The number of slots per avatar is limited by the gods. Long ago a group of the gods decided that it was unfair for an avatar to carry too many items. They then petitioned the rest of the gods to limit what can be worn. Most of the gods agreed and made it so that if an avatar exceed several worn gears, they will have consequences that were enforced by the gods. The consequences came in the form of pain which caused the loss of health at irregular intervals. Many of the gods liked this because they did not want mortals to have overwhelming power like the gods.
In a similar way items of a higher tier cannot be worn if the character is less than the tier level of the item. Again, consequences come in the form of pain which causes the loss of health at irregular intervals.
Irregular intervals and loss are defined by rolling two d4 dice. The higher number rolled is the number of minutes for the interval and the other die is the number of hit points lost. This continues until the avatar’s death.
The same thing happens when too many items are worn… If an avatar is carrying the maximum limit when they level up, they will need to quickly reduce the number of items carried.
Tier 1 avatars may carry up to 19 magical items in total. (Twenty minus tier level) This can be strapped, tied, or worn items. This is intended to be restrictive. An avatar is not only restricted by how much weight they can carry but how many items they can carry.
Some items can add slots to the total. A belt has four additional item slots but only the belt itself counts. A belt can hold a pouch, sheath, key ring, or anything else that can easily be tied on to the belt, but only four. A backpack has three additional item slots but only the backpack counts. Normally this would be a bedroll and two weapon slots. A sheath has one additional slot that is designed to have a weapon stored in it. Other items may have slots stated in the item information.
Some items may cover more than one slot. Armor sometimes covers two slots and may cover many slots. As an example, a suite of armor may cover feet, arms, legs, head, and chest. It is up to the player to determine what is covered but remember to be logical and try not to use more than one item in a slot.
Of the magical items openly worn, only up to 10 may be activated (attuned) per avatar. It takes at least a full minute to attune an item. This can be any type of gear but does not include held items. Weapons and other held items are attuned automatically when held. All weapons that are used are attuned. Otherwise, they cannot be used as a weapon. Tools are also attuned when held.
Items in containers do not count because they are in a container, only the container itself counts. Benefits or abilities of items are not usable when in extradimensional storage. When in extradimensional storage an item is automatically unattuned. Benefits from other containers depend on the information given about the container.
Each avatar may have item slots that are unique to its kind. Only one item should be worn in a slot with exceptions: The head has one slot, but you can have a crown, glasses and earrings that do not conflict. You may not have an eye monocle and glasses as those would be two items for a single part of the body. In the same way if an avatar does not have a tail, then they do not have a tail slot.
The number of slots per avatar are less as the character goes up in tier levels. This is because they can have multiple avatars in their mental gestalt forming a single personality. Maximum avatar slots per tier:
Tier 1 = 19
Tier 2 = 18
Tier 3 = 17
Tier 4 = 16
Tier 5 = 15
Suggested slots: (others can be used when desired.)
- Headwear Slot: This slot encompasses helmets, hats, crowns, and other headgear that offer protection, bonuses, or unique abilities.
- Neck Slot: Necklaces, amulets, and other jewelry that provide magical enhancements, resistances, or special effects fall into this slot.
- Shoulder Slot: Mantles, capes, or shoulder guards that may offer protection or special attributes to the character.
- Chest Slot: Armor, robes, or clothing that covers the chest area and provides defensive bonuses.
- Back Slot: Backpacks, quivers, and cloaks that are worn on the character’s back for additional storage or benefits.
- Arm Slot (Left and Right): Bracelets, gauntlets, and other arm-worn items that can enhance attacks, defense, or magic.
- Hand Slot (Left and Right): Weapons held in hands, shields, or other hand accessories that influence combat abilities.
- Waist Slot: Belts and utility belts that can hold extra items, offer protection, or provide special abilities.
- Leg Slot (Left and Right): Greaves, leggings, or boots that provide protection and may grant movement-related bonuses.
- Foot Slot (Left and Right): Boots or shoes that affect movement, agility, and other mobility factors.
- Ring Slot (Left and Right): Rings that confer magical effects, resistances, or enhancements to specific skills.
- Earring Slot (Left and Right): Earrings or ear adornments that provide magical or sensory benefits.
- Eye Slot: Goggles, monocles, or eye patches that grant special vision, detection, or perception abilities.
- Mouth Slot: Masks, mouthguards, or items worn on the face that provide protection or unique powers.
- Other slots:
- Antennae: Appendages on the head of insects and some other arthropods used for sensory perception.
- Tentacles: Long, flexible structures often found in certain mollusks, like octopuses and squids.
- Claws: Sharp, curved appendages found on the limbs of many animals, often used for grasping or defense.
- Horns: Bony or keratinous protrusions found on the heads of various animals, often used for defense or displays.
- Tails: Extending from the posterior end of an animal, tails serve various purposes including balance and communication.
- Scales: Overlapping, rigid structures covering the bodies of reptiles, fish, and certain mammals.
- Fins: Found on fish and some aquatic mammals, fins aid in swimming and stability.
- Feathers: Characteristic of birds, feathers provide insulation, aid in flight, and serve for displays.
- Wings: Limb-like structures modified for flying, seen in birds, bats, and some insects.
- Fangs: Long, pointed teeth used for injecting venom or tearing flesh.
Noted compound items:
- Torso: Contains the chest, abdomen, pelvis, and back. This is normally only designated as chest. It is up to the player to maintain consistency.
- Body: Contains the arms, chest, abdomen, pelvis, back, legs and feet. This is normally only designated as chest. It is up to the player to maintain consistency.
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