webhook
An Object is any distinct, physical entity that exists within your world – the tangible stuff of the physical realm. This category encompasses a vast array of items, from mundane tools like a wrench or a Sea Chest found in “The Wager”, to unique and powerful artifacts such as The One Ring, or complex machinery like a leaky spaceship or the Ebony Spaceship from “Hyperion”.
Key Concepts
The ‘Object’ category is crucial for populating your world with interactive items, resources, and equipment. Objects can be simple or complex, common or unique, and their definition often hinges on their physical nature and potential for interaction.
- Tangibility: The primary characteristic of an Object is its physical existence. Unlike abstract
Constructs
or ephemeralPhenomena
, Objects can typically be touched, moved, or owned. - Supertypes and Subtypes:
Supertype
helps define the broad nature of an object (e.g., “Item”, “Vehicle”, “Component”, “Apparel”, “Weapon”), whileSubtype
provides more specific classification (e.g., “Tool”, “Ship”, “Engine”, “Armor”, “Sword”). For example, the Centurion in “The Wager” is an Object ofSupertype: Vehicle
andSubtype: Ship
. - Functionality and Interaction: Objects are often defined by their utility. Fields like
Effects
,Enables
, andConsumes
(linking toPhenomenon
,Ability
, andConstruct
respectively) describe what an object does. Game-specific fields likeDamage
orArmor
further detail their interactive properties. - Composition: Objects can be part of larger assemblies. The
Parent_object
field allows for linking an object as a component of another (e.g., aSpyglass
might be an object, but an Engine object could have aParent_object
link to the Spaceship object it belongs to).
Form
- Aesthetics: Visual and design characteristics of the object.
- Weight (#): Physical weight of the object, usually in kilograms or pounds.
- Amount (#): Quantity or count of the object, particularly if it is part of a set or collection.
- Parent_object (single-link: Object): Directly related or parent object from which this one is derived or part of.
- Technology (multi-link: Construct): Technological aspects or mechanisms incorporated within the object.
Function
- Utility: Primary function or use of the object.
- Effects (multi-link: Phenomenon): Effects or outcomes produced by the object when used.
- Enables (multi-link: Ability): Abilities or actions enabled by using the object.
- Consumes (multi-link: Construct): Resources or materials consumed by the object during use.
World
- Origins: Origins or historical background of the object.
- Location (single-link: Location): Current location or usual storage place of the object.
Games
- Craftsmanship: Quality of workmanship or level of craftsmanship of the object.
- Requirements: Conditions or prerequisites required to use the object effectively.
- Durability: Measure of the object’s resistance to wear and damage.
- Value (#): Monetary or trade value of the object.
- Damage (#): Potential damage the object can inflict, applicable if used as a weapon.
- Armor (#): Armor rating, applicable if the object provides protection.
- Rarity: Scarcity or uniqueness of the object.
- Language (single-link: Language): Language associated with or required to understand the object.
- Requires (multi-link: Trait): Specific traits or skills required to use the object.