Larp:Equipment: Difference between revisions

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: ''For Stock Location rules, see [[Larp:Stock Locations]].
==Equipment==
==Equipment==
In order to allow both flexibility and simplicity, Dark Skylines uses an equipment generation system.  
In order to allow both flexibility and simplicity, Dark Skylines uses an equipment generation system.  
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=== Obtaining Equipment ===
=== Obtaining Equipment ===


If you want to try to obtain equipment during a downtime, you must expend a combination of temporary ''Resources'' and ''Influences'' dots to do obtain them. Combat equipment, vehicles, and specialized equipment usually has a base cost of 1 (to get a junk item). Non-combat, otherwise legal equipment generally doesn't have a base cost.
If you want to try to obtain equipment during a downtime, you must expend a combination of temporary ''Resources'' and ''Influences'' dots to obtain them. Combat equipment, vehicles, and specialized equipment usually has a base cost of 1 (to get a junk item). Non-combat, otherwise legal equipment generally doesn't have a base cost.


If you utilize at least 3 '''Underworld''' in the purchase of weapons, they receive the Advanced Quality ''Untraceable''—the serial numbers are filed off or maybe the whole thing was 3D printed, making it much harder to be traced by mundane mortal investigation. Conversely, if you utilize at least 3 '''Elite''', they receive the Advanced Quality ''Legitimate'' meaning it has ownership papers and is registered, meaning it is more likely to stand up to scrutiny to mortal authorities. Weapons purchased with only resources don't get either of these.
If you utilize at least 3 '''Underworld''' in the purchase of weapons, they receive the Advanced Quality ''Untraceable''—the serial numbers are filed off or maybe the whole thing was 3D printed, making it much harder to be traced by mundane mortal investigation. Conversely, if you utilize at least 3 '''Elite''', they receive the Advanced Quality ''Legitimate'' meaning it has ownership papers and is registered, meaning it is more likely to stand up to scrutiny to mortal authorities. Weapons purchased with only resources don't get either of these.
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Buying an equipment using ''Influence'' and ''Resources'' does not require the expenditure of a downtime aciton. However, making an equipment using ''Crafts'' expends a downtime action.
Buying an equipment using ''Influence'' and ''Resources'' does not require the expenditure of a downtime aciton. However, making an equipment using ''Crafts'' expends a downtime action.
==== Explosives ====
Equipment that can cause extreme destruction and potentially kill multiple players in one hit is generally discouraged or outright restricted. There may be ways to get these in extremely limited qualities, but it will also attract a large amount of attention from hunters or other undesirable organizations. If you attempt to purchase or craft items like this, you will likely fail.


=== Investing and Upgrading ===
=== Investing and Upgrading ===
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=== General Qualities ===
=== General Qualities ===
{| class="fandom-table"
{| class="wikitable"
|+General Weapon Qualities
|+General Weapon Qualities
!Quality
!Quality
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|-
|-
|Accurate I, II, or III
|Accurate I, II, or III
|You receive a +1, +2, or +3 wild card bonus when using this weapon. This bonus applies both for purposes of determining whether or not your test pool is greater than your opponent’s and whether or not you score exceptional successes.
|You receive a +1, +2, or +3 wild card bonus when using this weapon. This bonus applies both for purposes of determining whether or not your test pool is greater than your opponent’s and whether or not you score exceptional successes. This does not bypass the wild card max cap of +5/-5 to your pool.
|General
|General
|1, 2, or 3
|1, 2, or 3
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|-
|-
|Brutal
|Brutal
|If you win (not tie) the final test in a challenge while using this weapon and your test pool is greater than your target’s pool, your attack scores an exceptional success. This occurs even if you lost or tied on a previous test in that challenge. This is an exception to the rule requiring you to win all tests in a challenge in order to be eligible for an exceptional success. Items with this quality require both hands to wield and cannot be wielded ambidextrously with another weapon. This weapon cannot possess the Concealable quality
|If you win (not tie) the final test in a challenge while using this weapon and your test pool is greater than your target’s pool, your attack scores an exceptional success. This occurs even if you lost or tied on a previous test in that challenge. This is an exception to the rule requiring you to win all tests in a challenge in order to be eligible for an exceptional success. Items with this quality require both hands to wield and cannot be wielded ambidextrously with another weapon. This weapon cannot possess the Concealable quality.
 
Dice Conversion: Instead of the above text, Brutal grants +1 damage of the appropriate type when attacking with this weapon.
|General
|General
|2
|2
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|Deadly
|Deadly
|When comparing test pools to see if you achieve an exceptional success when using this weapon, you gain a +5 bonus to your test pool.
|When comparing test pools to see if you achieve an exceptional success when using this weapon, you gain a +5 bonus to your test pool.
Dice Conversion: Instead of the above text, Deadly grants +1 Threat Level when attacking with this weapon.
|General
|General
|2
|2
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=== Ranged Qualities ===
=== Ranged Qualities ===
{| class="fandom-table"
{| class="wikitable"
|+Ranged Weapon Qualities
|+Ranged Weapon Qualities
!Quality
!Quality
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=== Melee Qualities ===
=== Melee Qualities ===
{| class="fandom-table"
{| class="wikitable"
|+Melee Qualities
|+Melee Qualities
!Quality
!Quality
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=== Armor Qualities ===
=== Armor Qualities ===
{| class="fandom-table"
{| class="wikitable"
|+Armor Qualities
|+Armor Qualities
!Quality
!Quality
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|}
|}
=== Misc Equipment Qualities ===
=== Misc Equipment Qualities ===
{| class="fandom-table"
{| class="wikitable"
|+Misc Equipment qualities
|+Misc Equipment qualities
!Quality
!Quality
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|2
|2
|}
|}
==Stock Locations==
The following rules are tweaks of the errata rules.
===Taking control of existing locations===
Sometimes players can locate current locations that meet their need.
Players can invest toward taking control of one of these locations by investing influence/resources toward them. The player must invest influence/resource dots actions equal to the Stock location's rating to gain temporary control of it. Their control lasts for 1 month, unless:
A player who controls a stock location may also spend downtime actions to gain permanent control of the location. They must spend downtime actions equal to the stock locations rating. (This may require them to keep temporary control of the location until all downtimes are spent.)
===New Locations===
Players can create new locations. Doing so requires additional investment, use of influence, and time. New locations are always standard stock locations and must be purchased dot-by-dot.
===Prestige Locations===
Owning a Prestige location is a bit harder and requires maintenance. Once a player has control of a prestige location, they must invest 1 influence/resource action per month per dot of the location’s rating to maintain it. Every month without this investment will give the location a negative quality and on the third such negative quality the location will be lost and must be re-purchased normally.
A standard stock location can be upgraded to Prestige through a Complex Quest, at ST discretion.
===Iconic Locations===
These locations are the most notable places in Caliburn. In general, these locations are owned by someone in a specific position and cannot be controlled by anyone else. Converting a location from Prestige to Iconic is only done at Narrator discretion. In addition to the normal influence/resource cost to maintain an iconic location, the controller of the location must also spend 1 downtime per month. If the investment isn’t made, they will lose access to the location’s qualities but not necessarily lose control of the location—but it’s likely those around them will oust them from the position that gives them control.

Latest revision as of 04:16, 6 December 2024

For Stock Location rules, see Larp:Stock Locations.

Equipment[edit | edit source]

In order to allow both flexibility and simplicity, Dark Skylines uses an equipment generation system.

To begin, choose one of the following equipment categories:

  • Melee Weapons: Hand-to-hand combat weapons, such as swords, knives, and clubs
  • Ranged Weapons: Weapons capable of inflicting damage at a distance, such as pistols, rifles, flamethrowers, and bows
  • Protective Gear: Equipment that protects a character from damage, such as armor or shields.
  • Non-combat or Miscellaneous Gear: Equipment for use in non-combat challenges, such as lock-picks, a laptop, or a vehicle.

After you’ve chosen the item’s equipment type, you may choose qualities for the item from the associated list of bonuses. There are three types of qualities:

  • General Qualities, which are things that impact how an item works or functions (Like an Accurate rifle or Ballistic armor)
  • Advanced qualities, which change how an item appears or alters its value (like a Nondescript cell phone or a Stylish car), and which do not count toward the weapon's limit for General Qualities.
  • Negative Qualities which impose penalties on an item's function.

Most items have limits on how many General Qualities they can have. These fall into basic categories.

  • Junk items have no general qualities, and represent the lowest of trash items or things that can be bought for less than $50. They have a base cost of 1 for combat items and 0 for non-combat items.
  • Common (base cost 1) items are Cheap, easily obtained, or improvised gear and have only one general quality. They have a base cost of 1.
  • Uncommon (base cost 2) equipment has up to two general qualities. Under most circumstances, no item may have more than two qualities. They have a base cost of 2 for combat items and 1 for non-combat items.
  • Rare equipment has more than two qualities, and cannot be gotten by normal means.

Characters cannot use two weapons or receive bonuses from anything but the weapon in their primary hand, unless they possess the Ambidextrous merit. For more information on the Ambidextrous merit, see Chapter Five: Merits and Flaws, page 248.

Obtaining Equipment[edit | edit source]

If you want to try to obtain equipment during a downtime, you must expend a combination of temporary Resources and Influences dots to obtain them. Combat equipment, vehicles, and specialized equipment usually has a base cost of 1 (to get a junk item). Non-combat, otherwise legal equipment generally doesn't have a base cost.

If you utilize at least 3 Underworld in the purchase of weapons, they receive the Advanced Quality Untraceable—the serial numbers are filed off or maybe the whole thing was 3D printed, making it much harder to be traced by mundane mortal investigation. Conversely, if you utilize at least 3 Elite, they receive the Advanced Quality Legitimate meaning it has ownership papers and is registered, meaning it is more likely to stand up to scrutiny to mortal authorities. Weapons purchased with only resources don't get either of these.

You may also expend a combination of a relevant Crafts skill and Resources, and using at least one dot in Crafts, to craft an item of the appropriate number of dots used. Dots in Crafts are not expended when used in a downtime and can be used multiple times in the same round of downtimes, unlike Resources which are expended after a single use. You may not use Influence to increase the number of dots going towards a crafted item. Different Craft skills that can be applied to the same equipment do not stack for the purposes of making that equipment. So Crafts: Computers 3 and Crafts: Motherboards 2 cannot be combined in the same downtime action to make a 5 point equipment.

You must have at least 3 dots in the appropriate Crafts skill in order to craft an Artisan equipment, and at least 5 dots to craft a Masterwork equipment, regardless of the number of dots of Crafts used for the equipment. You may purchase Artisan and Masterwork using dots for a guaranteed equipment with that quality, or you may instead opt for a check to remove the cost of the quality and risk unsuccessfully crafting that equipment on a failure. If you have at least Crafts 5 in the appropriate crafts you may obtain Artisan for free without a check.

Buying an equipment using Influence and Resources does not require the expenditure of a downtime aciton. However, making an equipment using Crafts expends a downtime action.

Explosives[edit | edit source]

Equipment that can cause extreme destruction and potentially kill multiple players in one hit is generally discouraged or outright restricted. There may be ways to get these in extremely limited qualities, but it will also attract a large amount of attention from hunters or other undesirable organizations. If you attempt to purchase or craft items like this, you will likely fail.

Investing and Upgrading[edit | edit source]

If using Resources and Influence to purchase an equipment, and you lack the sufficient dots to purchase it, you may chose to instead invest in the equipment. This will allow you to save those dots expended for investing for purchasing that equipment in a later round of downtimes. For example, if you only have 3 resources and wish to purchase a 6 cost equipment, you can invest all 3 of your resources on one round of downtimes then use them the next round in on top of your rejuvenated resources to obtain a total of 6 and purchase the equipment.

If you have equipment you wish to upgrade, you may do so using, Resources, Influence, or an appropriate Craft skill, and paying for the upgrade. For example, if you have a common item with one quality, you may upgrade it to an uncommon item for the cost of the quality you wish to add, plus one for the cost of upgrading the equipment from common to uncommon. If you wish to add a quality without changing its rarity, you simply pay for the cost of the quality you add. This is treated the same as a crafting downtime.

General Qualities[edit | edit source]

General Weapon Qualities
Quality Effect Type Cost
Accurate I, II, or III You receive a +1, +2, or +3 wild card bonus when using this weapon. This bonus applies both for purposes of determining whether or not your test pool is greater than your opponent’s and whether or not you score exceptional successes. This does not bypass the wild card max cap of +5/-5 to your pool. General 1, 2, or 3
Antique This weapon was created generations ago. While it may have some minor negatives (it may be more fragile or more difficult to use), it is also rarely considered a weapon by standard law-enforcement individuals. You can usually convince mortals that the weapon is nonfunctional, purely prop or artistic, and thus can more easily smuggle it into otherwise weapons-restricted areas. A weapon with this quality sells for three times normal value Advanced 2
Armor Piercing Armor Piercing: This weapon ignores the bonuses and special abilities of protective gear. General 2
Artisan This item is an exquisite, artistic example of its kind. This item’s beauty will trigger the clan weakness for members of the Toreador clan. Characters with a Crafts skill of 3 or higher who score an exceptional success while creating this item may add the Artisan quality; characters with a Crafts skill higher than 5 may add the Artisan quality without needing an exceptional success. Adding the Artisan quality in this manner does not consume a quality slot. A weapon with this quality sells for three times normal value. Advanced 2
Brutal If you win (not tie) the final test in a challenge while using this weapon and your test pool is greater than your target’s pool, your attack scores an exceptional success. This occurs even if you lost or tied on a previous test in that challenge. This is an exception to the rule requiring you to win all tests in a challenge in order to be eligible for an exceptional success. Items with this quality require both hands to wield and cannot be wielded ambidextrously with another weapon. This weapon cannot possess the Concealable quality.

Dice Conversion: Instead of the above text, Brutal grants +1 damage of the appropriate type when attacking with this weapon.

General 2
Cold Iron / Cold iron Ammunition This weapon is made from cast, poured, or “pig” iron: iron that has never “known the heat of a forge.” This weapon inflicts aggravated damage against fae and other individuals who are vulnerable to cold iron. General 2
Concealable I or II This item is unusually small for its type and easy to miss on casual inspection. When in its sheath, in a pocket, or otherwise hidden, this weapon is impossible to notice visually. You must be physically patted down, targeted by supernatural powers, or targeted with an electronic detector in order for the weapon to be revealed. Weapons that require two hands to wield cannot benefit from this quality.

This weapon can be concealed in a long or heavy coat (1) or in a jacket (2).

Advanced 1 or 2
Deadly When comparing test pools to see if you achieve an exceptional success when using this weapon, you gain a +5 bonus to your test pool.

Dice Conversion: Instead of the above text, Deadly grants +1 Threat Level when attacking with this weapon.

General 2
Disabling This weapon is designed to remove an opponent’s weapon from her grasp. While using this weapon, it does not cost a Willpower to use the Disarm combat maneuver; however, as per any use of that combat maneuver, you deal no damage during a turn in which this maneuver is used. General 2
Fast This weapon is extremely aerodynamic in its use. You receive a +3 bonus to your initiative when fighting with this weapon. General 2
Flaming The weapon is on fire, such as a torch or a lit flare. Even if a weapon is capable of having this quality, the quality is not always active. A character must spend a simple action to light the weapon on fire. Once lit, the weapon will burn for 5 full turns. Flaming weapons inflict aggravated damage to vampires. While the weapon is on fire, characters wielding it suffer a -2 penalty to attack test pools. Vampires wielding a flaming sword must make an immediate frenzy test. General 2
Masterwork This is a magnificent, one-of-a-kind item. This item’s beauty will trigger the clan weakness for members of the Toreador clan. It may have one story�related (non-combat) effect, such as the ability to sever chains or create a soft musical sound when wielded. Characters with a Crafts skill of 5 or higher who score an exceptional success while creating this item may add the Masterwork quality to that item. The Masterwork quality does not consume a quality slot. A weapon with this quality sells for five times normal value. Advanced 3
Trip This weapon is designed to trip or knock people to the ground. While wielding this weapon, you may perform the Knock Down combat maneuver without spending Willpower. You can only use this benefit once per fight General 2
Quick Draw This weapon is specifically designed to be drawn quickly. You do not need to expend a simple action to draw this weapon, although you must still wait for your turn in the initiative order. Weapons that require two hands to wield cannot also have the Quick Draw quality. General 2
Silver/Silver Ammunition This weapon is edged with, plated with, or made of silver. This weapon inflicts aggravated damage against werewolves and other individuals who are vulnerable to this metal. General 2
Staking When fighting a vampire who has damage in her Incapacitated wound track, you may use this wooden weapon in combination with the Pierce the Heart combat maneuver to stake that vampire. You must still pay all costs for the Pierce the Heart combat maneuver. General 1
Strange Composition This weapon is edged with, plated with, or made of some unusual material. It may inflict aggravated damage on creatures that are vulnerable to this material, at your Storyteller’s discretion. Otherwise, it just looks cool. General 1-3

Ranged Qualities[edit | edit source]

Ranged Weapon Qualities
Quality Effect Type Cost
Ammo Capacity I or II This weapon holds up to 30 (I) or 100 (II) rounds, rather than the default maximum of 12. Items with Ammo Capacity II require both hands to wield and cannot be wielded ambidextrously with another weapon. General 1-2
Automatic By expending 6 rounds of ammunition in a single burst, you can spray an area rather than targeting an individual. Choose up to three targets within three steps of each other. When targeting multiple enemies with this quality (up to three), you must make a separate opposed challenge against each of the defenders. Should you spend a point of Willpower to retest any of these opposed challenges, you also gain that retest for the remainder of the opposed challenges without spending further Willpower. If you spend a point of Willpower to retest after some challenges are resolved, you cannot go back to previous challenges you’ve lost and apply that Willpower retest retroactively. You inflict your victory condition on every target you defeat in this challenge. Weapons with the Automatic quality cannot also have the Spread quality General 2
Incendiary Ammunition This weapon fires incendiary bullets or releases a narrow gout of flame. In either case, it inflicts aggravated damage on vampires. General 3
Knockback This weapon inflicts a serious amount of impact. On a successful hit with this weapon, you may choose to move your target up to 2 steps away from the point of impact. Further, targets that are not Stamina focused are knocked prone. General 2
Rapid Reload You do not need to expend a simple action to reload this weapon, although you must still wait for your turn in the initiative order. General 1
Spread You can spray a small area rather than targeting an individual. Choose up to three targets within one pace of each other. When targeting multiple enemies with this power (up to three), you must make a separate opposed challenge against each of the defenders. Should you spend a point of Willpower to retest any of these opposed challenges, you also gain that retest for the remainder of the opposed challenges without spending further Willpower. If you spend the Willpower to retest after some challenges are resolved, you cannot go back to previous challenges you’ve lost and apply that Willpower retest retroactively. You inflict your victory condition on every target you defeat in this challenge. This weapon cannot hold more than six rounds unless it also has the Ammo Capacity quality. Weapons with the Spread quality cannot also have the Automatic or Long Range qualities. General 3

Melee Qualities[edit | edit source]

Melee Qualities
Quality Effect Type Cost
Balanced This weapon is balanced for throwing. You may hurl such a weapon at any target within 10 steps by making an opposed challenge using your Physical attribute + Athletics versus the target’s Physical attribute + Dodge General 2
Impaling This weapon is designed to pierce and impale organs. While wielding this weapon, you may perform the Pierce the Heart combat maneuver without spending Willpower. General 2
Reach This weapon is particularly long, like a halberd or a staff. You can strike targets standing up to four steps away, rather than two. Items with this quality require both hands to wield and cannot be wielded ambidextrously with another weapon. This weapon cannot possess the Concealable quality General 2

Armor Qualities[edit | edit source]

Armor Qualities
Quality Effect Type Cost
Ballistic This type of protective gear applies a + 3 bonus to your defensive test pools when resisting ranged attacks. Further, it applies a +1 bonus to your defensive test pools when resisting Brawl, Melee, or thrown attacks. General 2
Chest Plate This type of protective gear has a hardened piece of metal over your chest and another over your upper back, effectively shielding your heart from damage. You cannot be targeted by the Pierce the Heart combat maneuver. General 2
Concealable This armor is small and form-fitting, designed to be worn under normal clothing. You must be physically patted down, targeted by supernatural powers, or targeted with an electronic detector in order for the weapon to be revealed. Protective gear with the Concealable quality cannot also have the Full Body quality General 2
Customized This piece of equipment is specifically customized to give you a bonus in a specific circumstance, which must be narrower than the overall utility of a single skill. For example, your computer might be customized for hacking, defended against virtual intruders, or optimized for graphic design. When using a piece of customized gear in this specific circumstance, you receive a +2 bonus in that challenge. This bonus does not stack with the bonus granted by the Superior quality, although an item can possess both qualities; your computer could gain a +1 Superior wild card bonus for general usage or instead gain a +2 for being Customized in specific hacking challenges. You cannot benefit from the Customized quality if you do not have the appropriate skill to perform the related task. General 2
Full Body This type of protective gear applies a +3 bonus to pool comparisons for the purpose of avoiding exceptional successes from Brawl, Melee, or Firearms attacks. However, Full Body armor is extremely obvious and cannot be covered with bulky outerwear. Anyone glancing at you can easily tell you’re wearing this type of protective gear. General 2
Hardened This type of protective gear applies a +3 bonus to your defensive test pools when resisting Brawl or Melee attacks. Further, it applies a +1 bonus to your defensive test pools when resisting firearms attacks. General 2
HazMat This quality indicates that the equipment is specifically designed to shield against a certain type of hazardous environment. When you create this armor, choose one perilous circumstance, such as heat, methane gas, or deep-water pressure. While wearing this gear, you are protected from this type of environmental hazard. (Storytellers should use common sense as to the limitations of this quality.) Note that HazMat gear isn’t designed for combat use. If you are successfully hit with a piercing or slashing attack, such as bullets, claws, or swords, the HazMat protection stops functioning until the gear is repaired. General 1
Impact Absorption You are not affected by the Knockback quality of ranged weapons, and you are unaffected by the Knock Out or Knock Down combat maneuvers. General 1
Rugged I, II, or III This quality indicates that the gear is particularly hardy and capable of absorbing damage. The first time you are hit by a Physical attack while wearing this armor, the damage dealt by that attack is reduced by 1 (I), 2 (II) or 3 (III) points. This reduction occurs before reduction caused by Fortitude or similar supernatural powers applies. Rugged armor can absorb normal or aggravated damage. The player wearing the armor may choose which damage is absorbed, if more than the specified points are dealt. Once expended, rugged armor must be repaired or replaced before this effect can be used again. General 1-3

Misc Equipment Qualities[edit | edit source]

Misc Equipment qualities
Quality Effect Type Cost
Flashy This piece of gear is curious and notable, gaining attention easily. When you are using this gear, it may distract nearby individuals, causing them to forget to ask other questions or be unable to concentrate on what you are saying or doing. While this is not a supernatural effect, such items can be very useful in redirecting the attention of mortals so they do not notice nearby breaches of the Masquerade. General 1
Nondescript This item is somewhat common to look at, with no particular distinguishing features and no signs of exceptional quality or value. When other things around it are stolen or destroyed by random causality, this particular item has a way of avoiding notice and managing to remain completely overlooked. General 1
Secure This item is exceptionally hard to compromise. If it has a lock, hidden compartment, computer protocols, or other protective functions, the item gains a +3 wild card bonus to resist all attempts to discover or gain access to the secure area. General 2
Streamlined This piece of equipment is optimized to perform its function faster than most tools of its type. When using this item for its intended purpose, you can use a simple action to perform a test that would ordinarily take a standard action to complete, or you can finish a downtime task in half the time the task would ordinarily require. General 2
Stylish Your equipment, clothing, or other gear is stylish, expensive-looking, and utterly cutting-edge. Those who recognize and value such items will consider you very important, and they are more likely to allow you access to reserved seating, restricted areas, or private rooms. They may also give you the benefit of the doubt, allow you to bypass lines, or attempt to impress you. At the Storyteller’s discretion, stylish equipment can reduce the difficulty of feeding, effectively granting you an additional level of Herd (maximum 6). General 2
Sturdy This item is a particularly solidly-built object of its type. While other items shatter if they take a significant impact, this item can suffer 5 health levels of damage before becoming nonfunctional. General 2
Superior This piece of equipment gives you a +1 bonus to your test pool when used for its intended purpose. For example, a Superior set of lock-picks gives you a +1 bonus when using the Security skill to pick a lock. A Superior computer gives you a +1 bonus when performing any standard Computer skill test. You cannot benefit from the Superior quality if you do not have the appropriate skill to use this item. This quality may be applied multiple times to a single item. General 2