I read through the rulse and got a few questions: 1) If i wanna handle an item that just a normal stuff that can be used (anti-rad suit, medkit and etc.) does that mean i have to make them as Artifacts? 2) I looked through how to handle weapons for constant use, but what if i wanna have a throwable weapons (grenades, throwable axes, throwable knives and etc.)? Should i just make them as a normal weapons that just use throwing as Basic Attack Move or as one-use Artifact that just stack up based of how much PC have on himself? 3) On progression table a 10'th level get's a 1Ad6 to an Ability on Attributes column. Where does this 1Ad6 go: to Attribute, to Power move or somwhere else?
Great questions!
For normal use items, you can just make and use them for free as narrative flavor. For example, you can have a med kit that (descriptively) is the way you make the Heal Attribute Move. However, if you want it to create a bonus (1Aad6) when making that Move, you should treat it as an Artifact and spend 2 Creation Points to acquire it. Similarly, a rad suit that provides 1Ad6 to Resist Attribute Moves in hazardous environments would be an Artifact.
For grenades, thrown daggers, etc., just make them as a normal thrown weapon and assume you have enough to continue using them. However, if you want them to have a special add-on quality (e.g., a smoke grenade that obscures the environment), feel free to make them as an Artifact with a finite number.
In terms of level 10, you’ve found a typo! It should be Attribute not Ability. I’ll update the file this week.
Hope that helps! Thanks!