Equipment in Flagstone | World Anvil

Equipment

Equipment

Equipment plays a vital role in the life of an adventurer. From the Weapons and Armor that they were into battle to the tools and accessories that they rely on to complete complex tasks, ill-equipped adventurers don't have long life expectancies. Flagstone's equipment system strives to be as robust and flexible as the rest of its systems, ensuring there is a perfect match for every kind of character regardless of their playstyle.


Below is a brief overview of what the different types of equipment are, along with a quick guide to the common attributes of equipment. More detailed coverage of each Attribute(s) and its role can be found by checking the links for each attribute. The calculations involved for creating items and determining their attributes will be listed in the article on crafting.


 

Equipment is broken up into five main categories:



  • Weapons - Weapons are objects intended to inflict damage on a Target(s).

  • Armor - Armor protects its wearer from incoming damage when equipped.

  • Accessories - Accessories provide a wide range auxillary benefits to the wearer.

  • Tools - Tools aid adventures by enabling them to perform new tasks or making those tasks easier.

  • Consumables - Consumables are limited use items such as potions, scrolls, poisons, bandages and other goods that are consumed or disposed of after they are used.


 

Item Ratings Brief


All non-consumable objects in Flagstone have some basic properties:



  • Rank: This value is determined at the time the item is crafted.

  • Base Value: This rating determines base value. Final price is Base Value x Rank.

  • Hardness:Indicates how hard a material is and is determined by materials and crafting processes.

  • Workability:Indicates how easy a material is to craft and is determined by the materials used. The crafter adds +1 for each 2 points of workability to their crafting or repair CR.

  • Capacity:Capacity is a determining factor in determining how many mana powered augments that the item can handle.

  • Conductance:Indicates how easily mana moves through a, material is and is determined by materials and crafting processes

  • Durability:Calculated as ((Rank * Hardness) + Bonuses)


Item Upgrades


Most items, including weapons and armor, will receive a number of bonuses as part of their composition. However, it is also possible to furthere upgrade them using gems and runes and other forms of enhancement, both temporary and permanent. Limitations to enchancements a few basic rules:



  • Enhancements are permanent, Augments are not. Runes and Gems are Enhancements, enchants, imbues, an other similar effects are augments.

  • Each will have a rank.

  • The total ranks of enhancements and augments it is possible to hold simultaneously is determined by the objects total capacity.

  • The total number of enhancements and augments it is possible to activate simultaneously is determined by the conductance.

  • Enchantments and Imbued effects will fade within 24 hours of the object running out of mana and will need to be reenchanted or imbued.


In addition to these values, items may have augments or enhancements that influence how they interact with the world. A character's equipment is more than loot; it's an extension of themselves, a constant companion that joins and supports them in every fight. Flagstone's crafting system allows for a character's equipment to be a reflection of who they are.


Magic Item Attunement


Wielders must attune themselves to their items in order to wield them most effectively. Because of the nuances and powers involved, attuning to an object for the first time can be very challenging. Attuning may be tried as often as the player likes, but costs 1 dream seed equal to the items rank per attempt. Attuning does not apply to items which are consumed by their use. If a wielder attempts to use a weapon that they have not attuned, they must make a successful CR check each time to activate the item or receive its enhanced benefits. If a player upgrades an item, they are able to make their first attunement check for the item for free, doubling their Loadout Rank bonus.


For weapons and armor, attuning is a two edged sword. Attuning to a weapon gives +2 Efficiency bonus to actions involving that particular piece of equipment, but confers a -2 Efficiency penalty using any unattuned variant of the object. For example, Bob attunes to his family greatsword, gaining the +2 efficiency bonus. Months later, he finds a significantly better weapon, and decides to use it instead. Until Bob attunes to the new weapon, he will receive a -2 efficency penalty when wielding it and be unable to activate any special properties of the new weapon.



  • Attune CR: 10 + (3x Item Rank) + (1 per used Capacity on Item)

  • Wielder uses: D20 + Loadout Rank + Magical Prevention (may use Physical Prevention for non-magical items.)

  • If a wielder had previously attuned to an item, then upgraded it, their first attempt to reattune does not cost Dream Seeds, and they add double their Loadout Rank to their CR roll.



 

Weapons

Weapons in Flagstone are generally comprised of four components: Head, Grip, Guard, and an Accessory. The head and grip of a weapon modify the efficacy and efficiency of the ability, which alter its damage output and speed. Guards provide some measure of protection to the wearer or the weapon, and accessories confer some alternate benefit to the weapon.


Starting weapons are considered E ranked weapons with no special properties other than their damage types. Starting armor is rank E armor, with no other special properties other than its type and damage resistances(See Below).


Weapons may have additional keywords that modify their effect, often matched to a particular methodology, effect, or damage type. The advantages of that keyword can only be accessed by someone who has it unlocked in their chakras and integrated into their loadout.

It is possible that a weapon strike will trigger one or more secondary effects. Weapon methodologies are handled in sequence, each one rating lower than the previous. The first methodology is applied at the abilities full strength (Based on Loadout Rank or Ability Rating). Secondary methodologies are applied one rating category lower. If there is a third methodology, it is applied two categories lower. Etc. The minimum any effect can be applied is at a rank E. If an effect would be applied at a rank lower than E, it is not applied.



 

Armor Rules




  • Armor is considered as an (Object) of type (Armor)for the pupose of rules.

  • Armor Rank is added to a characters physical mitigation, which acts as an Efficiency penalty to the incoming attack, reducing the impact of the attack on the wearer by the amount indicated the total mitigation.

  • Armor may increase other forms of mitigation.

  • Armor Rank is determined by its craftsmanship or enchantments.

  • Armor Hardness is determined by the materials and craftsmanship.

  • There is no upper limit to this value, but S Rank (+6) is the highest that can be reached without special materials, enchanting, or augmentation.

  • Armor Rank indicates how much impact the armor itself can withstand before losing durability. If the incoming damage does not meet or exceed the rank of the armor, the armor is not damaged. Player damage still occurs as normal.

  • If the armors mitigation would reduce the damage below the threshold required to damage the armor, the armor takes no damage.

  • The durability of an [Object] is determined by (Hardness * Rank + Bonuses)

  • Mitigation of basic physical (untyped) damage is equal to the Armor's Rank.

  • Mitigation of damage types the armor is strong against is doubled.The Damage Types type specified in the armors description.

  • Mitigation of damage types the armor is weak against are halved, minimum E

  • Unless otherwise specified, these defense values do not apply to non-active damage types, such as poison, disease, or elemental damage.

  • Armor receives 1 point of durability damage for per Potency when hit. This is either doubled or nullified based on the armors strengths or weaknesses.

Tools

Tools are items that are used for specific purposes. Some tasks can only be completed using certain tools, and other tasks benefit by having them available. For example, you can't smith metal without a smithing hammer, but you can climb a mountain without a rope, even if it is easier with one. Different tools may add different bonuses or penalties to the same task, or may produce different outputs. Tools add +1 per rank to the CR rolls for a task, in addition to any other benefits.

Relevant Links

  Rating Things

Character Creation Process


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