D20 Mechanic: Consumables

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Consumables are items that are consumed upon their use. While they have a variety of effects, they are usually short-lasting.

Most consumables require the expenditure of a healing surge to function. You do not have to attune to consumables to use them.

Materia and Desynthesis

Consumables never have materia sockets, nor can they be desynthesized into materia.

Economics of Consumables

Consumable Costs
  Value
  kp gp dp
Common --- 500 ---
Uncommon --- (1000) 1
Rare --- --- 2
Mythic --- --- 4
Artifact --- --- (8)
(X) Can only be sold in the listed economy as though it had X value.

Consumables are Force items, but require very little in terms of reagents and effort, and as such there exist a wide variety of consumables in the gold economy. However, there do exist recipes for consumables of considerably more power, and these items can only be had in the mox economy.

Common consumables can be purchased for the price of 50 gp, and can be purchased through the gold economy, and have no place in the mox economy.

Uncommon consumables cannot be purchased in the gold economy, but can be sold in it as though they had a price of 100 gp. Uncommon consumables cost 1 dp in the mox economy.

Rare consumables cannot be traded in the gold economy whatsoever. Rare consumables have extremely powerful effects. Rare consumables cost 2 dp in the mox economy.

Mythic consumables cannot be traded in the gold economy whatsoever. Mythic accessories are extreme expressions of power, often being unique one-of-a-kind items imbued with strange and unusual powers. Mythic consumables cost 4 dp in the mox economy.

Artifact consumables cannot be purchased in any economy whatsoever; they can be sold in the mox economy as though they had a value of 8 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. Mortals are incapable of intentionally creating artifacts.

Potions

The following is the list of potions.

Table

Eventually a table.

Potion Descriptions

Descriptions of potion consumables.

 

DRAUGHT OF DETERMINATION
Your will to fight grows stronger after imbibing this thick brown liquid.
Consumable - Potion
Rarity: Varies
POWERS
Power (Consumable): As a swift action, you can drink this potion and spend a healing surge; you do not gain hit points. Within the next 5 minutes, you can use an immediate interrupt action when you would be hit by an attack to gain a Determination defense of 25 against a single attack; this effect replaces your normal Determination defense for that attack.
POWERS
Power (Consumable): As a swift action, you can drink this potion and spend a healing surge; you do not gain hit points. Within the next 5 minutes, you can use an immediate interrupt action when you would be hit by an attack to gain a Determination defense of 35 against a single attack; this effect replaces your normal Determination defense for that attack.
POWERS
Power (Consumable): As a swift action, you can drink this potion and spend a healing surge; you do not gain hit points. Within the next 5 minutes, you can use an immediate interrupt action when you would be hit by an attack to gain a Determination defense of 45 against a single attack; this effect replaces your normal Determination defense for that attack.

 

DRAUGHT OF FORTITUDE
Your body grows tougher after imbibing this viscous fuchsia liquid.
Consumable - Potion
Rarity: Varies
POWERS
Power (Consumable): As a swift action, you can drink this potion and spend a healing surge; you do not gain hit points. Within the next 5 minutes, you can use an immediate interrupt action when you would be hit by an attack to gain a Fortitude defense of 25 against a single attack; this effect replaces your normal Fortitude defense for that attack.
POWERS
Power (Consumable): As a swift action, you can drink this potion and spend a healing surge; you do not gain hit points. Within the next 5 minutes, you can use an immediate interrupt action when you would be hit by an attack to gain a Fortitude defense of 35 against a single attack; this effect replaces your normal Fortitude defense for that attack.
POWERS
Power (Consumable): As a swift action, you can drink this potion and spend a healing surge; you do not gain hit points. Within the next 5 minutes, you can use an immediate interrupt action when you would be hit by an attack to gain a Fortitude defense of 45 against a single attack; this effect replaces your normal Fortitude defense for that attack.

 

ETHER, MAJOR
A strong tea brewed with flakes of mox, this potent drink invigorate the drinker's ability to wield the Forces.
Consumable - Potion
Rarity: Rare
POWERS
Power (Consumable): As a swift action, you can drink this potion and spend a healing surge. Instead of the hit points you would normally gain, your Force abilities are restored. Consult the table below to determine its effects.
 
Major Ether: Effects by Force
Magic You regain 20 MP.
Psionics You regain 10 PP.
Tech Four of your malfunctioned devices of your choice is no longer malfunctioning.
Divine You gain two blessings of the second-highest grade of prayer you can access, and one blessing of the highest grade of prayer you can access (if you can only access minor prayers, you gain minor blessings).
Void Reduce your void debt by 8.
Nature You can reduce stress against suites by 16; distribute this value as you see fit among your suites.
Time You gain 10 quanta.
Chaos You can draw up to four whims.
Blue You recharge your memes as though you had rolled a 6 on your recharge die.
 

 

ETHER, MINOR
A strong tea brewed with flakes of mox, this potent drink invigorate the drinker's ability to wield the Forces.
Consumable - Potion
Rarity: Common
POWERS
Power (Consumable): As a swift action, you can drink this potion and spend a healing surge. Instead of the hit points you would normally gain, your Force abilities are restored. Consult the table below to determine its effects.
 
Minor Ether: Effects by Force
Magic You regain 5 MP.
Psionics You regain 3 PP.
Tech One of your malfunctioned devices of your choice is no longer malfunctioning.
Divine You gain a blessing of the second-highest grade of prayer you can access (if you can only access minor prayers, you gain minor blessings).
Void Reduce your void debt by 2.
Nature You can reduce stress against suites by 4; distribute this value as you see fit among your suites.
Time You gain 2 quanta.
Chaos You can draw a whim.
Blue You recharge your memes as though you had rolled a 4 on your recharge die.
 

 

ETHER, MODERATE
A strong tea brewed with flakes of mox, this potent drink invigorate the drinker's ability to wield the Forces.
Consumable - Potion
Rarity: Uncommon
POWERS
Power (Consumable): As a swift action, you can drink this potion and spend a healing surge. Instead of the hit points you would normally gain, your Force abilities are restored. Consult the table below to determine its effects.
 
Moderate Ether: Effects by Force
Magic You regain 10 MP.
Psionics You regain 5 PP.
Tech Two of your malfunctioned devices of your choice is no longer malfunctioning.
Divine You gain two blessings of the second-highest grade of prayer you can access (if you can only access minor prayers, you gain minor blessings).
Void Reduce your void debt by 4.
Nature You can reduce stress against suites by 8; distribute this value as you see fit among your suites.
Time You gain 5 quanta.
Chaos You can draw up to two whims.
Blue You recharge your memes as though you had rolled a 5 on your recharge die.
 

 

GOLD NEEDLE
Made of pure gold, this needle returns petrified flesh to its natural state with but a touch.
Consumable - Potion
Rarity: Uncommon
POWERS
Power (Consumable): As a standard action, you can apply this item to a creature with the petrified or gradual petrify statuses. The target can spend a healing surge to remove those statuses; if the target has no healing surges remaining, he or she can instead take damage equal to his or her healing surge value to remove the statuses.

 

PHOENIX DOWN
A feather taken from a phoenix, it has the ability to restore life to the dead.
Consumable - Potion
Rarity: Uncommon
POWERS
Power (Consumable): As a standard action, you can apply this item to a creature with the dead status. The creature loses a healing surge and is returned to life with potency 2 hit points. If the creature has no healing surges remaining, they are instead returned to life with 1 hit point.

 

POTION OF HEALING
This simple potion draws on the body’s natural healing ability to cure your wounds.
Consumable - Potion
Rarity: Common
POWERS
Power (Consumable): As a swift action, you can drink this potion and spend a healing surge. Instead of the hit points you would normally gain, you regain 10 hit points.

 

POTION OF RECOVERY
This mighty potion uses your own stamina to restore your hit points and to help you shrug off harm.
Consumable - Potion
Rarity: Rare
POWERS
Power (Consumable): As a swift action, you can drink this potion and spend a healing surge. Instead of the hit points you would normally gain, you regain 50 hit points, and are cured of all status ailments.

 

POTION OF VITALITY
This potent curative heals wounds and can even fix other ailments.
Consumable - Potion
Rarity: Uncommon
POWERS
Power (Consumable): As a swift action, you can drink this potion and spend a healing surge. Instead of the hit points you would normally gain, you regain 25 hit points, and are cured of one status ailment of your choice.

 


Reagents

The following is the list of reagents.

Table

Eventually a table.

Reagent Descriptions

Descriptions of reagent consumables.

 

FLAME ROSE
Your ability to manipulate fire is augmented by this beautiful crimson rose.
Consumable - Reagent
Rarity: Uncommon
PROPERTY
Expend this reagent when you use an ability with the [fire] keyword.
Each target of the ability gains ongoing potency 2 fire damage (save ends).

 


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