Items and Crafting
Items provide an additional benefits to characters, to be used for good or ill. In general, they either give you new or provide enhancements to your existing Abilities, Writing Conventions, or Cartoon Logics. Each Item has a specific number of Charges that dictate how many times it can be used, and a Cost associated with it, which can be paid in the shop. Characters with the relevant STEAM Abilities can also craft Items. Items are significant, and generally cannot be transferred between characters without their consent.
When you have the components to craft an Item, type “/craft_request” into Discord, and the GMs will be alerted.
Money
Money is a way for characters to be rewarded for their hard work (or perhaps their passive income). It lasts between Scenes, and can be given by NPCs or earned through Prestige Effects. It can be used to buy various Items at the shops, but can also be used to facilitate trade between people directly. While it can potentially be nabbed from an NPC without them knowing, it does take OC consent to take from a player character.
Components
It is a simple truth of cartoons: anything someone wants or needs, someone else doesn’t want them to have.
Components are a way for crafty characters to build up their arsenal of Items. However, it's not just as easy as gathering things in the background. Components are something that other characters need or don't want you to have, so be careful when you collect them!
There are multiple Types of Component that can be obtained, with a myriad of ways in which it can be done. In general, the specific source doesn’t matter when crafting an Item, just the Type. If an Item requires two Structural Components, then it doesn’t matter if you take them from load-bearing supports or from pipework, but they both need to be on the list of Structural Components below. The exception to this is Special Components, which have a significant and unique value, and may be associated with a particularly valuable Item (the crafting recipe for which might need to be discovered in the game).
Note that while the consequences of taking a Component might not be permanent (the building you took the key support from is going to get fixed, and the person whose lunch you stole is going to get a new one), the actual Component itself is permanent, and lasts between Scenes. They can also be exchanged or traded, although it might be hard to sell them in Shops, due to the unscrupulous way in which they are obtained. Unlike Items, Components do not require the consent of characters to take from the Scene (after all they don’t want you to have them). It does require consent however to transfer them between player characters.
A given player can only obtain one Component per Scene.
Structural (St) Components
Key parts that are needed for buildings. Removing one of these might cause it to collapse, cause a flood to happen, or otherwise cause an immediate problem in that Scene.
- A steel support bar
- A pipe from some indoor plumbing
- The tracks from an active railway line
- A chunk out of a rock face or cliff wall
- A cable or rope that was holding something important up
Technical (T) Components
Important stuff needed to keep the Scene functioning. Removing one of these might not cause an immediate problem, but it will likely be a problem for people later down the line, or who choose to interact with things in that Scene.
- A vehicle’s brake cables
- An alarm or electronic warning system
- A handle from a door that someone wants to get through
- A sign warning of severe consequences under some condition, such as “No swimming! Sharks!”
- A power cable for an appliance someone needs
Edible (E) Components
Something that someone was planning to eat or otherwise keep. Taking one of these will invite their anger against you, which may cause you problems (unless you’re sneaky about it).
- Someone’s stolen lunch
- A freshly baked pie
- Someone’s garden crops
- Someone’s drink or beverage
- Someone's picnic basket
Injury-Induced (I) Components
A Component that only appears when someone other than you has received an Injury in the Scene you’re in. Note that there must have been some sort of stakes behind the Injury, it can’t have been one that character was willing to receive.
- The scorch marks where someone was Exploded
- The canaries around the head of a Bonked person
- The powder left behind after someone was Incinerated
- The brain of a person who was Debrained
- The air from someone getting Winded
Special (Sp) Components
More unique Components, the exact source of which is specified in the Item’s Component list. These are potentially unique or rare things, and unlike most Components, removing them from the Scene is a permanent change - that Component is yours, now.
- Find out in play…
Item List
Portable Hole
- RRP: 3$
- Components: 1 St, 1 T
- Charges: 1
This deep hole can be picked up and moved around easily, and hidden in to avoid automatically losing contests of Sneakiness. If inverted anything inside will fall out. The hole lasts until the end of the Scene.
Trinitrotoluene
- RRP: 3$
- Components: 1 I, 1 E
- Charges: 1 (duh)
This powerful explosive can blow anything to rubbish. When detonated it will destroy all but the most robust Scenery around it, and give any nearby characters the Exploded Injury. When used in a violent conflict, you cannot automatically lose, and if your opponent loses, then they suffer the Exploded Injury.
Cool Hat
- RRP: 3$
- Components: 1 T, 1 I
- Charges: 1 (fashion moves quickly)
This Cool Hat will convince people that you are down with the kids. When used (almost all) NPCs in the Scene will want your approval, probably convincing them to do things they normally wouldn’t if you ask.
Spinach
- RRP: 2$
- Components: 2 E
- Charges: 1
The Iron in this can of spinach will give you incredible strength (for some reason).
You may gain the benefit of a Beef effect of your choosing until the end of the Scene.
Carrots
- RRP: 2$
- Components: 2 E
- Charges: 1
Carrots let you see better. It's just science.
You may gain the benefit of a Gorm effect of your choosing until the end of the Scene.
A Cute Bow
- RRP: 3$
- Components: 1 T, 1 I
- Charges: 1
Until the end of the Scene any character which deals you an Injury receives the Injury Guiltstricken.
Bomb
- RRP: 2$
- Components: 1 I
- Charges: 1 (seriously, it's a bomb. You can't reuse that.)
It might not be the most powerful explosive but it still goes boom. Anyone holding it, carrying it, sitting on it or next to it when it goes off will be Exploded.
When used in a violent conflict, you cannot automatically lose. However, the loser of the conflict (regardless of who it is) suffers the Exploded Injury.
1 Tonne Hammer
- RRP: 4$
- Components: 1 St, 1 I
- Charges: 3 (and then the head comes flying off)
When you win a violent contest against someone, you can deal the Bonked Injury to them. You also cannot automatically lose a violent conflict when using this.
Anvil
- RRP: 4$
- Components: 2 St
- Charges: 4
Can be placed up high to fall on an unsuspecting victim, giving them the Flattened Injury. If you have superhuman strength you can also throw it to Flatten people, and are unable to automatically lose violent conflicts when doing so.
Rocket Skates
- RRP: 3$
- Components: 1 I, 1 T
- Charges: 2 (in case you are dumb enough to do this twice)
You go very, very, very fast… and then you learn why these haven’t caught on.
You automatically win any contests of speed and ignore anyone else’s Effects that suggests otherwise for the rest of the Scene. If you are ever brought to a stop, or at the the end of the Scene, you take an Owie as a Lasting Injury.
Cheese
- RRP: 1$
- Components: 1 E
- Charges: 1 (although you can reuse it if no-one eats it)
Irresistible to rodents.
Any Rodents in the Scene are affected by Irresistible Lure Writing Convention, needing to obtain and eat the cheese.
Steam Roller
- RRP: 8$
- Components: 2 St, 2 T, 1 I
- Charges: 3
You are driving on top of a (fast moving) steamroller. When you win a violent contest against someone, you can choose to inflict the Winded, Flattened, or Noodle Arms Injury on them. This also lets you automatically win violent conflicts.
Rocketship
- RRP: 15$
- Components: 4 St, 3 T, 2 I
- Charges: 1
Ok, it's not really useful for anything. But it would be great to go out in a blaze of glory, riding the rocketship into the volcano, right?
Gun
- RRP: 4$
- Components: 1 St, 1 I
- Charges: 3 (and then you run out of bullets)
When you win a violent contest against someone, you can deal an Injury to them: Shot. This also lets you automatically win violent conflicts.
Nifty Disguise
- RRP: 4$
- Components: 2 T, 2 E
- Charges: 2
It’s a pretty good disguise, replicating the skills of a master. For the duration of the Scene (or until you remove it), you may change your avatar and name to match that of an NPC or a player character (with their OC consent).
Cannon
- RRP: 5$
- Components: 2 St, 1 T
- Charges: 6 (additionally requires a bomb each time)
Shooting bombs with a cannon is significantly safer than throwing them manually. When you use this in conjunction with a Bomb, you may automatically win a violent Conflict.