D20 Mechanic: Implements

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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 gizmo
Divine symbol
Void tarot
Nature idol
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.

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 play back images, or music records that play music in some devices.

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 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
Force: Blue
Special: To use this item, you must be blood related to Jamison Blackberry.
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.
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.)
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.