Difference between revisions of "Equipment and Itemization"

From Risenholm
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The items and equipment coming out of Forging Seeds are generated with random positive and negative properties and can tailored to your character using crafting orbs and experience points. Each scar-touched item will have Power, Disruption, and Capacity listed at the top of the description.
 
The items and equipment coming out of Forging Seeds are generated with random positive and negative properties and can tailored to your character using crafting orbs and experience points. Each scar-touched item will have Power, Disruption, and Capacity listed at the top of the description.
  
[[File:Item_Description_Example.png |thumb|Test]]
+
[[File:Item_Description_Example.png |thumb|An example scar-touched item...]]
  
 
=== '''Power, Disruption and Capacity''' ===
 
=== '''Power, Disruption and Capacity''' ===

Revision as of 18:41, 20 December 2020

Weapons

In general:

  • Weapon damage has been normalized across proficiency levels.
  • Weapon size does not factor into any combat features.
  • Weapons all possess 20/x2 critical range and multiplier.
  • Weapon Proficiency: Exotic, Weapon Focus, and Weapon Specialization feats have been removed.


These changes were made to encourage weapons that fit an aesthetic instead of mechanical superiority and allows a character to use different weapon types without sacrificing combat effectiveness.

Simple Melee
Name Damage Critical Range Critical Multiplier Damage Type Size Other
Dagger 1d4 20 x2 Piercing Tiny Finesse
Kama 1d4 20 x2 Slashing Small Finesse
Mace 1d4 20 x2 Bludgeoning Small Finesse
Sickle 1d4 20 x2 Slashing Small Finesse
Club 1d6 20 x2 Bludgeoning Medium
Quarterstaff 1d8 20 x2 Bludgeoning Large Finesse
Spear 1d8 20 x2 Piercing Large
Simple Ranged
Name Damage Critical Range Critical Multiplier Damage Type Size Other
Dart 1d4 20 x2 Piercing Tiny
Sling 1d4 20 x2 Bludgeoning Small
Light Crossbow 2d8 20 x2 Piercing Small
Shortbow 1d6 20 x2 Piercing Medium
Martial Melee
Name Damage Critical Range Critical Multiplier Damage Type Size Other
Kukri 1d6 20 x2 Slashing Tiny Finesse
Handaxe 1d6 20 x2 Slashing Small Finesse
Shortsword 1d6 20 x2 Piercing Small Finesse
Light Hammer 1d6 20 x2 Bludgeoning Small Finesse
Whip 1d8 20 x2 Slashing Small Finesse, Cannot be used in Off-Hand
Battleaxe 1d8 20 x2 Slashing Medium
Light Flail 1d8 20 x2 Bludgeoning Medium
Longsword 1d8 20 x2 Slashing Medium Finesse
Rapier 1d8 20 x2 Piercing Medium Finesse
Scimitar 1d8 20 x2 Slashing Medium Finesse
Warhammer 1d8 20 x2 Bludgeoning Medium
Morningstar 1d8 20 x2 Bludgeoning/Piercing Medium
Bastard Sword 1d8 20 x2 Slashing Medium
Katana 1d8 20 x2 Slashing Medium Finesse
Dwarven Waraxe 1d8 20 x2 Slashing Medium
Heavy Mace 1d8 20 x2 Bludgeoning Medium
Greataxe 2d6 20 x2 Slashing Large
Greatsword 2d6 20 x2 Slashing Large
Halberd 2d6 20 x2 Slashing/Piercing Large
Heavy Flail 2d6 20 x2 Bludgeoning Large
Trident 2d6 20 x2 Piercing Large
Dire Mace 1d8 20 x2 Bludgeoning Large Dual-wield
Martial Ranged
Name Damage Critical Range Critical Multiplier Damage Type Size Other
Shuriken 1d6 20 x2 Piercing Tiny
Throwing Axe 1d6 20 x2 Slashing Small
Heavy Crossbow 2d10 20 x2 Piercing Medium
Longbow 1d8 20 x2 Piercing Large

Armor

In general:

  • Arcane spell failure from armor does not exist.
  • The combination of Base Armor AC + Dexterity Modifier Bonus cannot exceed 10.
  • Shields all grant +2 AC and weigh 6.0 lbs, regardless of type. The types exist for cosmetic categorisation only.


Light Armor
Name Base AC Max Dex Modifier Armor Check Penalty Arcane Spell Failure Weight
None 0 10 0 0% 1.0 lbs
Padded Armor 1 +9 -1 0% 5.0 lbs
Leather Armor 2 +8 -2 0% 5.0 lbs
Studded Leather Armor 3 +7 -3 0% 10.0 lbs
Medium Armor
Name Base AC Max Dex Modifier Armor Check Penalty Arcane Spell Failure Weight
Chain Shirt 4 +6 -4 0% 15.0 lbs
Chainmail Coat 5 +5 -5 0% 30.0 lbs
Breastplate 6 +5 -6 0% 40.0 lbs
Heavy Armor
Name Base AC Max Dex Modifier Armor Check Penalty Arcane Spell Failure Weight
Splintmail Coat 7 +3 -7 0% 45.0 lbs
Half Plate 8 +2 -8 0% 50.0 lbs
Full Plate 9 +1 -9 0% 55.0 lbs
Shields
Name Base AC Armor Check Penalty Arcane Spell Failure Weight
Buckler 2 0 0% 6.0 lbs
Large Shield 2 0 0% 6.0 lbs
Tower Shield 2 0 0% 6.0 lbs


Scar-touched Items

The items and equipment coming out of Forging Seeds are generated with random positive and negative properties and can tailored to your character using crafting orbs and experience points. Each scar-touched item will have Power, Disruption, and Capacity listed at the top of the description.

An example scar-touched item...

Power, Disruption and Capacity

Power defines the base Capacity the item has available to hold item properties, costs are noted in tables below. The Power value also influences an item's core bonus (such as Enhancement Bonus for weapons, and AC for armor). Power also affects the number of item slots as noted in the Slots section.

When an item reaches 40 Power, the character receives a general +1 AB as a 'Capstone Bonus' while that item is equipped, so long as its Core Bonus is different from any other capstoned items equipped (Therefore a maximum of +6, as there are six categories of Core Bonus - EB, Armor AC, Shield AC, Deflection AC, Natural AC, and Dodge AC).

Disruption decreases the Capacity the item has to hold positive properties, therefore the total Capacity is [Power - Disruption]. Disruption also fills slots the item has with negative properties, as noted in the Slots section.

Disruption can never exceed two thirds of an item's Power (rounded down).

Slots

An item has a number of slots for properties. An item with no Power has one slot, and gains another slot for having any Power at all, plus one slot for every 10 Power - therefore seed-generated items have [2 + Power/10] slots.

Disruption fills item slots with negative properties. Having any Disruption at all fills one slot, and every 10 Disruption fills another slot with a negative property. These properties are drawn at random from the Negative Properties table, with more powerful negatives available the higher the Disruption as noted on the table.

Core Bonuses

Each item has a Core Bonus which is a function of the item's Power. For weapons this is Enhancement Bonus, or Attack Bonus if the weapon is incapable of having EB (such as bows). For all other items this is whatever the type of AC associated with that item type is.

For every 10 Power an item possesses, it gains +1 to its Core Bonus, e.g. 10 Power is +1, and 40 Power is +4.

Core Bonuses do not take up any slots on an item - they are independent and inherent to the item.

Orbs

Orbs are crafted from scrap and ichor or found in loot containers. They are used to modify properties on scar-touched items.

Type Scrap Ichor Effect
Orb of Infusion 10 2 Red, 1 Green Increase an item's Power by 1. Consumes an amount of XP equal to the cube of the item's current Power, e.g. an item with 30 Power requires 27000 XP to raise to 31. Cannot increase Power beyond 40. There is a 50% chance the item will gain a point of Disruption as well.
Orb of Stability 10 2 Blue, 1 Green Decrease an item's Disruption by 1. Consumes an amount of XP equal to the cube of [40 - Disruption], e.g. an item with 15 Disruption requires 15625 XP to reduce to 14. If this reduces the item's Disruption enough that a slot is no longer filled with a negative property, one of these is chosen at random - prioritising the highest Disruption bracket property the item has.
Orb of Abrogation 10 3 Red Remove a specific positive item property.
Orb of Potential 10 1 Red, 1 Blue, 1 Green Rolls a positive property within the available free Capacity on an item.
Orb of Transference 10 1 Red, 2 Blue Transfers properties and power between items.

Selection Logic

When an item is generated, its negative properties are first placed, as according to its Disruption and the negative properties table.

The Power Prerequisite of a property is the minimum at which that property can appear; a 20+ Power item may have properties with a 1+ Power minimum, but an item below 20 Power cannot have any defined as requiring 20+ base Power.

When properties are selected, the highest rank of that property is purchased (providing it can be afforded) until half the item's Capacity is expended; beyond which the purchased rank is random. This is to provide 'tentpole' bonuses to always make items feel valuable for their Tier, and prevent the system selecting a massive number of very weak bonuses inside a high Capacity item.

Some properties may be selected multiple times, as noted in the property tables. Properties with subtypes (skills, specific saves, etc) may only select each subtype once (no repeats of bonuses to the same skills or saves, but multiple different skills and saves may be selected).

Charges

Spells generated on items require a number of charges equal to their spell level to cast.

The maximum charges on an item vary depending on the spells generated on the item; each spell gives an increase to maximum charges equivalent to its level multiplied by 3. This can be further increased if the item has rolled the 'Increased Charges' property, which can only appear on items that already have spells. For example, an item which is generated with a level 3 spell has 9 charges; an item which is generated with both a level 3 spell and level 2 spell has 15 charges.

Charges on items can be restored while in the rest/wellpower state, using the 'Recharge' power attached to the item, at a cost of 1 ichor per charge. The colors of ichor used depend on the type(s) of spell(s) the item has generated - red for harmful, green for healing, blue for others. In the case of an item with multiple spells, the highest level spell determines the ichor type. If there are multiple spells of the highest spell level, the first spell according to alphabetical order is used.

Unique Properties

Some properties, such as +Maneuvers and +Metamagic, only use the highest value of that property equipped across all items, and will not stack.