Difference between revisions of "D20 Mechanic: Implements"

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(Record Descriptions)
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| style="background:#CDCDCD;"|'''Tech''' || gadget
 
| style="background:#CDCDCD;"|'''Tech''' || gadget
 
|-
 
|-
| style="border:1px solid silver;"|'''Divine''' || style="background:#DFDFDF;"|symbol
+
| style="border:1px solid silver;"|'''Divine''' || style="background:#DFDFDF;"|icon
 
|-
 
|-
| style="background:#000000;"|<font color="white">'''Void'''</font> || tarot
+
| style="background:#000000;"|<font color="white">'''Void'''</font> || spread
 
|-style="background:#DFDFDF;"
 
|-style="background:#DFDFDF;"
| style="background:#228B22;" |<font color="white">'''Nature'''</font> || idol
+
| style="background:#228B22;" |<font color="white">'''Nature'''</font> || totem
 
|-
 
|-
 
| style="background:#F0E68C;"|'''Time''' || pendulum
 
| style="background:#F0E68C;"|'''Time''' || pendulum
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|-align="left"  
 
|-align="left"  
 
|'''Implement - Orb'''
 
|'''Implement - Orb'''
 +
|-align="left"
 +
|'''Rarity:''' Common
 +
|-align="left"
 +
|style="background:#E4D7CA; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|This implement has no additional properties.
 +
|}
 +
</div>
 +
 +
&nbsp;
 +
 +
=Gadgets=
 +
The implement of inventors and machinists, gadgets are complex pieces of technology compressed into something that could be reasonably carried. Most gadgets have clips, cables, or tubes that are intended to be attached to other devices, allowing them to take advantage of the capabilities of the gadget, while others have small built-in printers or screens to display information for the user. Due to the nature of Technology, these devices often have extraneous functions, sometimes even superfluous details, to concentrate more "tech" into them, which can - at times - make them more reliable to function in areas hostile to Technology.
 +
 +
==Table==
 +
There will be a table of these here eventually.
 +
 +
==Gadget Descriptions==
 +
Descriptions of implements of the gadget type.
 +
 +
&nbsp;
 +
 +
<div id="Technological Gadget">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#C9AF94;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">TECHNOLOGICAL GADGET</font></div>
 +
|-style="background:white;" align="left"
 +
|A simple widget, with a multitude of small functions that can enhance the function of other devices.
 +
|-align="left"
 +
|'''Implement - Gadget'''
 +
|-align="left"
 +
|'''Rarity:''' Common
 +
|-align="left"
 +
|style="background:#E4D7CA; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|This implement has no additional properties.
 +
|}
 +
</div>
 +
 +
&nbsp;
 +
 +
=Icons=
 +
The implement of priests and paladins, icons are literally the symbols of Saints and Lucavi, often embossed or painted onto metal or wood. In addition to icons representing specific Divine entities, icons can also be made that represent pantheons, or even simply the concept of the Divine itself - these "generic" icons can often be used by any petitioner, regardless of their religious affiliation. While many people throughout Trinity carry symbols of their patron Saint or Lucavi, icons are specially prepared and imbued with Divine power, granting their wielder enhanced command over existence.
 +
 +
==Table==
 +
There will be a table of these here eventually.
 +
 +
==Icon Descriptions==
 +
Descriptions of implements of the icon type.
 +
 +
&nbsp;
 +
 +
<div id="Divine Icon">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#C9AF94;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">DIVINE ICON</font></div>
 +
|-style="background:white;" align="left"
 +
|A pendant of silver embossed with the symbol of a starburst, the commonly-accepted symbolic representation of the Divine.
 +
|-align="left"
 +
|'''Implement - Icon'''
 +
|-align="left"
 +
|'''Rarity:''' Common
 +
|-align="left"
 +
|style="background:#E4D7CA; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|This implement has no additional properties.
 +
|}
 +
</div>
 +
 +
&nbsp;
 +
 +
=Spreads=
 +
The implement of voidchildren, spreads - also sometimes called a "tarot" - are collections of cards imprinted with symbology pertinent to various nihilist philosophies. Often used in folk divinations, spreads are imbued with a sliver of Void power, and their usage can foretell the future or divine an individual's fate; in the hands of a trained nihilist, however, they can be used to further empower nihils.
 +
 +
==Table==
 +
There will be a table of these here eventually.
 +
 +
==Spread Descriptions==
 +
Descriptions of implements of the spread type.
 +
 +
&nbsp;
 +
 +
<div id="Void Spread">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#C9AF94;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">VOID SPREAD</font></div>
 +
|-style="background:white;" align="left"
 +
|A set of lacquered cards, embossed with various symbols common to nihilist ideology.
 +
|-align="left"
 +
|'''Implement - Spread'''
 +
|-align="left"
 +
|'''Rarity:''' Common
 +
|-align="left"
 +
|style="background:#E4D7CA; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|This implement has no additional properties.
 +
|}
 +
</div>
 +
 +
&nbsp;
 +
 +
=Totems=
 +
The implement of shamans and druids, totems usually take on the form of carved wood or woven wicker, sometimes in the shape of an animal or representation of a force of Nature.
 +
 +
==Table==
 +
There will be a table of these here eventually.
 +
 +
==Totem Descriptions==
 +
Descriptions of implements of the totem type.
 +
 +
&nbsp;
 +
 +
<div id="Natural Totem">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#C9AF94;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">NATURAL TOTEM</font></div>
 +
|-style="background:white;" align="left"
 +
|A small carved piece of wood, shaped to resemble a tree.
 +
|-align="left"
 +
|'''Implement - Totem'''
 
|-align="left"  
 
|-align="left"  
 
|'''Rarity:''' Common
 
|'''Rarity:''' Common

Revision as of 00:08, 29 December 2015

This page discusses implements, an item type in Trinity that is imported from D&D 4e.

Mechanics

Forces and Implements
Force Implement
Magic wand
Psionics orb
Tech gadget
Divine icon
Void spread
Nature totem
Time pendulum
Chaos dice
Blue record

Implements are to sparks what weapons are to warriors: tools of the trade, enhancing your abilities within a particular realm. For implements, each Force has at least one type of implement associated with it: these are item types that are, by their nature, naturally aligned to the Force in question, and through investing Force energy into these types of items, that energy can be returned in the form of impact upon the user's abilities.

In specific, an implement provides an enhancement bonus to any Force attacks you make for the item's associated Force, and increase the saving throw DC against any of your Force abilities, equal to your attunement bonus. You must be wielding the implement and be attuned to it for this to have any effect. If you use an ability that deals damage, you also apply the implement's enhancement bonus to the damage you deal; this bonus damage is as though your original roll was the new value (so if you divide your damage in half among two energy types, you add your implement's enhancement bonus before the division).

Materia and Desynthesis

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

Because of their intrinsic abilities, implements 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.

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 Implements

Implement 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 --- --- 4
Artifact --- --- ---
(X) Can only be sold in the listed economy as though it had X value.

Implements 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 implements can be had for mere coins, more powerful items require more exotic currencies.

Common implements 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 implements, and so charge only a nominal fee in the gold economy. Common implements have no place in the mox economy.

Uncommon implements cannot be purchased in the gold economy, but can be sold in it as though they had a price of 16000 gp. Uncommon implements 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 implements can desynthesize uncommon implements; 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 implements cost 16 dp in the mox economy.

Rare implements cannot be traded in the gold economy whatsoever. Rare implements 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 implements 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 implements cost 32 dp in the mox economy.

Mythic implements cannot be traded in the gold economy whatsoever. Mythic implements 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 implements 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 implements cost 64 dp in the mox economy.

Artifact implements 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

Implements 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.

Orbs

The implement of psionicists and jedi, orbs are gemstones sanded down into something easy to grip with a single hand. The connection between gems and psionics has always been strong, but became particularly entrenched after Kotrit Wayveri attempted to destroy the very Force of psionics itself; instead, the powers of psionics became buried within the gems of the earth, and those who would practice the art had to hold a stone that contained the power they desired. Psionics has long since been freed from this prison, but gems retain traces of those powers, and can be used as a focus to improve a manifester's abilities.

Table

There will be a table of these here eventually.

Orb Descriptions

Descriptions of implements of the orb type.

 

ORB OF MENTAL DOMINION
A manifester channeling his mind through this orb gains mental prowess over foes, forcing them to relive the effects of a power.
Implement - Orb
Rarity: Common
POWERS
Power (Daily): As a reaction, when you successfully make a psionic attack against a creature's Will. When the target next makes a saving throw against an effect from that power, the target must roll twice and take the lower result.

 

ORB OF METAPLASMIC MANIPULATION
This ruby orb is perpetually coated in a thin layer of metaplasm.
Implement - Orb
Rarity: Common
PROPERTY
Whenever you create an object or creature with a psionic power, it gains additional hit points equal to your level.

 

ORB OF SUDDEN INSANITY
This orb holds a grip on your enemy’s sanity, forcing him to act in uncharacteristic ways.
Implement - Orb
Rarity: Uncommon
POWER
Power (Daily): As a reaction, when you successfully deal psychic damage to a creature with a psionic power, you force that target to make a basic melee attack against an adjacent creature of your choice as a free action.

 

PSIONIC ORB
This simple quartz gemstone resonates with ancient psionic power.
Implement - Orb
Rarity: Common
PROPERTY
This implement has no additional properties.

 

Gadgets

The implement of inventors and machinists, gadgets are complex pieces of technology compressed into something that could be reasonably carried. Most gadgets have clips, cables, or tubes that are intended to be attached to other devices, allowing them to take advantage of the capabilities of the gadget, while others have small built-in printers or screens to display information for the user. Due to the nature of Technology, these devices often have extraneous functions, sometimes even superfluous details, to concentrate more "tech" into them, which can - at times - make them more reliable to function in areas hostile to Technology.

Table

There will be a table of these here eventually.

Gadget Descriptions

Descriptions of implements of the gadget type.

 

TECHNOLOGICAL GADGET
A simple widget, with a multitude of small functions that can enhance the function of other devices.
Implement - Gadget
Rarity: Common
PROPERTY
This implement has no additional properties.

 

Icons

The implement of priests and paladins, icons are literally the symbols of Saints and Lucavi, often embossed or painted onto metal or wood. In addition to icons representing specific Divine entities, icons can also be made that represent pantheons, or even simply the concept of the Divine itself - these "generic" icons can often be used by any petitioner, regardless of their religious affiliation. While many people throughout Trinity carry symbols of their patron Saint or Lucavi, icons are specially prepared and imbued with Divine power, granting their wielder enhanced command over existence.

Table

There will be a table of these here eventually.

Icon Descriptions

Descriptions of implements of the icon type.

 

DIVINE ICON
A pendant of silver embossed with the symbol of a starburst, the commonly-accepted symbolic representation of the Divine.
Implement - Icon
Rarity: Common
PROPERTY
This implement has no additional properties.

 

Spreads

The implement of voidchildren, spreads - also sometimes called a "tarot" - are collections of cards imprinted with symbology pertinent to various nihilist philosophies. Often used in folk divinations, spreads are imbued with a sliver of Void power, and their usage can foretell the future or divine an individual's fate; in the hands of a trained nihilist, however, they can be used to further empower nihils.

Table

There will be a table of these here eventually.

Spread Descriptions

Descriptions of implements of the spread type.

 

VOID SPREAD
A set of lacquered cards, embossed with various symbols common to nihilist ideology.
Implement - Spread
Rarity: Common
PROPERTY
This implement has no additional properties.

 

Totems

The implement of shamans and druids, totems usually take on the form of carved wood or woven wicker, sometimes in the shape of an animal or representation of a force of Nature.

Table

There will be a table of these here eventually.

Totem Descriptions

Descriptions of implements of the totem type.

 

NATURAL TOTEM
A small carved piece of wood, shaped to resemble a tree.
Implement - Totem
Rarity: Common
PROPERTY
This implement has no additional properties.

 

Pendulums

The implement of epochents and harriers, pendulums are timepieces imbued with motes of temporal energy. Not all are necessarily pendulums - some are watches, sundials, or hourglasses - but all are commonly referred to as pendulums.

Regardless of their form, all pendulums have at least one moving part, which moves without warning and sporadically: pendulums sway by themselves; the hands of a watch move erratically; the sands in an hourglass shift, sometimes even moving against gravity.

Table

There will be a table of these here eventually.

Pendulum Descriptions

Descriptions of implements of the record type.

 

PENDULUM OF ALACRITY
The mote of time contained within this pendulum can be rapidly bestowed upon an ally, allowing them to act with alacrity.
Implement - Pendulum
Rarity: Common
POWERS
Power (Daily): As a reaction, when you successfully make a temporal attack against a creature. Choose an ally within 30 feet. That ally takes his next turn as soon as your turn ends; move his place in the initiative order to directly after your own.

 

TEMPORAL PENDULUM
A simple iron weight on a length of iron chain, which twitches and sways even when there is no wind or motion to move it.
Implement - Pendulum
Rarity: Common
PROPERTY
This implement has no additional properties.

 

Records

The implement of akashics and learners, records are often spherical blue gems into which memories have been imbued; however, they can take many other forms, such as stones etched with ancient writing, small discs that project images, or music records that play music.

Regardless of their form, records - in this sense of the term - are often made with a specific memory, which imprints into the wielder's mind and empowers their abilities in some fashion. It may be the memory of a tough-won victory, the grief over the loss of a loved one, or surprise in the final moment before death: records carry whatever memory is necessary to successfully imbue the memetic powers within into the wielder, with the more powerful the implement, the more powerful the memories.

Table

There will be a table of these here eventually.

Record Descriptions

Descriptions of implements of the record type.

 

JAMISON'S WORKSHOP KEY
An orichalcum key, more symbolic than utilitarian, the size of a small tree branch. Set in the handle inside nigh-unbreakable crystal is a faded portrait of a gnomish family, singed and warped as though it had been in a terrible fire. The key pulses with energy, the last relic crafted by an aging sage...
Implement - Record
Rarity: Mythic
PROPERTY
You gain an enhancement bonus to saving throws against effects produced by Dragons equal to double your attunement bonus.
You lose all vulnerabilities to damage, and cannot gain vulnerability to any damage type.
You gain immunity to fire.
Any ability you use is empowered in respect to Dragons.
You gain innate libra against Dragons. (A creature with libra knows the current hit points, weaknesses and resistances, and Force alignment of any creature they look at within 60 feet.)
Special: This implement's daily power is only usable after this item has been attuned for a week.
POWERS
Power (At-Will): As a standard action, you can attempt to control a Dragon. Make a memetic attack against a Dragon you can see within 60 feet, resolved against Will; if you hit, you control the creature until the start of your next turn; if you miss, you are dazed until the start of your next turn.
Power (Encounter): As a reaction, when you are subject to an effect that deals energy damage caused by a Dragon, gain immunity to that energy type until the end of the encounter.
Power (Encounter): As a reaction, when you hit a Dragon with an effect that deals energy damage, you can grant that effect penetrating. (A penetrating effect ignores any effect that would reduce its damage.)
Power (Daily): As a standard action, you teleport to Jamison's Workshop, a memetic space woven into the world memory. This power only functions when near the physical space into which this memetic space is woven. You can return from the workshop as a free action; you return to the space where you used this power.

 

MEMETIC RECORD
A plain stone, sanded down to be smooth to the touch, that glows gently with a blue diffuse light.
Implement - Record
Rarity: Common
PROPERTY
This implement has no additional properties.

 

RECORD OF AMBUSH TRIUMPHANT
A glowing blue stone containing the memory of a successful ambush.
Implement - Record
Rarity: Common
POWERS
Power (Encounter): As a reaction, when you successfully make a memetic attack against a creature, that creature grants combat advantage to you and all allies until the start of your next turn.

 

RECORD OF MEMORY RECLAIMED
A glowing blue stone containing the memory of an old man recalling the events of his youth.
Implement - Orb
Rarity: Uncommon
POWERS
Power (Encounter): As a free action, when you use a meme, it immediately recharges.