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Each item takes up one inventory slot, and every adventurer has exactly ten inventory slots. Up to five inventory slots can be filled before the adventurer starts to be encumbered.
New characters start with 5 Supply and their choice of one of the following pre-filled resource pack items: Ammo Bag, Commissary Kit, Component Pack, Fuel Can, or Mojo Catcher.
Adventuring Gear | Useful items for survival and problem-solving. |
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Loot | Supply and other valuable items. |
Resource Packs | Depletable items that can be used instead of spending Supply. |
Item | Uses | Price | |
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Light | plus-circleIlluminating: Having a Light in your inventory illuminates everything around you without any extra actions or hassle required. Every space within 5 meters becomes well-lit, and every space out to 10 meters has its light level increased by 1 step (darkness becomes dim light, dim light becomes well-lit). plus-circleDroppable: If you don't want your light to come with you, you can put it down and it will light up the area around wherever you left it. minus-circleQuenchable: Lights will burn out on their own when a dungeon exploration die comes up 5-6. Water or other excess moisture will quench a light automatically. You can also choose to quench a light on purpose as an action if you want. You can relight a burnt-out Light item by spending 1 Supply or one use of a Fuel Can item. | 1 | |
Rope | plus-circleStrong Line: 10 meters of strong, durable rope. If you have multiple Rope items, they combine to make a longer rope if you want. You can do pretty much anything with a rope that you'd expect rope to be able to do. Anybody can slide down a rope or be pulled up by one, but climbing up one under your own power requires the Acrobat class. Walking across a tightrope stretched horizontally requires the Perfect Balance ability from the Acrobat class. plus-circleTensile Strength: A rope can hold up to 5 Bulk at once (equivalent to five human-size creatures or one horse-sized creature), but any more and it will probably break. You can use multiple ropes to hoist heavier things, though. Ropes can be cut or destroyed as an action. plus-circleGrappling Hook: You can attach the end of a rope to anything within throwing range (0-10 meters) that conceivably has something for the rope to catch onto as an action. | 1 | |
Survival Gear | plus-circleClimate-Ready: So long as Survival Gear is in your inventory, you no longer accumulate Misery points from days spent outdoors in more extreme climates (too hot, too cold, too wet, too dry, etc). You've got appropriate clothing for the situation. plus-circleBedroll: So long as Survival Gear is in your inventory, you have no trouble getting a good night's sleep in basically any circumstances and thus avoid accumulating Misery points from that either. | 1 |
Some inventory items can be sold for Supply. Selling an item requires a trigger die check to find a buyer; on a 7+ the sale happens without a hitch but on a 1-6 you can't find anybody interested in what you've got. Sales can be attempted a maximum of once per session per item, and can only happen in areas of civilization. The Merchant class allows for selling items without the hassle of finding a buyer.
Item | Uses | Price | |
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Debt | minus-circleSpecial: Debt is created via the Debtor ability from the Merchant class. It cannot be discarded, but can be transferred to another (willing) ally if desired. minus-circleDropping Debt: The only way to normally get rid of a Debt item and free up the inventory slot it is currently occupying is to pay it off by spending 5 Supply. | - | |
Keystone | plus-circleClass-Specific: Keystones are tools, knowledge or other paraphernalia specific to a single class, e.g. an Archer keystone might be a fine bowstring, a set of archery braces, a quiver of masterwork arrows, a light crossbow, or similar. Every keystone must have an associated class. plus-circleLevel Up: Keystones can be consumed to level up along with XP points equal to your current level, e.g. if you're level 6 then you need 6 XP and a keystone to level up to 7. If you don't have a keystone, you can't level up no matter how many XPs you have. Leveling up adds the keystone's class to your abilities known (or if you already have the class, you can pick an advanced ability from that class). plus-circleTemporary Boost: Keystones can be consumed to temporarily learn the keystone's class (or if you already know it, learn a advanced ability from that class of your choice). These abilities last until the end of the session or next game milestone, upon which point they disappear. A temporary boost is not a level up and your combat statistics (Melee, Projectile, Area) are unaffected by one. plus-circleResearch: If the keystone is from a class that has not yet been unlocked for general use in your campaign world (and thus you cannot use it to level up or for a temporary boost), it can be consumed to help research that class for eventual unlocking. Performing research requires extended downtime for experimentation and grants a die roll for a breakthrough. Every keystone used for research makes future breakthroughs more and more likely. plus-circleSalable: If you don't want to do anything else with a keystone and you're tired of it taking up space in your inventory, you can sell it for 1 Supply. Doing so requires finding a buyer (rolling a 7+) as normal for selling loot. | - | |
Novelty | plus-circleInteresting Tidbit: A novelty is something unusual, interesting or luxurious. It can be consumed to gain greater insights in the form of +1 XP to its consumer. Consuming a novelty requires extended downtime to take it all in properly. | - | |
Supply | plus-circleStock: You can store up to 5 Supply in a single inventory slot. 1 Supply occupies the same amount of space as 5, so if you have 6 Supply your stock occupies two of your inventory slots. | - | |
Treasure | plus-circleValuable: Treasures can be sold for 3 Supply or potentially used to solve other problems along the way. plus-circleQuick Pawn: Treasures can be unloaded easily. If you fail your roll to find a buyer for a treasure, you can still choose to sell it anyway for 1 Supply instead of 3 (useful for getting a little extra cash in a hurry or clearing up inventory slots). doubledMerchant: The Merchant class allows for selling treasures at full price every time, no questions asked. | - | |
caret-right | Rare Treasure | plus-circleSuper Valuable: Rare treasures are even more valuable than ordinary treasures and can be sold for 10 Supply instead of 3 (or quickly unloaded for 3 Supply instead of 1 if you can't find a buyer). | - |
# | Treasure | Examples |
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1 | Currency | Sack of coin, briefcase of bills |
2 | Precious Material | Silver bars, ivory, copper wire |
3 | Trade goods (consumable) | Salt, spices, coffee |
4 | Gems | Emerald, sapphire, ruby |
5 | Art objects | Statuette, cameo, painting |
6 | Vanity | Fine wig, jewelry, precious hairbrush |
7 | Clothing | Silk robe, elegant gown, fop costume |
8 | Mechanisms | Gears, springs, circuitry |
9 | Animal | Furs, horns, shells, trophies |
10 | Foodstuffs | Fine wines, cheeses, dried meats |
11 | Entertainment | Music box, chess set, sporting goods, clock |
12 | Ceremonial | Mask, ritual knife, incense |
Item | Uses | Price | |
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Ammo Bag | A collection of ammunition. | 3 | |
plus-circleSupply Substitute: Ammo Bags have three uses. When you would spend Supply as part of any weapon attack, you can mark off one use of an Ammo Bag instead. plus-circleRefillable: Buying a new Ammo Bag costs 3 Supply. Refilling an Ammo Bag (allowing it to be used 3 times again) costs only 1 Supply. You may only buy or refill an Ammo Bag when in a civilized area. doubledWeapon List: The following classes' weapons can consume ammunition: - Archer - Artillerist - Caltropper - Gunslinger - Grenadier - Shotgunner - Thrower |
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Commissary Kit | A collection of trail rations, supplements and medicines. | 3 | |
plus-circleSupply Substitute: Commissary Kits have three uses. When you would spend Supply to feed yourself or repair a point of lost Flesh you can mark off one use of a Commissary Kit instead. plus-circleRefillable: Buying a new Commissary Kit costs 3 Supply. Refilling a Commissary Kit (allowing it to be used 3 times again) costs only 1 Supply. You may only buy or refill a Commissary Kit when in a civilized area. doubledOther Expenses: Commissary Kits can be used to pay some or all Supply costs from the following classes: - Adamant - Chef - Healer - Powerhouse - Steadfast - Swarm |
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Component Pack | A collection of spare parts and special materials used for technical tasks. | 3 | |
plus-circleSupply Substitute: Component Packs have three uses. When you would spend Supply to repair a vehicle or synthetic creature, you can mark off one use of a Component Pack instead. plus-circleRefillable: Buying a new Component Pack costs 3 Supply. Refilling a Component Pack (allowing it to be used 3 times again) costs only 1 Supply. You may only buy or refill a Component Pack when in a civilized area. doubledOther Expenses: Component Packs can be used to pay some or all Supply costs from the following classes: - Acrobat - Astronaut - Aviator - Chronomancer - Helsing - Mariner - Mechanic - Outfitter - Sailor - Shieldbearer - Spectre - Starbuck - Tank - Undead |
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Fuel Can | A collection of oil, batteries or similar energy sources. | 3 | |
plus-circleSupply Substitute: Fuel Cans have three uses. When you would spend Supply to fuel a vehicle, maintain a light source or feed a synthetic creature you can mark off one use of a Fuel Can instead. plus-circleRefillable: Buying a new Fuel Can costs 3 Supply. Refilling a Fuel Can (allowing it to be used 3 times again) costs only 1 Supply. You may only buy or refill a Fuel Can when in a civilized area. doubledVehicle List: - Astronaut - Aviator - Driver - Sailor doubledOther Expenses: Fuel Cans can be used to pay some or all Supply costs from the following classes: - Fleshgrinder |
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Mojo Catcher | A lucky charm, magical talisman, or focusing mantra. | 3 | |
plus-circleSupply Substitute: Mojo Catchers have three uses. When you would spend Supply to learn a new language or as part of using certain abilities based on intelligence, luck, or charm you can mark off one use of a Mojo Catcher instead. plus-circleRefillable: Buying a new Mojo Catcher costs 3 Supply. Refilling a Mojo Catcher (allowing it to be used 3 times again) costs only 1 Supply. You may only buy or refill a Mojo Catcher when in a civilized area. doubledUse List: Mojo Catchers can be used to pay some or all Supply costs from the following classes: - Charlatan - Elusive - Fool - Investigator - Luckster - Luminary - Negotiator - Scholar - Seducer - Shadow - Striker - Survivor - Thief - Trickster - Vigilant |