Journey: Equipment

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Check.jpg This page contains wholly-viable and relatively stable mechanics, meaning that it is appropriate for use in playtesting. This does not mean that the information here is immutable, so make sure that - if used - you are keeping up-to-date with any changes made.
 

Equipment and such.

Introduction to Equipment

The world is a dangerous place, sometimes, and it's occasionally useful to have some gear to protect yourself and fend off bandits and other hazards.

This section details this kind of equipment.

Terms

Weapons

Equipment you can use to hurt things with. Fairly straight-forward.

Armor

Equipment that you wear, that makes you harder to hit and harm.

Shields

Equipment you strap onto your arm, that you can block attacks with; if you block with a shield, it takes all the damage from the attack. You can't use both a shield and another item with the same hand.

Gloves

Equipment you wear on your hands, that you can block attacks with; if you block with gloves, however, some force from the attack may still harm you. You can use both gloves (for blocking) and another item with the same hand.

Helmets

Equipment you wear on your head.

Footwear

Equipment you wear on your feet.

Bags

Items that can store other items, and generally allow you to carry more than you would normally be able to.

Materials

Nearly everything in Journey can be crafted by PCs. The economic system is also highly dependent upon the concept of materials, and their transportation and use in item construction.

For the time being - since the city mechanics have yet to be hammered out - use the following pricing scheme for units of materials. Also note that, because this is how we do in Journey, there are no set costs for items: you have to figure out what you want, then price it out.

MATERIAL	COST/UNIT (gp)

Cloth
  Linen	1
  Wool		2
  Silk		3
  Denim	4
Hide		
  Leather	2
  Scale	4
  Shell	6
  Chitin	8
Wood
  Ash		3
  Elm		6
  Oak		9
  Walnut	12
Metal		
  Bronze	4
  Iron		8
  Steel	12
  Platinum	16
Gem		
  Crystal	20
  Diamond	40

Melee and Thrown Weapons

Weapons
 
Group Weapon 1 Type PD WT HP   Group Weapon 1 Type PD WT HP
Sword   Hammer
  Dagger Thrown +1 0 50     Mallet Thrown +0 1 60
  Shortsword Light +1 1 75     Punch Light +1 2 100
  Longsword One-Handed +2 1 100     Warhammer One-Handed +1 4 140
  Bastard Sword Two-Handed +2 2 150     Maul Two-Handed +2 6 220
Axe   Spear
  Tomahawk Thrown +1 0 40     Javelin Thrown +1 2 50
  Handaxe Light +1 1 70     Shortspear Light +2 3 75
  Battle Axe One-Handed +2 2 100     Longspear One-Handed +2 4 100
  Greataxe Two-Handed +2 4 160     Lance Two-Handed +2 5 150
Flail   Foil
  Bola Thrown +2 0 30     Dart Thrown +0 0 40
  Nunchuk Light +2 0 45     Epee Light +1 0 70
  Whip One-Handed +2 0 60     Rapier One-Handed +1 0 100
  Morning Star Two-Handed +2 4 90     Sabre Two-Handed +2 1 160
Fist 2   Pick
  Shuriken Thrown +1 0 20     Mattock Thrown +1 1 60
  Cestus Light +1 0 30     Chisel Light +1 2 100
  Claw One-Handed +2 0 40     Warpick One-Handed +2 4 140
      Pickaxe Two-Handed +2 6 220
Staff
  Boomerang Thrown +1 1 100
  Baton Light +1 1 150
  Club One-Handed +2 2 200
  Quarterstaff Two-Handed +2 4 300
 
1 This column is simply an example name for such a weapon; it is possible for this type of weapon to be called something else in other cultures, or even based upon the modifications made to the base weapon.
2 The Fist weapon group does not have a two-handed weapon.

Weapon Features

Each class of weapon may have a few quirks particular to it. Those are detailed below.

In addition to these unique qualities, each weapon has one of the following qualities: crushing, puncturing, or slicing. Some weapons instead have the versatile quality, which allows a crafter to determine which of these qualities a given weapon has (sometimes from a specific list of two of the three).

  • Sword
    • Slicing: When you deal damage to an item with this weapon, the item takes double that damage.
    • Parrying: When you attempt to Parry while using a sword, your Skill: Parry is considered one rank higher.
  • Axe
    • Slicing: When you deal damage to an item with this weapon, the item takes double that damage.
    • Heavy: When wielding an axe, its full WT applies (rather than the normal half for wielded or worn items).
    • Striking: When you deal damage while using an axe, your Skill: Proficiency is considered one rank higher.
  • Hammer
    • Crushing: When you deal damage with a hammer, it deals extra damage equal to its WT.
    • Heavy: When wielding a hammer, its full WT applies (rather than the normal half for wielded or worn items).
  • Spear
    • Puncturing: When this weapon inflicts a trauma token, it inflicts an additional trauma token.
    • Reach: When wielding a spear, you have Reach.
    • Unwieldy: When you attempt to Parry while using a spear, your Skill: Parry is considered one rank lower.
  • Flail
    • Versatile: When this weapon is crafted, choose one of the following qualities - crushing, puncturing, or slicing. The weapon gains the benefits of that quality.
      • Crushing: When you deal damage with a flail, it deals extra damage equal to its WT.
      • Puncturing: When this weapon inflicts a trauma token, it inflicts an additional trauma token.
      • Slicing: When you deal damage to an item with this weapon, the item takes double that damage.
    • Reach: When wielding a flail, you have Reach.
    • Flimsy: When you deal damage while using a flail, your Skill: Proficiency is considered one rank lower.
  • Fist
    • Versatile: When this weapon is crafted, choose one of the following qualities - crushing, puncturing, or slicing. The weapon gains the benefits of that quality.
      • Crushing: When you deal damage with a fist, it deals extra damage equal to its WT.
      • Puncturing: When this weapon inflicts a trauma token, it inflicts an additional trauma token.
      • Slicing: When you deal damage to an item with this weapon, the item takes double that damage.
    • Grip: When wielding a fist weapon, you cannot be disarmed.
  • Foil
    • Puncturing: When this weapon inflicts a trauma token, it inflicts an additional trauma token.
    • Parrying: When you attempt to Parry while using a foil, your Skill: Parry is considered one rank higher.
    • Flimsy: When you deal damage while using a foil, your Skill: Proficiency is considered one rank lower.
  • Pick
    • Puncturing: When this weapon inflicts a trauma token, it inflicts an additional trauma token.
    • Striking: When you deal damage while using a pick, your Skill: Proficiency is considered one rank higher.
    • Inaccurate: When wielding a pick, your Skill: Melee is considered one rank lower.
  • Staff
    • Crushing: When you deal damage with a staff, it deals extra damage equal to its WT.

Crafting Weapons

Making weapons, because we make all our stuff!

Base Craft TNs and Material Units

The following table indicates the base TN to construct a given weapon, based upon type and size of the weapon.

Weapons: Base Craft TNs and Material Units
 
Group Type TN Units Options   Group Type TN Units Options   Group Type TN Units Options
Sword   Hammer   Axe
  Thrown 8 1 1     Thrown 6 2 1     Thrown 7 1 1
  Light 9 2 1     Light 7 4 2     Light 8 2 1
  One-Handed 10 3 2     One-Handed 8 6 3     One-Handed 9 3 2
  Two-Handed 11 4 2     Two-Handed 9 8 4     Two-Handed 10 4 2
Spear   Flail   Foil
  Thrown 7 3 1     Thrown 7 1 1     Thrown 6 1 1
  Light 8 4 3     Light 8 2 2     Light 8 2 2
  One-Handed 9 6 4     One-Handed 9 3 3     One-Handed 9 3 3
  Two-Handed 10 8 6     Two-Handed 10 4 4     Two-Handed 10 4 4
Fist   Pick   Staff
  Thrown 5 1 1     Thrown 5 3 1     Thrown 5 1 1
  Light 6 1 1     Light 6 4 2     Light 5 2 1
  One-Handed 7 1 1     One-Handed 7 5 3     One-Handed 6 4 2
      Two-Handed 8 6 4     Two-Handed 6 6 2

Material Modifiers for Craft TNs

The type of material used in construction modifies the base Craft TN.

Weapons: Weaponcrafting TN Modifiers for Materials
 
  Weapon Type
Type Material Sword Axe Hammer Spear Flail Fist Foil Pick Staff
Hide
  Leather         -2 -4      
  Scale           -3      
  Shell           -2      
  Chitin           -1      
Wood
  Ash -5 -4 -3 -5 -3 -4 -3 -4 -4
  Elm -4 -3 -2 -4 -1 -3 -2 -2 -2
  Oak -3 -2 -1 -3 -2 -1
  Walnut -2 -1 -2 +2 -1 +1 +1 +1
Metal
  Bronze -3 -2 -3 -3 -1 -2 -4 -3 -3
  Iron -1 -1 -1 -1 -1 -2 -1 -1
  Steel +1 +1 +2 +2 +2 +1 +1 +2
  Platinum +2 +2 +3 +3 +5 +4 +4 +3 +4
Gem
  Crystal +4 +3 +2 +5 +6 +5 +5 +6 +7
  Diamond +6 +4 +3 +7 +8 +6 +6 +8 +9
Other
  Bone -5 -4 -3 -5 -4 -4 -3 -1
  Stone -2 -4 -3 -2 -4 -3 -3 -3

Weapon Effectiveness Modifiers Based on Material

Materials modify the effectiveness of a weapon, based upon the weapon type being constructed, and the material used.

Weapons: Weapon Effectiveness Modifiers Based on Material
 
Weapon Group   Hide Wood Metal Gem Other
  Leather Scale Shell Chitin Ash Elm Oak Walnut Bronze Iron Steel Platinum Crystal Diamond Bone Stone
Sword
  DMG         -2 -1     -1   +1 +1 +2 +4 -1  
  PD         -1       -1     +1 +1 +2 -2  
  WT         -1     +1 +1   +1   +2 +3 -1 +2
  HP         -15 -15   +15 -10   +25 +20 +50 +100 -20 +20
Axe
  DMG         -3 -2 -1   -2   +2 +2 +3 +6    
  PD         -2 -1     -1     +1 +1 +1 -1 -1
  WT         -1 -1   +1 +1   +2 +3 +3 +4 -1 +1
  HP         -10 -10   +5 -10   +10 +20 +60 +120 -20 +10
Hammer
  DMG         -2 -2 -1 -1       +1 +2 +4 -2 -1
  PD         -1 -1     -1           -1 -1
  WT         -1 -1 -1 -1 +1     +1 +2 +4 -1 +2
  HP         -15 -15 -10 -10 -5   +5 +10 +80 +160 -25 +25
Spear
  DMG         -1     +1 -1   +1 +2 +3 +4  
  PD         -1 -1     -1     +1 +1 +1 -2 -1
  WT         -1       -2   +1 +1 +2 +3 -2 +1
  HP         -10 -5   +5 -10   +10 +20 +50 +100 -20 +10
    Leather Scale Shell Chitin Ash Elm Oak Walnut Bronze Iron Steel Platinum Crystal Diamond Bone Stone
    Hide Wood Metal Gem Other
    Leather Scale Shell Chitin Ash Elm Oak Walnut Bronze Iron Steel Platinum Crystal Diamond Bone Stone
Flail
  DMG         -2 -1     -2 -1 +1 +1 +1 +2    
  PD         -2 -1     -1       +2 +2    
  WT         -1 -1     -1     +1 +1 +1    
  HP         -5   +5 +15 -10   +5 +15 +30 +60    
Fist
  DMG -2 -1 +1 +1 -1 -1     -2   +1 +2 +3 +4 -2 +1
  PD -1       -2 -1   +1 -1     +1 +3 +3    
  WT       +1       +1     +1 +1 +2 +2   +1
  HP -5 -5     -5 -5     -5     +5 +20 +40   +10
Foil
  DMG         -3 -2 -1   -1   +1 +1 +2 +3 -1 -2
  PD         -1   +1 +1 -1   +1 +2 +4 +6 -1 -1
  WT                       +1 +1 +2   +1
  HP         -10   +10 +10 -5   +10 +20 +60 +120 -10 +10
Pick
  DMG         -2 -1     -2   +2 +3 +5 +6  
  PD         -1     +1     +1 +1 +1 +2 -1 -1
  WT         -1 -1     -1   +1 +2 +3 +4 -1 +2
  HP         -10 -5   +5 -10   +5 +15 +80 +160 -20 +20
Staff
  DMG         -1   +1 +2   +1 +1 +2 +3 +4 -1  
  PD               +1     +1 +1 +2 +2 -1 -1
  WT         -1   +1 +2 -1 +1 +2 +3 +4 +6 -1 +2
  HP         -20   +20 +40 -10 +10 +20 +40 +100 +200 -10 +20
    Leather Scale Shell Chitin Ash Elm Oak Walnut Bronze Iron Steel Platinum Crystal Diamond Bone Stone
    Hide Wood Metal Gem Other

Armor and Shields

Armor and Shields
 
Armor   Shields
Group Armor AV DM WT HP   Group Shield BD WT HP
Light   Light
  Clothes 2 1 1 20     Buckler +1 2 60
  Outfit 3 1 1 40     Escutcheon +2 4 100
  Gear 3 2 2 60    
Medium   Medium
  Jack 4 2 4 100     Round +3 8 200
  Cuirass 4 3 6 140     Tall +4 10 300
  Coat 5 3 8 180    
Heavy   Heavy
  Mail 5 4 12 240     Kite +5 12 400
  Harness 6 4 16 300     Tower +6 16 600
  Plate 6 5 20 360    
 
AV This is the Armor Value of the armor. If you fail to interrupt an attack with Parry, Block, or Dodge, the attack must still equal or exceed this value to damage you.
DM This is the Damage Mitigation of the armor. Whenever an attack hits your AV and deals damage to you, subtract this amount from the damage; if it reduces it to 0, you take no damage.
BD The Block Defense of the shield. When you make a Skill: Block check, add the shield's BD to the result.
WT The Weight of the armor or shield. Note that properly worn or wielded items halve their effective weight (round down).
HP The Health of the armor or shield. Like all items, armor and shields degrade with use, and must be maintained or repaired.

Crafting Armor and Shields

Hope you didn't think we weren't going to cover this...

Base Craft TNs and Material Units

Armor and Shields: Base Craft TNs and Material Units
 
Armor   Shields
Group Armor TN Units Options   Group Shield TN Units Options
Light   Light
  Clothes 6 2 1     Buckler 5 2 1
  Outfit 7 3 1     Escutcheon 6 3 1
  Gear 8 4 2    
Medium   Medium
  Jack 10 6 2     Round 8 4 1
  Cuirass 11 8 3     Tall 9 6 2
  Coat 12 10 3    
Heavy   Heavy
  Mail 14 12 4     Kite 11 8 2
  Harness 15 15 4     Tower 12 10 2
  Plate 16 18 5    
 
TN The TN required to craft the item.
Units The number of units of an appropriate material used in crafting the item.
Options If any optional modifications you have chosen require additional materials, you must have this many units of the material in order to add the chosen modification to the armor or shield.

Material Modifiers for Craft TNs

Whabam!

Armor and Shields: Crafting TN Modifiers for Materials
 
  Armor Type   Shield Type
Type Material Light Medium Heavy   Light Medium Heavy
Cloth
  Linen -2            
  Wool -1            
  Silk            
  Denim +1            
Hide
  Leather +2 -3 -8   -3 -5  
  Scale +3 -1 -6   -2 -3  
  Shell +3 +1 -4   -1 -1  
  Chitin +4 +3 -2   +1  
Wood
  Ash     -6   -2 -3 -4
  Elm     -4   -1 -1 -2
  Oak     -2  
  Walnut       +1 +1 +2
Metal
  Bronze   -1 -5     -2 -3
  Iron   +1 -2     -1
  Steel   +3 +1     +2 +2
  Platinum   +5 +4     +3 +3
Gem
  Crystal     +6       +4
  Diamond     +8       +6

Armor Effectiveness Modifiers Based on Material

Armor effectiveness changes based upon the material the armor is constructed from.

Armor: Armor Effectiveness Modifiers Based on Material
 
Armor Type   Cloth Hide Wood Metal Gem
  Linen Wool Silk Denim Leather Scale Shell Chitin Ash Elm Oak Walnut Bronze Iron Steel Platinum Crystal Diamond
Light
  AV -1         +1   +1                    
  DM       +1     +1 +1                    
  WT       +1       +2                    
  HP     +10 +10 +20 +10                        
Medium
  AV               +1         -1     +1    
  DM             +1 +1           +1 +1      
  WT           -1 +1 +2             +1 +1    
  HP                         -30   +30      
Heavy
  AV           -1   +1 -2 -2 -2 -2 -1     +2 +2 +3
  DM         -1   +2 +1 -2 -2 -2 -2     +1   +2 +3
  WT         -1 -2 +3 +2 +1 +1 +1 +1     +1 +1 +4 +6
  HP           -40     -80 -80 -80 -80 -60   +40   +40 +80
    Linen Wool Silk Denim Leather Scale Shell Chitin Ash Elm Oak Walnut Bronze Iron Steel Platinum Crystal Diamond
    Cloth Hide Wood Metal Gem

Bags

The general term used to describe items that are designed to carry other items is a "bag." Bags are important, as they allow you to carry a lot more than you normally would be able to. Their downside is that, if you want an item in a bag, you have to retrieve it.

Also, things such as sheathes are considered bags.

Terms

Bag Size

A bag's size is measured in Weight (since Weight is both a measure of actual mass and general bulkiness).

Handy Slot

All bags are built in a way as to make some items inside more accessible than others - even if this is as basic as the item at the top in a simple sack. Items stored in these Handy Slots are retrieved faster than others.

Bag Types

Pack

A bag that can be worn on the back or is otherwise designed for easy carrying.

Satchel

A bag that is simply designed for holding items, not for easy transport.

Sheath

A bag that is designed to house a single weapon for easy accessibility.

Pocket

A small bag attached to something else, such as another bag or armor.

Chest

A bag that can be more readily sealed, usually with a lock.
Bags
Bag Type Materials Min Bag Size Max Bag Size Handy Slots WT Units to Craft
Pack Cloth, Hide 4 Any Size / 4 Size / 4 1 + Size / 2
Satchel Cloth, Hide 2 Any Size / 8 Size / 2 1 + Size / 4
Sheath Hide, Wood, Metal, Gem, Bone 1 Any Size Size / 2 1 + Size / 2
Pocket Cloth, Hide 1 4 Size / 8 Size / 6 1 + Size / 4
Chest Wood, Metal, Gem, Bone, Stone 2 Any Size / 4 Size / 2 1 + Size
 
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