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(2 edits) (+1)

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!