Items

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Within Drift, all items are represented by lammies. Many items will additionally be represented by physical representations “phys-reps”. In some cases, phys-reps of some items may be required in order to utilise them (See Specific Rules for Item Categories below).

All system-issued phys-reps in Drift are marked with either with a sticker or stamp with the Drift logo on it, or directly attached with a laminated card. Often players may find phys-reps with a sticker or stamp; these can be returned to a designated referee to be swapped for the associated lammie.

Item Tiers

Within Drift, all items cards belong to one of six Tiers:

  • I – Base materials. Junk, base resources. Not usable in isolation. Eg. electrical wiring, basic medical compounds, natural resources.
  • II – Basic Equipment or minor assemblies. Eg. circuit boards, repair patches, air filters, basic medicines.
  • III – General Equipment. Eg. weapons, apparel, scientific scanners.
  • IV – Advanced equipment. Complex, rare or upgraded assemblies.
  • V – Artifacts and one-of-a-kind equipment.
  • S – Special tier items, reserved for plot or other special items.

Every item lammie clearly denotes the item Tier listed as part of the item type information with the item category.

Item Categories

All items in Drift are allocated into one of a number of different categories clearly identified on the lammie. Categories are used to apply specific mechanics and rules associated with those types. The categories of items are as follows:

  • Weapons and Shields:
    • Melee Weapons (larp-safe foam weapons)
    • Ranged Weapons (nerf blasters)
    • Bows (bows / cross-bows)
    • Shields (larp-safe foam shields)
  • Wearables:
    • Apparel (wearable items, eg. Hazard Suit or Armour)
    • Personal Fields (energy field generators)
  • Equipment (tools, medical equipment and other utility items)
  • Modifications (weapons, equipment or apparel mods)
  • Cybernetics (cybernetic modifications)
  • Consumables (items which are consumed when used)
    • Grenades (larp-safe thrown grenades)
    • Medical (consumable items relating to medical gameplay)
    • Poisons (consumable… things that shouldn’t be consumed)
  • Traps (traps and trap triggers)
  • Materials (items used in crafting, research or similar activities but without specific usages).
    • Mushrooms, Berries and Herbs (foraged ingredients)

Usage of some items is gated by skill and/or career requirements. For example, use of scientific scanners typically requires the Field Scientist skill. Such requirements are identified on the lammie.

Specific Rules for Item Categories

Weapons and Shields

  • Weapons and Shields must be phys-repped and conform to the Drift weapon rules.

Wearables

  • Only one item of apparel may be worn by a player at a time.
  • Only one personal field may be worn by a player at a time.
  • Changing a wearable requires at least 5 minutes of roleplay during which the current wearable is ineffective.
  • Wearables must be phys-repped by reasonable effort.

Equipment

  • Equipment should be phys-repped where possible.

Modifications

  • Modifications are equipped as per the rules under Modifications
  • Modifications do not need to be phys-repped

Cybernetics

  • Cybernetics are equipped as per the rules under Cybernetics
  • Cybernetics do not need to be phys-repped (but cool as heck if you do!)

Consumables

  • Unless otherwise specified, consumables have a one-time use and are consumed at the time of usage (regardless of effectiveness).
  • General consumables do not need to be phys-repped.

Grenades

  • Grenades are consumables which apply one or more calls within a 3m radius of their impact point (as per the MASS call). 
  • Grenades must be larp-safe phys-reps and conform to the Drift weapon rules for throwables.

Medical

  • Medical items are consumables which are related to medical functions. They follow the same rules as other consumables.

Poisons

  • Poisons items are consumables which are related to poisoning functions. They follow the same rules as other consumables.

Traps

  • Traps are items that are related to the Trapping skill.
  • Traps have special phys-rep requirements. Rope for these requirements is provided and instructed by the game team.

Materials

  • Materials do not need to be phys-repped.

Item Charges

Many items use the concept of ‘Charges’. The majority of items automatically recharge after a period of time (consider this like a ‘cooldown’ on the item’s abilities).

Additional abilities and items in game may provide recharging mechanisms that improve these recharge times or instantly recharge the item.