Marking Possessions
Possessions are useful items the character brings with them on adventures.
• Each possession is marked on its own row. Filling too many rows increases Burden
• Especially heavy and unwieldy items have Burden Quality that increases characters Burden by rating while carried
• Burden from Possessions is Persistent. Burden cannot be reduced below this value without removing items
Character can also carry a number of tiny things, rings singular gems or small keys. Tiny things are marked into the tiny box.
Equipment
Weapons, shields, worn armor and tools character has constantly on hand are equipment. Character has equipment rows for eight items.
• Equipped items are active and usable at moments notice
• Equipped items affect Burden if they have the Burden Quality
• Only one piece of equipment can affect an Attribute at a time
Coin
Coin is collection of different currencies used across different lands and cultures. All costs and values are listed in Coin.
Tools
Tools aid characters in variety of ways. When the Adventurers approach requires tools, having them makes the attempt possible.
Supplies
Supplies are consumable items that provide bonuses to Tests, create light or provide other benefits.
Some supplies can be stacked to a set. A set takes a single row from the Possessions.
Valuables
Valuables are collection of precious items snatched from hoards and goods gained through honest trade. Candelabras, art pieces, spices and similar unnamed treasures.
Value of Valuables is measured with dice, usually 1-5D6. When item is sold character gains amount rolled times ten Coin
Selling Valuables
When selling Valuables Adventurers can choose to Test to find a right buyer. On success increase total value of Valuables by one die. Each Degree adds or subtracts the number of dice by one. Difficulty is based on the type of valuables and where it is sold.
Poisons
Poisons create an internal Vigor or Will Hazard for the victim. Difficulty of the Hazard is passive Intellect of the poisoner.
Poisons have a Duration value which details how many times the poison can affect the target.
In Conflict one Duration is resolved at the end of the victims Turn. When the victim succeeds in a Test against the poison they are unaffected until they Test again.
Treating Poisons
Poisons can be treated as an Action by making an Intellect Test against poisons Difficulty. On success poison loses one Duration.
Rare Goods
Rare goods require a Test to find. On success one piece is available. Each Degree increases available items by one. Difficulty is based on the environment and the item.