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| game_systems:settings:alvion:the_world [2024/09/29 00:03] – elfinlocks | game_systems:settings:alvion:the_world [2025/05/09 04:55] (current) – [Unique Items] elfinlocks | ||
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| You may walk further by rolling a Fortitude save (DC 10 + Days Traveled) on the morning of each concurrent day, before setting out. If you fail this save, you are [[game_systems: | You may walk further by rolling a Fortitude save (DC 10 + Days Traveled) on the morning of each concurrent day, before setting out. If you fail this save, you are [[game_systems: | ||
| - | If the character is already fatigued from the road, they become [[game_systems: | + | If the character is already fatigued from the road, they become [[game_systems: |
| Spells and restorative magicks will relieve road fatigue, but not cure it. A spell which cures fatigue or exhaustion allows you to ignore the status for a number of hours equal to the spell' | Spells and restorative magicks will relieve road fatigue, but not cure it. A spell which cures fatigue or exhaustion allows you to ignore the status for a number of hours equal to the spell' | ||
| - | ==== Unique | + | Additionally, |
| + | |||
| + | * **The Semoto Ridge:** 2x | ||
| + | * **The Sunken Wood:** 2x | ||
| + | * **The White Wastes:** 1.5x | ||
| + | * **The Blight:** 1.5x | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ==== Unique | ||
| Certain items can only be made from certain materials, which in turn must be found in the world or traded for. Materials of this nature may be hard to come by, so finding a source of them is a valuable resource indeed (and in turn, so would be the ability to transport such material). | Certain items can only be made from certain materials, which in turn must be found in the world or traded for. Materials of this nature may be hard to come by, so finding a source of them is a valuable resource indeed (and in turn, so would be the ability to transport such material). | ||
| Examples of items of this nature include starmetals, certain magic components like [[game_systems: | Examples of items of this nature include starmetals, certain magic components like [[game_systems: | ||
| + | |||
| + | * [[~: | ||
| + | * [[~:Moon Tear]] | ||
| + | * [[~:Sun Stone]] | ||
| + | * [[~:Drugs]] | ||
| + | * [[~:Chim]] | ||
| + | |||
| + | **Metals:** | ||
| + | |||
| + | Making gear out of these special metals requires a minimum of 75% of the cost in the metal itself, and the rest in Advanced Parts rounding down to the nearest 10. Meaning, if a Craft requires 72TU in Materials, 54+TU is composed of the metal, 20 from two Advanced Parts, and the remaining 2 from Common Parts. | ||
| + | |||
| + | In exchange for their rarity and difficulty in creation, each of these metals confers powerful effects, especially when Masterworked. The effects are likewise Extraordinary, | ||
| + | |||
| + | * [[~: | ||
| + | * [[~: | ||
| + | * [[~: | ||
| + | |||
