Equipment
All Adventures start out with the Adventure's Kit, which supplies the bare necessities for adventuring. As you venture out into this new world your character will acquire new items and you will want to keep these items with you. The rules below can be applied to your journey to make things a little more interesting. Or you could just decide to say you have an infinite bag of holding, items have no weight, and nothing ever breaks. Ultimately, this is up to the GM however.
Item Tracking
If you so choose you can implement a way to track wieght and the amount of stuff you can store in your rucksack. You may even find rucksacks/backpacks that can carry even more priceless items.
Normal Rucksack
This rucksack has 16 slots. Once these slots are full you can not longer carry any new items, either discard and item(s) or don't take anything new.
Certain types of items take up different amounts of spaces. We don’t present a huge specific list, but you should use the following rules of thumb when making decisions. Your Game Master will clarify anything that comes up. • Items that take up 1 slot: Dagger, potion, coins, torch, rations • Items that take up 2 slots: Short sword, short bow, hatchet, rope, extra clothes • Items that take up 3 slots: Longsword and bigger, longbow, skis, tent, your Adventurer’s Kit.
Item Weight
Each item will have weight points see table below. Each point adds up to the total weight you are carrying.
Item Type | Weight Points | Description |
---|---|---|
Light | 1 | <= 5lbs. Torch, Waterskin, Dagger, Swords, etc. |
Medium | 2 | <= 10lbs. Great Sword, Great Axe, Big Rock, etc |
Heavy | 3 | > 10lbs. Medium and Heavy Armor, etc |
Weight Capacity
Your weight capacity is the amount of weight you can carry without suffer +1 DIS on all physical rolls. You See calculation below, which gives you your weight point capacity.
(PHY*2) + 12
Weight Limit
If you hit your weight Limit you can no longer carry and new items and you still suffer +1 DIS on ALL rolls. See calculation below, which gives you your weight point Limit.
((PHY + 1)*2) + 12
Item Depletion
Each item has a Depletion Rating of 6, unless otherwise noted. These points represent how sturdy the item is, and how long it will last.
Every time you use an item outside of combat, after you’ve finished using it, roll a 1p6. If the result on the d6 is a 3, reduce the Depletion by 1. If you used it in combat, roll at the end of the combat. Once Depletion hits 0, the item is used up and can no longer be used.
Depletion points cannot normally be restored (though the Blacksmith Trait allows some restoration). These are some categories of items that experience Delpetion:
- Rations
- Torch
- Waterskin
- Oil
- Flint & Steel
- Quiver
- Weapons
- Armor
- Other Light Sources
NOTE: Magic Items are immune to Depletion and have no depletion points.
Adventure's Kit
This kit contains the following magically imbued items that are immune to Depletion:
- Bedroll
- Flint & stell
- Belt pouch
- Rucksack
- Lantern
- Empty waterskin
- Oil
- Rope (50 ft)
- Torch
- Clock
Items not immune to Depletion
- Rations (Depletion 6)
Table of Contents
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How to Play
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Resources
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Optional Rules