Chapter 6 - Items
Item Properties
Items in Open Hero Odyssey all have the following information:
- Name - the name of the item. Typical naming convention follows mundane or common items will have non-unique, and thus, lower case names, while Legendary or other unique items will have unique, capitalized names.
- Description - a description of the item that may give some vague indication as to it's quality, contain layers of success for INTELLECT checks made about the object, and parameters for it's use, along with any abilities the object may have, as well as the EXOTIC tag.
- Quality - an item's quality is the main modifier of various use cases, as described in Type-Specific Info, including general capacity for damage.
- Weight - the item's weight in units.
- Size - the item's size category.
- Type - this clarifier determines other properties of the item, as described below.
Types and Subtypes
There are eight main types of items:
- Armors
- Weapons
- Adventuring Gear
- Scientific
- Consumables
- Containers
- Vehicles
- Raw Materials
Armor
There are two types of Armor, light and heavy.
Light armor allows for movement more so than Heavy armor, as such, it covers less and offers less protection. Light armor typically only includes chestpiece that covers the shoulders and half leggings, and damage reduction scores usually stay around 1 and 2.
Heavy Armor, on the other hand, usually comes with bracers, full leggings and greaves, and, of course, the chestpiece. Because of its heft, Heavy armor has a minimum MIGHT requirement to wear. If the minimum is not met, the Reflex penalty is doubled. The MIGHT requirement is equal to the armor's damage reduction value, usually 3 or 4, while the REFLEX penalty incurred is half that.
Weapons
Weapons have one property: Loading. This property indicates whether the weapon requires ammunition to function. With some exceptions, all ranged weapons are two-handed, and all melee weapons can be thrown. See Ch3.Aptitudes for Aptitudes that deal with these nuances.
- Mundane weapons deal one of either:
- slashing damage
- piercing damage
- bludgeoning damage
Adventuring Gear
This category comprises things like ropes, chains, lanterns, caltrops, grappling hooks, pitons, and the like.
Scientific
A somewhat specific or niche category, this holds things like microscopes, telescopes, thermometers, magnifying glasses, and the like.
Consumables
Consumables have a number of uses before the Item breaks, or is otherwise unusable in at it's current iteration. For example, a bottle of wine has a number of glasses it will pour out before it is just a bottle. This example also demonstrates the ByProduct property of a consumable.
Ammunition
These Consumables have the chance on breaking upon use, determined by the Fracture property.
Containers
Backpacks, chests, barrels, baskets, sacks, all of these are containers, with a MaxCapacity that determines how much it will hold. Type determines if the container holds fluids or solids.
Vehicles
A vehicle carries large amounts of capacity across a medium determined by its class. It can have storage of other containers, typically trunks or chests or barrels.
Siege Engines
A special type of vehicle that specifically carries destruction for city walls or similar.