Items and Item Properties (Fit, Bulk, etc.)

All items vary by culture, circumstance, and availability. An item is considered Quality Crafted if it has had a measure of additional capability added to it – Durable, Fitted, Resilience, Pulverizing, etc. beyond what the materials and size alone normally give it. It is also generally more difficult to destroy. Crafter’s Mark: The use of an item made by a famous and recognized crafter (or their guild/trade/school) may also be the equivalent of a Prestige Marker. Keep in mind, all % values herein are a suggested _Baseline_ only.

All item statistics are generic. Without turning the system references into a massive inventory of items with minute differences, the related item listings attempt to average out the most common representations. Individual Settings and Game Masters may override, replace, or exclude as needed. Both mundane and mystic items can be modified by a multitude of Technologies.


D20 Item Property Mechanics

This content is part of the i20™ Variant for the d20 System™.

Armament: Basic Weapon/Item Properties

Making Armaments: Fine>: DC 17 / Individual Armament properties DC = +2 for each armament property individually.

  • Ease: 200% > +1 Attack
  • Impact: 200% > +1 Damage overall
  • Durable: 150% > +1 Resilience
  • Heft: 150% > +1 Initiative

Fine: All 4 armament attributes – this must be done when them item is created, if so, the cost is reduced from 7x to 5x. It is fitted to the specific specifications of the person/purpose it was made for. A “Fine” armament picked up by others gains only the Durability and Damage bonus. Adding Armament properties to existing items can only accomplish the Heft and Impact properties.

Advanced Weapon/Item Properties

  • Aggravated

    Base = damage per round on a simple success; add 1 for each RS above simple (+2 on Full Result/+3 on a Critical). It often is accompanied by the Carnage effect.

  • Armor Piercing: It gains +1 vs. Medium Armor and +2 vs. Heavy Armor; The item must be designed to do this.
  • Barrier: [#uses] Resistance (-50%) vs. [Damage Type(s)]; General Cost Guidelines (per use)
    • Light Armor: 20%
    • Medium Armor: 10%
    • Heavy Armor: 5%
  • Bulky
  • Degradation

    The item has its maximum + average damage or Armor Class reduced by 1; General Cost Guidelines:

    • Light Armor: 10%
    • Medium Armor: 5%
    • Heavy Armor: 2%
  • Carnage

    Base = The penalty to Death Saves if a wound with Carnage drops the character below 0 HP, the penalty to checks for healing it, and the reduction of any effects that heal HP on it. It often is accompanied by the Aggravated effect.

  • Durable

    +1 Resilience per measure usable by anyone using it; General Cost Guidelines (per measure):

    • Light Armor: 35%
    • Medium Armor: 25%
    • Heavy Armor: 15%
    • Weapons Armament: 150%
  • Fit Properties
    • Adapted Grip: -1 Attack and Damage penalties, and Disadvantage on saving throws w/o proper physiology.
    • Flexible:
    • Form Fit: Tailored for maximum flexibility with reduced weight for general species and size type/class. The item has the amount of Dexterity bonus that can be applied increased by 1, to a minimum of 1.
      • Light Armor: 30%
      • Medium Armor: 20%
      • Heavy Armor: 10%
      • Weapons Armament: 150%
    • Match Fit: Tailored for maximum coverage for the individual (advantages only for that target individual) it was made for; +1 Resilience.
      • Light Armor: 30%
      • Medium Armor: 20%
      • Heavy Armor: 10%
      • Weapons Armament: 150%
    • Non-Fitting: Disadvantage on Initiative, 1 Exhaustion until removed.

    General Cost Guidelines for Custom Fit, Match Fit:

    • Light Armor: 20%
    • Medium Armor: 10%
    • Heavy Armor: 5%
  • Reinforced

    The armor reduces damage done per hit [by (typically) 1 of any physical type], up to a number of times equal to its AC bonus (ex: studded leather has 1/2). Some armors can be crafted to add extra measures, but are costly and rare. General Cost Guidelines:

    • Light Armor: 20%
    • Medium Armor: 10%
    • Heavy Armor: 5%
  • Soft

Incarna X Item Property Mechanics


Item Labels/Terms

ABLATIVE: Reduces particle beam weapon and heat damage.

AGGRAVATED: [AP] The item is designed to cause continued bleeding.

ARMOR PIERCING: [AP] The item is capable of negating the impact of armor. It is designed to go through armor.

BARRIER: The item provides some resistance against certain types of damage.

BULKY: [BL] These material heavy items cannot be made with Fit Properties or Quality Crafted because its the size and material providing all the impact.

CARNAGE: [CN] The item creates horrible, egregious wounds that are harder to heal and even more difficult to survive.

DEGRADATION:

DURABLE: [DU] The item is Quality Crafted in a superior fashion or using superior materials, resulting in additional Resilience.

FIT Properties:

  • Adapted Grip: [AG (Adapted Grip)] The item, while working in its normal form, has had its grip adapted for a specific creature type or handicap. Those not possessing a grip that matches the adaptation suffer penalties involving using the item.
  • Custom: [FC; CF (Custom Fitted)] The item is Quality Crafted, custom made from scratch for a particular wearer or wielder to improve the Resilience.
  • Match: [FM; MF (Match Fitted)] The item has been close shaped to the form of the wielder/wearer (usually by species and relative size) and has its flexibility increased and/or Encumbrance reduced.
  • Non: The item is simply not designed by its basic shape and size to work with the wielder/wearer. This increases Encumbrance and/or Exhaustion.
    • Re-Sizing: If an item merely needs to be resized to fit a smaller wielder/wearer, it will generally cost about 50% of the base item cost.

RESILIENCE: [RE] A rating indicating how items/equipment and [some] effects can be used/interposed to reduce damage. Each use of Resilience reduces the Result Shift of a hit by 1. Inherent Resilience: All items of substantial any size have Inherent Resilience, aside from any it was crafted with. Only characters with proficiency and/or familiarity with the item can leverage this last use. When an items last Resilience is used, it is rendered Useless (no longer functions to provide protection, and becomes Non Fitted if kept, and cannot be repaired).

PENETRATING: [PE] The item negates 1 level of Resilience employed against its affects.

PULVERIZING: [PU] Does double normal damage to objects; if an item is used to interpose, the object will strip one additional level of Resilience in its impact, in addition to the normal one.

REINFORCED: The item reduces damage slightly each time it is struck or harmed. Construction is such that the general Encumbrance is not effected.