying, and the checks that resolve it
- Affliction — a disease, poison, or maladiction running its course, with onset, course, and treatment
Traumas and afflictions are the two halves of what harms a character; the play side of both is covered in Afflictions and Injuries.
The supernatural
- Mystery — a standing supernatural condition the character is subject to
- Mystical Ability — a supernatural act the character performs, and the test that performs it
Both appear on a Being’s Mysteries tab; see Mystical Powers for how they are used in play.
Gear
Gear is the shared parent of everything a character carries: weight, quantity, value, container, and the carried/equipped toggles all live there, and each specific kind adds its own properties on top.
- Gear — the properties every carried thing has
- Weapon — strike modes, holding a weapon, and the attack, block, and counterstrike actions
- Armor — coverage, protection by aspect, and the worn toggle
- Projectile — arrows, bolts, bullets, and thrown ammunition
- Container — a bag, chest, or pack that holds other gear
- Concoction — potions, elixirs, and other prepared substances
- Miscellaneous Gear — everything else a character owns
Using gear at the table — adding it, equipping it, nesting it, moving it between characters — is covered in Working with Gear and Equipment.
Shared by every item
- Base Item — the standard tabs, the four shared actions (Edit, Delete, Output Description to Chat, Make Default Medium), the standard test dialog, the strike-mode picker, and the offer-schedule dialog
- Shortcodes — what an item’s shortcode means, and why two items sharing one are treated as the same thing
- Actions — how actions work as a mechanism, including the script actions a GM attaches to a single item
- Creating Actors and Items — creating items in the world, on an actor, or nested inside another item
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