Difference between revisions of "D20 Mechanic: Accessories"

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(Economics of Accessories)
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If an item has multiple daily powers, you can use one of them each day, regardless of how many powers it has.
 
If an item has multiple daily powers, you can use one of them each day, regardless of how many powers it has.
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=Head Slot=
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Description of things that can go here, etc.
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==Table==
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Eventually.
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==Neck Slot Item Descriptions==
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Descriptions of items that can occupy your ''neck slot''.
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<div id="Eye of Viraxis">
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{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#8a0dff;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">EYE OF VIRAXIS</font></div>
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|-style="background:white;" align="left"
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|A solid chunk of ruby ''mox'', with what is clearly intended to be an eye etched into it. It pulses with a combination of Magical and Divine power - a reminder of a long-forgotten age when gods yet ruled...
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|-align="left"
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|'''Accessory Slot:''' Head
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|-align="left"
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|'''Rarity:''' Artifact
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|-align="left"
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|'''Force:''' Magic
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|-align="left"
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|style="background:#C586FF; padding-left: 2em;"|'''PROPERTY'''
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|-align="left"
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|...probably does some stuff.
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|}
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</div>
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=Neck Slot=
 
=Neck Slot=

Revision as of 23:17, 12 December 2015

Accessories are worn items other than armor that grants some kind of benefit to the wearer. While some accessories are strictly for show, adventuring accessories provide numerous small effects to their wearer.

Unlike weapons and armor, which only rarely have intrinsic effects and instead require materia to provide greater benefits, accessories always have an intrinsic effect upon the wearer. Similarly, whereas weapons and armor always provide a bonus (to attack and damage rolls, and to AC, respectively), not all accessories provide a bonus to something.

Materia and Desynthesis

Accessories, like weapons and armor, can have materia slots.

Because of their intrinsic abilities, accessories can be desynthesized into materia. This process is somewhat involved, taking an hour, and requires a spark of the same Force as the accessory in question. When the process is completed, the item is transformed into a materia that, when slotted into an item, allows that item's wearer or wielder to benefit from the materia as though the item it is slotted into were also the original item.

Example: Troi is currently wearing assault boots, and comes across a pair of anklets of opportunity in a dungeon. He wants the abilities of both accessories, but can only benefit from one. He returns to town to find a mage that can desynthesize the boots; when that's done, he slots the assault boot materia into the anklets. The anklets with the materia now behave as though the accessory was both the anklets and the boots.

Materia created through desynthesis can be slotted into any item, but has a lower attunement cost when slotted into an item of the same type. Materia created in this fashion have the same Force alignment as the item it was desynthesized from.

The attunement cost of a materia created through desynthesis depends on the item's rarity: if common, 1; if uncommon, 2; if rare, 4; if mythic, 8. If you slot a materia into an item that is of a different type than the item from which the materia was made, the attunement cost increases by +1.

Bonuses provided by materia do not stack; that is, if you have two materia that grant you an enhancement bonus to your Reflex, only the highest bonus applies.

Economics of Accessories

Accessory Costs
    Value
    kp gp dp
Common --- 4000 ---
Uncommon --- (16000) 16
Rare --- --- 32
Mythic --- --- 64
Artifact --- --- (100)
Desynthesis Common --- 200 ---
Uncommon --- 1000 1
Rare --- --- 2
Mythic --- --- 8
Artifact --- --- ---
(X) Can only be sold in the listed economy as though it had X value.

Accessories are Force items, and as such typically exist only in the mox economy, due to the requirements involved in crafting permanent Force items of any real strength. While minor accessories can be had for mere coins, more powerful items require more exotic currencies.

Common accessories can be purchased for the price of 4000 gp, and can be purchased through the gold economy. The imbuing of Force energies into these objects is not as complex or demanding as more powerful items, and the reagents required to permanently bind the powers to such an item do not require powerful components. Any spark or adept is capable of desynthesizing these accessories, and so charge only a nominal fee in the gold economy. Common accessories have no place in the mox economy.

Uncommon accessories cannot be purchased in the gold economy, but can be sold in it as though they had a price of 16000 gp. Uncommon accessories are the beginnings of true power, in terms of Forces: these are items whose effects are significant, or are combinations of existing abilities set into one item, making it that much more useful. Any spark or adept capable of crafting accessories can desynthesize uncommon accessories; as such, while the availability is reduced, this service can still be attained in the gold economy, though such individuals are also willing to take mox economy currency for their trouble. Uncommon accessories cost 16 dp in the mox economy.

Rare accessories cannot be traded in the gold economy whatsoever. Rare accessories are true power, being imbued with as much energy from their aligned Forces as most mortals can muster: either entire suites of less-powerful abilities, or an effect synonymous with "epic" from its parent Force. Sparks or adepts capable of desynthesizing rare accessories are much rarer, due to required spark level checks; as such, availability is significantly reduced, and those who can render it will expect mox economy goods for the service. Rare accessories cost 32 dp in the mox economy.

Mythic accessories cannot be traded in the gold economy whatsoever. Mythic accessories are extreme expressions of power, being unique one-of-a-kind items imbued with strange and unusual powers that, while not indestructible, are particularly resilient to deconstruction. Sparks or adepts capable of desynthesizing mythic accessories are ridiculously rare and are often loathe to do so, as such items are incredibly - if not outright impossible - to replicate. Such items are often not traded in the open market, but can sometimes be found in high-brow auctions. Mythic accessories cost 64 dp in the mox economy.

Artifact accessories cannot be purchased in any economy whatsoever; they can be sold in the mox economy as though they had a value of 100 dp to someone who is looking for that particular artifact. There is no particular market for them: to trade an artifact, you must find seek out (or be found by) an individual who wants it. Artifacts are not just unique items, they are also nigh-indestructible fonts of incredible power, and thus cannot be desynthesized. Mortals are incapable of intentionally creating artifacts.

Properties and Powers

Accessories have abilities that come in two forms: properties and powers.

Properties are passive effects that you benefit from while you are wearing the item and it is attuned to you. Properties do not stack: if two properties provide a bonus to the same stat, use the higher bonus.

Powers are active effects that you can activate. Powers come in several varieties.

  • At Will: You can use these powers at any time without restriction.
  • Encounter: You can use these powers once per encounter, or once every 5 minutes.
  • Daily: You can use these powers once per day. Daily powers refresh at sunrise each day.

If an item has multiple at will powers, you can use all of them.

If an item has multiple encounter powers, you can use one of them each encounter or every 5 minutes, regardless of how many powers it has.

If an item has multiple daily powers, you can use one of them each day, regardless of how many powers it has.

Head Slot

Description of things that can go here, etc.

Table

Eventually.

Neck Slot Item Descriptions

Descriptions of items that can occupy your neck slot.

 

EYE OF VIRAXIS
A solid chunk of ruby mox, with what is clearly intended to be an eye etched into it. It pulses with a combination of Magical and Divine power - a reminder of a long-forgotten age when gods yet ruled...
Accessory Slot: Head
Rarity: Artifact
Force: Magic
PROPERTY
...probably does some stuff.

 

Neck Slot

Description of things that can go here, etc.

Table

Eventually.

Neck Slot Item Descriptions

Descriptions of items that can occupy your neck slot.

 

AMULET OF DOUBLE FORTUNE
Good luck begets even better luck when you wear this amulet.
Accessory Slot: Neck
Rarity: Common
PROPERTY
When you confirm a critical hit, you can make a saving throw against one status ailment you are suffering from that a successful save can end; you gain an enhancement bonus to that saving throw equal to your attunement bonus.

 

AMULET OF FALSE LIFE
This dark blue amulet with a crimson center can be activated to grant you temporary hit points.
Accessory Slot: Neck
Rarity: Common
POWERS
Power (Daily): As a swift action, you gain temporary hit points equal to your healing surge value; these temporary hit points last until they are lost. You can only use this ability while bloodied.

 

AMULET OF PROTECTION
This light blue amulet increases your defenses.
Accessory Slot: Neck
Rarity: Common
PROPERTY
You gain an enhancement bonus to saving throws equal to your attunement bonus.

 

AMULET OF RESOLUTION
Whether the affliction be of mind or body, this mithril necklace gives you a second chance to ward it off.
Accessory Slot: Neck
Rarity: Common
POWERS
Power (Daily): When you fail a saving throw, you can reroll the saving throw as a free action.

 

AMULET OF THE UNBROKEN
Encrusted with vibrant gems that flash when it is used, this magnificent amulet proves that some heroes never say die.
Accessory Slot: Neck
Rarity: Common
POWERS
Power (Daily): As a reaction, when you would drop below 0 hit points, you can expend any number of healing surges and regain hit points as normal for each surge spent.

 

AMULET OF VIGOR
This silver amulet bears an engraved prayer for health and healing on its back.
Accessory Slot: Neck
Rarity: Common
PROPERTY
You gain an enhancement bonus to your healing surge value equal to your level.

 

CLOAK OF INVISIBILITY
This gold-hemmed cloak can be activated to turn you invisible for a short time
Accessory Slot: Neck
Rarity: Common
POWERS
Power (Daily): As a swift action, you become invisible until the end of the encounter or for 5 minutes, or until you take damage.

 

CLOAK OF RESISTANCE
This crimson-hemmed cloak can be activated to provide minor resistance to all attacks.
Accessory Slot: Neck
Rarity: Common
POWERS
Power (Daily): As a swift action, you gain resist damage equal to your level until the start of your next turn. (Resist damage reduces all damage you would take from any source.)

 

GUARDIAN'S CAPE
This dark blue cape can be activated to allow you to teleport and switch places with an ally.
Accessory Slot: Neck
Rarity: Common
POWERS
Power (Encounter): As a move action, you can teleport into an ally's space within 50 feet; that ally simultaneously teleports to your original space. You do not need line of sight or line of effect to the ally's space.

 

PERIAPT OF WISDOM
This silver amulet increases your wisdom and can be activated to greatly enhance the strength of your will.
Accessory Slot: Neck
Rarity: Uncommon
PROPERTY
You gain an enhancement bonus to Insight checks equal to your attunement bonus.
POWERS
Power (Encounter): As a reaction, gain an enhancement bonus to your Will equal to your attunement bonus against one effect.

 

SCARAB OF INVULNERABILITY
This night black amulet can be activated to make you invulnerable for a short time.
Accessory Slot: Neck
Rarity: Uncommon
POWERS
Power (Daily): As a swift action, you gain damage immunity until the start of your next turn. (Damage immunity makes you immune to damage from any source.)

 

Feet Slot

Description of things that can go here, etc.

Table

There will be a table of these here eventually.

Feet Slot Item Descriptions

Descriptions of items that can occupy your feet slot.

 

ANKLETS OF OPPORTUNITY
When your foe is distracted by an ally, these glittering anklets quicken your step.
Accessory Slot: Feet
Rarity: Uncommon
PROPERTY
You gain an enhancement bonus to your Reflex equal to your attunement bonus.
POWERS
Power (Encounter): As a free action, when you are flanking a creature, you can take a 5-foot step. This ability does not count against your limit of one 5-foot step per turn.

 

ASSASSIN'S SLIPPERS
You are able to press your advantage from several angles while wearing these black chamois slippers.
Accessory Slot: Feet
Rarity: Common
PROPERTY
You can treat any square adjacent to you as the square you occupy for purposes of flanking creatures.

 

ASSAULT BOOTS
These mail boots trip up a foe when you strike a grievous blow.
Accessory Slot: Feet
Rarity: Common
PROPERTY
When you confirm a critical hit with a melee weapon, all targets of that attack are knocked prone.

 

BACKTRACK BINDINGS
This airy footwear carries you out of whatever trouble you’ve gotten yourself into.
Accessory Slot: Feet
Rarity: Uncommon
PROPERTY
You gain an enhancement bonus to your Reflex equal to your attunement bonus.
POWERS
Power (Encounter): As a swift action, at the end of your turn, you can teleport to the square you began this turn in if it is within 60 feet.

 

BOOTS OF ADEPT CHARGING
Rushing in is less dangerous in these studded leather boots.
Accessory Slot: Feet
Rarity: Common
PROPERTY
You can shift 5 feet at the end of any turn in which you charged.

 

BOOTS OF EQUILIBRIUM
The tough mesh sole of these supple buckskin boots grips even the most slippery surfaces.
Accessory Slot: Feet
Rarity: Common
PROPERTY
You can move normally on slippery surfaces, such as ice or grease, that would require a Balance check to avoid falling prone.

 

BOOTS OF FREE MOVEMENT
You deftly avoid entanglement in these well-crafted boots.
Accessory Slot: Feet
Rarity: Common
PROPERTY
You gain an enhancement bonus on any saving throw made against effects that apply the slow or immobilize conditions equal to your attunement bonus.
POWERS
Power (Encounter): As a non-action, you can make a saving throw against an effect that caused slow or immobilize that end with a saving throw.

 

BOOTS OF SPEED
These durable boots are designed to take you farther, faster.
Accessory Slot: Feet
Rarity: Common
POWERS
Power (Encounter): As a swift action, you gain a move action.

 

BOOTS OF STRIDING
Strong, sturdy leather boots reinforced with iron.
Accessory Slot: Feet
Rarity: Common
PROPERTY
You gain an enhancement bonus to your land movement speed equal to 5 per point of your attunement bonus.

 

BUTTERFLY SANDALS
These comfortable leather sandals make you more adept while airborne.
Accessory Slot: Feet
Rarity: Common
PROPERTY
Increase your existing fly speed by 10 feet. If you do not have a fly speed, this property has no effect.

 

CAT TABI
This silky black footgear gives you catlike reflexes when jumping or falling.
Accessory Slot: Feet
Rarity: Uncommon
PROPERTY
You gain an enhancement bonus to Jump checks equal to your attunement bonus.
Whenever you take falling damage, you instead take half damage.
Whenever you fall, you always land on your feet.
POWERS
Power (Encounter): As a reaction to falling more than 10 feet, you take no damage from a fall and do not land prone.

 

DEFIANT BOOTS
These sturdy iron boots grip the ground when you are moved against your will.
Accessory Slot: Feet
Rarity: Common
PROPERTY
Whenever you are subject to forced movement, reduce that movement by 10 feet.

 

EARTHREAVER STOMPERS
These heavy, steel-soled boots allow you to sense vibrations as well as give you a powerful stomp.
Accessory Slot: Feet
Rarity: Uncommon
PROPERTY
You gain tremorsense 20 feet.
POWERS
Power (Encounter): As a standard action, you can stomp the ground. Make a melee touch attack against all creatures within 10 feet; if you hit, that creature takes potency 1 earth damage and is knocked prone.

 

FLOORFIGHTER STRAPS
Scuffed and worn, these rawhide bands keep you dangerous even when on the ground.
Accessory Slot: Feet
Rarity: Common
PROPERTY
While you are prone, creatures do not gain a +4 bonus to hit you with melee weapons, and you can take 5-foot steps normally.
When you stand up from prone, you can take a 5-foot step as part of that action. This ability does not count against your limit of one 5-foot step per turn.

 

LIGHTSTEP SLIPPERS
These doeskin coverings cushion your step.
Accessory Slot: Feet
Rarity: Uncommon
PROPERTY
You gain an enhancement bonus to Move Silently checks equal to your level.
You do not activate traps or hazards triggered by stepping into a particular square.
You cannot be detected by tremorsense.

 

OCEANSTRIDER BOOTS
Water is no obstacle for you in these thigh-high oilskin boots.
Accessory Slot: Feet
Rarity: Common
PROPERTY
You gain a +10 feet enhancement bonus to your land move speed.
You can move across and stand on horizontal liquid surfaces as though they were solid ground. You still take damage from hazardous liquid surfaces upon which you stand (such as acid and magma).

 

PHANTOM CHAUSSURES
With your lower legs bound in gossamer silk, you become ephemeral, and sometimes invisible.
Accessory Slot: Feet
Rarity: Uncommon
PROPERTY
If you move at least half your speed, you gain concealment until the start of your next turn.
POWERS
Power (Encounter): As a free action, when you have moved at least your speed, you gain invisible until the start of your next turn.

 

RUSHING CLEATS
These rawhide boot straps are fitted with spikes.
Accessory Slot: Feet
Rarity: Common
PROPERTY
You gain an enhancement bonus to all d20 checks when making a bull rush equal to your attunement bonus.
Whenever you make a melee attack that can push or slide a creature, increase the push or slide by 5 feet.

 

SUREFOOT BOOTS
Attached snugly by rows of shiny buckles, these boots help keep your footing.
Accessory Slot: Feet
Rarity: Common
PROPERTY
You gain an enhancement bonus to Tumble checks equal to your level.
POWERS
Power (Encounter): As a reaction to being knocked prone, you can stand up without provoking attacks of opportunity.

 

THORNWALKER SLIPPERS
These padded foot coverings allow you to pass cleanly through cluttered or grasping terrain.
Accessory Slot: Feet
Rarity: Common
POWERS
Power (Encounter): Until the start of your next turn, you can move through difficult terrain. You also move normally and safely through natural environmental hazards that affect movement, such as quicksand, dense foliage, or deep snow.

 

TUMBLER'S SHOES
Though worn, these well-built shoes allow you to move with a cat’s grace through even precarious terrain.
Accessory Slot: Feet
Rarity: Common
PROPERTY
You can take 10 on Tumble checks, even if threats or distractions would normally prevent you from doing so.

 

WALLWALKERS
These supple spidersilk boots give you the mobility of an arachnid, if only for a brief time.
Accessory Slot: Feet
Rarity: Common
PROPERTY
If you begin your turn standing on a horizontal surface, you can walk on walls as if they were horizontal surfaces. If you are not on a horizontal surface sufficient to bear your weight at the end of your move, you fall to the ground, taking damage accordingly.

 

WILDRUNNERS
Crafted from the skins of wild plains animals, these boots lend you extraordinary speed.
Accessory Slot: Feet
Rarity: Common
PROPERTY
Increase your speed multiplier for running by 1; this effect counts as an enhancement bonus.

 

ZEPHYR BOOTS
You catch the wind and fly like bird with these light boots.
Accessory Slot: Feet
Rarity: Common
PROPERTY
While you are wearing light or no armor and carrying no more than a light load, you gain a fly speed equal to one-half your move speed.