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game_systems:settings:alvion:the_world [2024/09/29 00:04] – [Travel] elfinlocksgame_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:combat:status_conditions#fatigued|Fatigued]] until you rest for a number of days equal to the concurrent days of travel you have endured, to a maximum of 7 (meaning that, even if you were to travel for 30 days in a fatigued state, you'd only have to rest a week to feel better). 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:combat:status_conditions#fatigued|Fatigued]] until you rest for a number of days equal to the concurrent days of travel you have endured, to a maximum of 7 (meaning that, even if you were to travel for 30 days in a fatigued state, you'd only have to rest a week to feel better).
  
-If the character is already fatigued from the road, they become [[game_systems:combat:status_conditions#exhausted|Exhausted]] the next time they fail a save.+If the character is already fatigued from the road, they become [[game_systems:combat:status_conditions#exhausted|Exhausted]] the next time they fail a save. An exhausted character who fails a save will collapse from the stress, sleeping for the next 1d6 hours unless shaken awake. They remain exhausted after this brief respite until they get some true recovery time.
  
 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's Tier. 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's Tier.
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 ---- ----
  
-==== Unique Crafting Materials ====+==== Unique Items ====
  
 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:settings:alvion:flora:silme_tree|Silmë fruit]], or shards of bone from Ornril. Examples of items of this nature include starmetals, certain magic components like [[game_systems:settings:alvion:flora:silme_tree|Silmë fruit]], or shards of bone from Ornril.
 +
 +  * [[~:Goboline]]
 +  * [[~: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, rather than Supernatural or Spell-like, which further bolsters their potency. Although these materials are considered Crafting goods, and most useful when made into armor or weapons, they may be used for magical crafting as well - they confer all applicable benefits when built into a magical item, such as a ring.
 +
 +  * [[~:Orichalcum]] 
 +  * [[~:Gorgonite]]
 +  * [[~:Palladium]]
 +