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There are 6 Carrying Positions: Head, Chest, Right Hand, Left Hand, Back and Belt. All characters have a max Carrying Capacity in which they can carry items without the help of Backpacks or Belts. This Limit is calculated as follows:
Equations
Max Weight Capacity = (30 + (Strength * 20))/1000
Max Volume Capacity = 6 + (Race Multiplier * Strength * 0.5)
You may only use a maximum of 1 item in each Carrying Position, anything else must be carried in a backpack or on a belt. If an item is in a position and it's status is not "contained" then it is being used. You will have the choice of changing items you are currently using but some Positions are not available when using certain items eg. When wearing suit type armor you can't wear anything in the Head Position.
Note
Some items may require two hands to be used.
If you are using an item that requires two hands to use you cannot pick anything up until you have stopped using the item. When picked up we assume it to be held in your hands, from here you may discard it or store it on your belt or in your backpack. If an item only requires one hand to use and the item you are trying to pick up also only requires one hand to use you may pick up the item and continue using the other item.
Expert Boxstacker NPCs in your party will try and work with you when equipping and dropping items. When you equip an item Boxstacker NPCs in your party will attempt to pick up items of the same type that you or your faction own or have been assigned. The carrying capacity of the NPCs works in the same manner as it does for PCs.
| Name |
Name of the Item |
| Manufacturers |
What Company/Individual can build the item |
| Restrictions |
Any restrictions the item has |
| Tech Level |
The Tech Level of the Item |
| Weight / Volume |
The Weight (in Tons) and Volume (in cubic meters) of the item |
| Position |
This is the specific slot item must be placed in to be used, either Specified Slot, Suit , or General |
| Specific Function |
What it does |
| Raw Materials |
Raw Materials needed to produce this item |
| Price |
Total raw material price of the item |
- Hidden - Items that have been deliberately hidden by the player or on the player by someone else
- Contained - Items in a backpack or trunk
- Visible - Items that aren't "Hidden" or "Contained"
- Using - These are always visible
Players may hide items on a body or in rooms. When an item is hidden a "Hide Value" is assign to it, which is the average of the Theft, Perception of hider and
size of the item. Hidden items are always visible to the hider, who may come back at a later date and retrieve their items, if they are still present.
The Hide Value, when hiding an item in a room is calculated as below:
Equations
Hide Value = (((20 + Perception + Theft) / 2)^1.6) * SizeValue
| Volume (m3) |
SizeValue |
| <= 0.05 |
1.1 |
| 0.05 - 0.1/td>
| 0.9 |
| 0.1 - 0.2 |
0.8 |
| 0.2 - 0.4 |
0.7 |
| > 0.4 |
0.6 |
If hiding a Backpack the following is used to determine the Volume:
IF Volume Capacity Used >= Volume THEN use Volume Capacity Used, ELSE use Volume
The Hide Value, when hiding an item on your body, someone else can perform this action on you if you wish. You may not hide and item over 0.0006 m3.
Equations
Hide Value = (((20 + Perception + Theft) / 2)^1.6) * SizeValue
| Volume (m3) |
SizeValue |
| <= 0.0005 |
1.1 |
| 0.0005 - 0.0001 |
0.95 |
| 0.0001 - 0.0002 |
0.85 |
| 0.0002 - 0.0006 |
0.75 |
When finding items in a room or on a person, the chance to find that item is a comparison of the difference of the Searchers Skill and difficulty against a
success mark.
Equations
If Seekers Skill - Difficulty => Success Mark Then Success Else Fail
When a player looks in a room for items, the following equation is applied to all hidden items. All Found items will then be listed.
Equations
If (8 + Perception + 2 * Theft) -2 * Hide Value => 11 Then SUCCESS Else FAILED
Unlike when looking in a room, this look action is split into three parts.
- Watching a player as they walk by, this reveals all items marked as visible.
- Determining whether there are any contained items or not, for this we use the following. If it returns a success the player is told if backpack has items in it or not (no numbers are given).
Equations
IF your Perception > Theft/Deceit of target THEN "Tells Player" ELSE "Player Doesn't Know"
- Observation of the player to see if they have hidden items. If this returns a success then the player knows an item is there but doesn't know what it is.
Equations
If (10 + Perception + 2 * Theft) -2 * Hide Value => 13 Then SUCCESS Else FAILED
Players have the option to set whether they wish to "Submit to Search" or "Resist Search" (default is Submit). Submit means a search goes ahead without argument, resist means anyone wanting to search the player must first seek permission from them. The first part of the search action reveals all visible and contained items. The second searches for hidden items using the following:
Equations
If (15 + Perception + 2 * Theft) -2 * Hide Value => 18 Then SUCCESS Else FAILED
Searching a Dead or Unconscious Person: The same rules apply.
Visible Items: Can steal any of these and may, of course, specify which one.
Contained Items: If the look action tells you there are contained items you may elect to steal them, the item you steal is selected randomly. If you know what they are (via previously observing the player) you may type the name of the item to steal.
Hidden Items: If the look action tells you there are hidden items you may elect to steal them, the item you steal is selected randomly. If you know what they are (via previously observing the player) you may type the name of the item to steal.
Equations
IF Perception => Stealth of target THEN see theft, ELSE don't
Upon starting the "Steal" action the following equation is used on everyone in the room (except the target). If it is successful then the player in question is informed "HANDLE is attempting to stealing from HANDLE" as a room event. If we are doing multiple steals this check is performed for each item stolen.
Equations
IF (8 + 2 * Viewer's Perception) => (5 + Thief's Theft + 2 * Thief's Stealth) THEN "Seen" ELSE "Not Seen"
The Crime: For this we compare the Perception, Stealth & Theft skills of the thief to the Perception & Theft skills of the target. Location and size of item are also factors:
Equations
IF (13+ 2 * Viewer's Perception + Viewer's Theft) * LocationValue * SizeValue => ((4+((Thief's Perception + 3* Thief's Stealth+2 * Thief's Theft)/3)) * MultiSteal THEN "Not Stolen" ELSE "Stolen"
| Location |
LocationValue |
| Belt |
1.1 |
| Back |
0.9 |
| Rest |
0.5 |
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| Volume (m3) |
SizeValue |
| <= 0.05 |
1.1 |
| 0.05 - 0.1 |
0.9 |
| 0.1 - 0.2 |
0.7 |
| 0.2 - 0.4 |
0.6 |
| > 0.4 |
0.5 |
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Stealing Multiple Items: The number of items that can be stolen is limited only by the number of items the target has. If we are doing a multiple steal then for
each steal check that is done (except the first) we apply the 'MultiSteal' factor:
| Item Number |
MultiSteal |
| 1 |
1.0 |
| 2 |
0.9 |
| 3 |
0.75 |
| 4 |
0.6 |
| 5 |
0.4 |
| 6 |
0.25 |
| 7 |
0.1 |
| 8 |
0.01 |
Unsuccessful: If a stealing attempt is unsuccessful the thief retains all items stolen so far and all those in the room are informed of the theft.
A player can use their medical treatment skills to heal themselves or another character without use of any medical items. The amount of HP that can be healed per hour is the same as your medical level. So a character who is level 3 can heal themselves 3 HP per hour without medical items. Your medical treatment skill increases the healing ability of any items you use by:
| Med Treatment |
Healing Multiplier |
| Level 0 |
1.0 |
| Level 1 |
1.1 |
| Level 2 |
1.3 |
| Level 3 |
1.6 |
| Level 4 |
1.8 |
| Level 5 |
2.0 |
| Cyborg Units |
Artificial Implants |
| Level 1 Cyborg Unit |
Arms |
| Level 2 Cyborg Unit |
Eyes |
| Level 3 Cyborg Unit |
Legs |
| Level 1 Cyborg Combat Unit |
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| Level 2 Cyborg Combat Unit |
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| Level 3 Cyborg Combat Unit |
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To install an implant you must first go to a hospital and pay to get the actual cybernetic or artificial implant; you can only install one implant each time. You may have only one cyborg unit but may have all 3 artificial implants. Example: You can have a cyborg unit and artificial legs and arms but you cannot have a Level 3 Cyborg Unit, Level 3 Cyborg Combat Unit and artificial legs.
When you install a cybernetic part, you are replacing that skill. When the installation takes place of the cyborg pieces, upon successful completion the player is then allowed to choose the appropriate skills to put at level four. They can neither be raised nor lowered from that level.
Equations
Installation Difficulty: (Installer's Medical Treatment * 20 + Installee's Vigour * 5) - Cyborg Level * 15 = % chance of success
If Failure then random between 10-40% of Max HP removed. Also, (6 - Vigour)% chance of death if failure.
Artificial Legs and Arms are treated as a Cyborg Level 1, Artificial Eyes as Cyborg Level 2
You will be required to stay in hospital for a designated time with no movement, the following equation determines the time:
Equations
Time (days) = 20 - (Vigour + Med)
Vigour: Your vigour skill.
Med: The medical treatment skill of the doctor.
Example
Jackboot Johnny has a Vigour of 2 and his doctor has Medical treatment of 4
20 + (2 + 4)*-1 = 14 days
It costs the hospital to actually install your implant. The costs are as follows:
| Cybernetic Item | | Cost |
| Level 1 Cyborg Unit | | 200,000 credits |
| Level 2 Cyborg Unit | | 500,000 credits |
| Level 3 Cyborg Unit | | 900,000 credits |
| Level 1 Cyborg Combat Unit | | 250,000 credits |
| Level 2 Cyborg Combat Unit | | 650,000 credits |
| Level 3 Cyborg Combat Unit | | 1,200,000 credits |
| Artificial Arm | | 100,000 credits |
| Artificial Eye | | 150,000 credits |
| Artificial Leg | | 175,000 credits |
Items may be created by players at any time using a crafting kit. The chance of success depends on the R&D Items skill of the player.
In order to successfully craft an item, one must meet the following requirements:
- Have a crafting kit equipped in the hand slot
- Not to be doing any other personal actions, such as force training, creating locks etc.
Example
Johnny Smith tried to create an item without a crafting kit equipped. He would get the result "you need a crafting kit to create an item."
All items takes 3 hours to create, and there is always a chance of failure. The chance of success is calculated as follows:
Equations
Chance of Success=60+(Skill*5)
Skill:Your R&D Items Skill
Example
Johnny Smith has a R&D Items skill of 3. His chance of success is 60+(3*5), which is 75%. In 3 hours, he received the event that he have successfully crafted the item. The item is now in his hands.
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