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| <li>'''Poison Vial:''' This prototype item exists for members to carry with them a vial of poison, without a need to stock a huge list of all possible poisons in the possessions system. A member will purchase the vial, and use the unique matched aspect to define the poison inside it.</li> | | <li>'''Poison Vial:''' This prototype item exists for members to carry with them a vial of poison, without a need to stock a huge list of all possible poisons in the possessions system. A member will purchase the vial, and use the unique matched aspect to define the poison inside it.</li> |
| <li>'''Cybernetic:''' This prototype item exists only for members to define the level of cybernetics of their character. As an alternative to stocking sets of cybernetic items that could include a massive range of options, this path allows a member to use a unique matched aspect to define their cybernetics for approval and simplifies the entire process. </li> | | <li>'''Cybernetic:''' This prototype item exists only for members to define the level of cybernetics of their character. As an alternative to stocking sets of cybernetic items that could include a massive range of options, this path allows a member to use a unique matched aspect to define their cybernetics for approval and simplifies the entire process. </li> |
| <li>'''Attire:''' There is a range of light armor clothing options that are available to members that cover a set of clothing of a certain style, each with a unique matched aspect to allow the creative freedoms to define what exactly is being worn. As an alternative to what would literally be an endless set of clothing styles.</li> | | <li>'''Attire:''' There is a range of light armor clothing options that are available to members that cover a set of clothing of a certain style, each with a unique matched aspect to allow the creative freedoms to define what exactly is being worn. As an alternative to what would literally be an endless set of clothing styles. These include: Casual Attire, Formal Attire, Costume, Natural Armor, Political Attire.</li> |
| Casual Attire | |
| Formal Attire | |
| Costume | |
| Natural Armor | |
| Political Attire | |
| </ul> | | </ul> |
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| ====Armor Aspects==== | | ====Armor Aspects==== |
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| ====Lightsabers==== | | ====Lightsabers==== |
| Discuss lightsaber specific aspects. Dual phase, conversion hilt, and cosmetic options (link to Herald page) to discuss rank and color mapping.
| | As a long tradition in the Dark Jedi Brotherhood, there are specific ranks and milestones that allow certain lightsaber designs and functionality to be used by members. In order to properly keep this functionality in the possessions system. A specific set of Item Aspects thusly exist across a range of items. The Herald still carefully maintains the rank cosmetic milestones while the Regent attempts to manage functionality via the prototype items with the goal to be as simple and transparent as possible for members, but also keep specific lightsaber designs as special. |
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| ====Melee Weapons==== | | ====Melee Weapons==== |
| Discuss melee mods, bladed mods, poisons for weapons. Also the wide range of cosmetics across types.
| | A category containing all melee oriented weapons that aren't lightsabers, which are their own section, there is little functional customization compared with other categories but also a wide range of designs and Item Categories requires a larger set of Item Aspects to allow appropriate grouping where the language makes sense for the items themselves. This results in many different cosmetic mods. In addition, there is a poison weapon aspect to specifically cover the poisons system as it has been implemented by the Antei Combat Center for use by the membership and managed in coordination with the Combat Master. |
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| ====Ranged Weapons==== | | ====Ranged Weapons==== |
| Discuss ranged mods, rifle and blaster differences. Slugthrower. Explosive. Generic ranged weapon cosmetics to apply.
| | A category containing all weapons that are used at range. This includes blaster weapons, slugthrowers, explosives and a range of miscellaneous weapons that have less specific Item Aspects to cover their customizations. |
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| <ul> | | <ul> |
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| ====Order of Battle Specific==== | | ====Order of Battle Specific==== |
| | Several units exist specifically for units, with Item Aspects that allow cosmetic visual identification and customization. |
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| ===Granted=== | | ===Granted=== |
| Discuss Item Type of Granted. *********************
| | While most of the functionality of a prototype item is covered by its specific description, there are cases where it makes more sense to grant an item a specific functionality via an aspect as a modifier versus description text. There is an Item Aspect type of Granted that is reserved specifically for the Regent and staff, that allows the creation of Aspects with whatever text is necessary to grant an item additional modified functionality. This is never available to an item as a type to be selected. |
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| ===Application=== | | ===Application=== |
This Item Aspect Structure page outlines how Item Aspects are designed to work in the possessions system, including the flow of information and approvals. Note that members can only create custom aspects for a specific prototype item, only the Regent and staff can create global aspects that can apply to any item with an open Item Aspect slot. These custom aspects also require Regent staff approval. The structure of the item aspects in the system are carefully controlled and balanced by the Regent, to ensure balance in the possessions system while allowing an element of unique customization that enhances the member experience.
For the policy on exactly what must be followed to get a custom aspect approved, please see the: Item Aspect Approval Policy.
Structure
Within the Dark Jedi Brotherhood possessions system, unique instances of items can be customized by the owner to give the item both a unique appearance or altered custom functionality when compared with other items based on the same prototype. This follows a very similar logic to the Character Sheet system in use to develop characters and keeps items in balance while providing a unique flavor and a more diverse and enjoyable system for members. These are applied after an item is owned, from the possessions management screen, and can be selected from pre-written options made available by the Regent staff or custom written and submitted for approval if they meet all requirements as set forth in the Item Aspect Approval Policy.
As a hard rule, no item will ever be able to have more than one (1) of an Item Aspect type available to it. Also as a general rule, an item will have one (1) Item Aspect slot per rarity level starting with one (1) at common generally a non-functional cosmetic Item Aspect. These Item Aspect slots will often accept more than one (1) Item Aspect type if there aren't enough available slots at the rarity level of the item so that each slot will accept one type.
Global Aspects
Global Aspects are Item Aspects that can be applied to any Item Prototype and are restricted only by the Item Aspect Type. These can be owned by either a specific member, meaning only that member can make use of the global aspect or by the Public in which case it will be made available to all. It is the effort of the Regent staff to maintain a comprehensive and complete list available to members globally of all Item Aspect Types and many owned global aspects will be converted to the public space for use with potential modification.
These Aspects can be either functional, adjusting the functionality of the item in some way, non-functional, or of various unique types to bring about certain role-playing elements. The major categories are discussed below and how they are implemented.
Unique Matched Aspects
A unique matched aspect is one that directly matches off with one specific item prototype. In every instance of this in the possessions system, there is one Item Aspect Type that exists only on one Item Prototype, with the specific intent to allow creative freedoms to members without the need to keep a huge wide range of Prototype Items in stock to cover a difficult to completely cover a set of items. Below exists a set of samples that exist in the possessions system, and their application is clearly explained in the description of an Item Aspect type.
Some examples:
- Family Heirloom: This prototype item exists to give fictional flavor to characters who have a cherished item they always have on them that's otherwise entirely priceless and worthless but of incredible value to a specific individual character. The Item Aspect itself allows elaboration of this specific item by a member.
- Poison Vial: This prototype item exists for members to carry with them a vial of poison, without a need to stock a huge list of all possible poisons in the possessions system. A member will purchase the vial, and use the unique matched aspect to define the poison inside it.
- Cybernetic: This prototype item exists only for members to define the level of cybernetics of their character. As an alternative to stocking sets of cybernetic items that could include a massive range of options, this path allows a member to use a unique matched aspect to define their cybernetics for approval and simplifies the entire process.
- Attire: There is a range of light armor clothing options that are available to members that cover a set of clothing of a certain style, each with a unique matched aspect to allow the creative freedoms to define what exactly is being worn. As an alternative to what would literally be an endless set of clothing styles. These include: Casual Attire, Formal Attire, Costume, Natural Armor, Political Attire.
Armor Aspects
What is worn is covered by both an armor slot, and a back slot. Each with a specific goal in mind but together making up what is worn. For armor, which all exists under the Item Type of Armor there are a few options described below that allow modification. While for the back slot, all of which exist under the Item Type of back, it is more limited as noted below.
- Armor Cosmetic:
- Armor Modification:
- Armor Resistance Modification:
- Armor Helmet Modification:
- Back Cover Cosmetic:
Droid Aspects
Unique among items that can be owned by members, droids are more companions than equipped items. With each member able to specifically note one droid to have with them in general, despite being able to own as many as they can afford, these are a specific set of aspects that allow personalizing droids, all of which exist under the Item Type of Droid.
- Droid Cosmetic:
- Droid Personality:
- Droid Modification:
- Droid Combat Modification:
Land Vehicles
Each member is able to own as many land vehicles as they can afford, but can select one to serve as the primary vehicle used by a member. Each of these can be customized in a variety of ways for a specific owner. These are split slightly depending on if a vehicle is combat oriented or not as the configuration changes considerably. All of these exist under the Item Type of Land Vehicle.
- Land Vehicle Speeder Cosmetic:
- Land Vehicle Combat Cosmetic:
- Land Vehicle Modification:
- Land Vehicle Combat Modification:
Space Vehicles
Each member is able to own as many space vehicles as they can afford, but can select one to serve as the primary vehicle used by a member for space-oriented combat outside an atmosphere. Which Item Aspects are available depends on the capabilities of the space vehicle, all of which exist under th eItem Type of Space Vehicles.
- Space Vehicle Cosmetic:
- Space Vehicle Modification:
- Space Vehicle Combat Modification:
- Space Vehicle Launcher Modification:
Lightsabers
As a long tradition in the Dark Jedi Brotherhood, there are specific ranks and milestones that allow certain lightsaber designs and functionality to be used by members. In order to properly keep this functionality in the possessions system. A specific set of Item Aspects thusly exist across a range of items. The Herald still carefully maintains the rank cosmetic milestones while the Regent attempts to manage functionality via the prototype items with the goal to be as simple and transparent as possible for members, but also keep specific lightsaber designs as special.
- Basic Lightsaber Cosmetic:
- Advanced Lightsaber Cosmetic:
- Double-bladed Lightsaber Cosmetic:
- Elder Lightsaber Cosmetic:
- Dual-Phase Lightsaber:
- Conversion Hilt Lightsaber:
Melee Weapons
A category containing all melee oriented weapons that aren't lightsabers, which are their own section, there is little functional customization compared with other categories but also a wide range of designs and Item Categories requires a larger set of Item Aspects to allow appropriate grouping where the language makes sense for the items themselves. This results in many different cosmetic mods. In addition, there is a poison weapon aspect to specifically cover the poisons system as it has been implemented by the Antei Combat Center for use by the membership and managed in coordination with the Combat Master.
- Glove Weapon Cosmetic:
- Knuckler Cosmetic:
- Shield Cosmetic:
- Whip Cosmetic:
- Melee Weapon Cosmetic:
- Bladed Weapon Modification:
- Melee Weapon Modification:
- Poison Weapon:
Ranged Weapons
A category containing all weapons that are used at range. This includes blaster weapons, slugthrowers, explosives and a range of miscellaneous weapons that have less specific Item Aspects to cover their customizations.
- Ranged Weapon Cosmetic:
- Blaster Modification:
- Blaster Rifle Modification:
- Slugthrower Modification:
- Explosive Launcher Modification:
Order of Battle Specific
Several units exist specifically for units, with Item Aspects that allow cosmetic visual identification and customization.
- Space Station Cosmetic:
- Ground Military Unit Cosmetic:
Custom Aspects
Review what a unique instance of an item is, and all the attributes it has. Allows more specific language than a global unique to a prototype. Must retain the balance of an item (see: rarity). Show flow chart and approval processes. How it all works.
Reminder to see Item Aspect Approval Policy for specifics on what must be followed to get an aspect approved.
Granted
While most of the functionality of a prototype item is covered by its specific description, there are cases where it makes more sense to grant an item a specific functionality via an aspect as a modifier versus description text. There is an Item Aspect type of Granted that is reserved specifically for the Regent and staff, that allows the creation of Aspects with whatever text is necessary to grant an item additional modified functionality. This is never available to an item as a type to be selected.
Application
When applied properly, and consistently, item aspects allow members to customize their possessions and show off their unique preferences. The item aspect structure has been set-up to allow a great deal of flexibility which both leaves things open for a wide range of unique applications but also leaves a gray area around what can be accomplished while maintaining a balance. The Regent staff attempts to maintain a clear and concise list of what must be done to get something approved, while over time building a catalog of examples with each decision to establish a uniform system. Free of bias and adhering to the structures, item aspects enhance the member experience with the possessions system.