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Any items suggested or required by the classes and abilities you have are considered to always be on your person and don't take up inventory slots. Provisions, Supplies, and Mojo are held separately from inventory slots.
Treasure | Valuable item, can be sold or kept as a trophy. Exact value is determined randomly at the time of sale, not when first picked up. |
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Keystone | Specific to a single class. Can be used to level up in that class, temporarily access a new ability from that class, or accumulate research towards unlocking that class. |
Capital | Specific to a single establishment. Can be used to create +1 construction progress towards that establishment type. |
Adventuring Gear | Three basic universal items good for almost every adventurer: lights, rope, and survival gear. Other useful items and tools can also fall under this category. |
Dosh | Money. Can fit up to 5 Dosh in one inventory slot. |
Referees that wish to give each treasure a more specific touch can pick or roll a random type from the below chart for inspiration.
# | Value |
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1-3 | 1 |
4-6 | 2 |
7-8 | 3 |
9-10 | 4 |
11 | 5 |
12 | 6 |
1 | 2 | 3 | |
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1 | Academic manuscript | Ancient artifact | Animal pelt |
2 | Antique book | Antique coins | Antique weapon |
3 | Arcane diagram | Artisanal playing cards | Badge of authority |
4 | Bag of gem dust | Bag of salt | Banned writings |
5 | Bar of precious metal | Belt/bandolier | Body piercing jewelry |
6 | Bolt of fine cloth | Bottle of aged wine | Bracelets |
7 | Burial mask/goods | Bust | Cameo brooch |
8 | Celebrity autograph | Ceremonial tool | Chemical reagent |
9 | Chess set | Clerical vestments | Cloak/cape |
10 | Collectible junk | Crest (family/company/etc) | Crown/coronet |
11 | Cut and polished gem | Dice set | Doll/stuffed animal |
12 | Drinking vessel | Embroidered handkerchief | Engraving plates |
4 | 5 | 6 | |
1 | Enigmatic object | Ewer/jug | Exotic jam/preserves |
2 | Exotic meat | Exotic spice | Eyeglasses/monocle |
3 | Fancy box | Fancy cheese | Fancy hat |
4 | Fine cookware | Fine soap | Fine vase |
5 | Fireworks | Foreign currency | Fur/leather garment |
6 | Gears/mechanisms | Gourmet candies | Gourmet coffee |
7 | Hair ornament | Hairbrush/comb | Historical figure's remains |
8 | Historical object | Holy relic | Horn/fang/claw |
9 | Hourglass/clock | Incense | Landscape painting |
10 | Lighter/firestarter | Live small creature | Locket/pendant |
11 | Lovely seashell | Luxurious bedding | Luxurious clothing |
12 | Magnifying glass | Marionette/dummy | Masterwork tool |
7 | 8 | 9 | |
1 | Medal of accomplishment | Medical supply | Mild narcotics |
2 | Mounted animal head | Music box | Mutated specimen |
3 | Mysterious liquid | Naughty undergarments | Necklace |
4 | Nerd junk | Official stamp/signet | Original poem |
5 | Ornamental fan | Ornate mask | Percussive instrument |
6 | Perfume | Personal electronics | Porcelain pot |
7 | Portrait painting | Powerful magnet | Precious mirror |
8 | Precious ring | Prize produce | Promissary note |
9 | Prosthetic | Purse/wallet | Puzzle object |
10 | Quality wig | Rare pornography | Rare wood |
11 | Raw ivory | Religious idol | Religious painting |
12 | Ritual knife | Rug | Sack of coinage |
10 | 11 | 12 | |
1 | Saddle/bridle | Scale model | Scented candles |
2 | Scented oils | Scroll/map case | Secret recipe |
3 | Semi-legal drugs | Set of paints | Sex toy |
4 | Shoes | Single armor piece | Slightly damaged currency |
5 | Small mosaic | Smoking pipe | Special occasion clothing |
6 | Specimen collection | Specimen in jar | Spool of metal wire |
7 | Spyglass/binoculars | Statuette | Stone/clay tablet |
8 | Strange costume | Strange map | Stringed instrument |
9 | Sturdy shackles | Tapestry | Tea pot/set |
10 | Trophy/award | Uncut gems | Unusual gem |
11 | Unusual potted plant | Watch (pocket/wrist) | Wheeled toy |
12 | Wind instrument | Wind-up clockwork toy | Writing set |
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, Mojo Catcher, or Tool Box.
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 Tool Box 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. | - |