Normal Items
Armor
Armor helps Characters resist Harm.
When a Player makes a Save, they can add the value of the armor their Character has to their Roll, if the type of armor matches the type of Harm.
Physical armor is the most obvious in that it resists physical Harm, and typically consists of items like clothing made of thick hide, padded clothing, chainmail, full plate armor, etc.
Mental armor are items that resist mental Harm, and are things like protective glasses, specially designed helmets, special protective wizard's robes, etc.
Spiritual armor are items that resist spiritual Harm, and are things like protective jewelry, fashionable clothing, special priest's robes, etc.
There's no reason a character can't wear more than one type of armor at the same time as long as they have gear slots available for it.
There are four levels of Armor:
- Trivial Armor - Takes up no gear slots, and gives +1 to Saves to resist Harm of a matching Type.
- Simple Armor - Takes up one gear slot, and gives +2 to Saves to resist Harm of a matching Type.
- Serious Armor - Takes up three gear slots, and gives +3 to Saves to resist Harm of a matching Type.
- Heroic Armor - Takes up five gear slots, and gives +4 to Saves to resist Harm of a matching Type.
Most armor only resists one type of Harm, however more rare and/or magical armor might be able to resist more than one Type of Harm. Such as a Paladin who's wearing holy fully plate, which is serious Physical armor and simple Spiritual armor in one. When an armor resists more than one Type of Harm, whichever level is the highest denotes how many gear slots that armor takes up.
Examples:
- Thick hide armor - Trivial Physical Armor, which would give +1 to Saves vs. Physical Harm.
- Chainmail - Simple Physical Armor, which would give +2 to Saves vs. Physical Harm.
- Full Plate - Serious Physical Armor, which would give +3 to Saves vs. Physical Harm.
- Dragonscale Armor - Heroic Physical Armor, which would give +4 to Saves vs. Physical Harm.
- Spectacular Wizard Robes - Serious Mental Armor
- Extremely fashionable clothes - Simple Spiritual Armor
Weapons
Gear
- Adventuring Gear 5 Uses, 20 coins, 1 slot
- Adventuring gear is a collection of useful mundane items such as chalk, poles, spikes, ropes, etc. When you rummage through your adventuring gear for some useful mundane item, you find what you need and mark off a Use.
- Bandages 3 Uses, Slow, 5 coins, 0 slot
- When you have a few minutes to bandage someone else's wounds, heal them of one level of Harm and expend a use.
- Poultices and Herbs 2 Uses, Slow, 10 coins, 1 slot
- When you carefully treat someone's wounds with poultices and herbs, heal them of two levels of Harm and expend a use.
- Healing Potion 50 coins, 0 slot
- When you drink an entire healing potion, heal yourself of one Harm entirely.
- Keg of Stout 10 coins, 4 Weight
- When you open a keg of stout and let everyone drink freely, take +1 to any social Roll.
- Bag of Books 5 Uses, 10 coins, 2 slots
- When your bag of books contains just the right book for the situation, consult the book, mark off a use, and take +1 to your Roll.
- Dungeon Rations Ration, 5 Uses, 3 coins, 1 slot
- Not tasty, but not bad either.
- Personal Feast Ration, 1 Use, 10 coins, 1 slot
- Ostentatious to say the least.
- Hardtack, Ration, 7 Uses, 3 coins, 1 slot
....list normal items...
A Fortunate Blade
The magical item your Character carries gives them one additional starting Talent to pick (or be foolish and randomly roll to select) from the list below.
Doesn’t have to be a blade specifically, it can be any object you can think of. But it does need to be in your character’s possession, be given a name, and used as it was intended to be used for its Talent to apply. If the Talent you choose is in regards to a specific type of person, creature, or item, define that now as well.
- Your Character gains two ranks in the Attribute of your choice.
- When fighting a specific enemy, your Character’s Rolls are Lucky. Choose the enemy now and write it down.
- When fighting a specific enemy, your Fortunate Blade does two levels higher of Effect when used. Choose the enemy now and write it down.
- When fighting a specific size of enemy, your Character’s Rolls are Lucky. Choose the size of the enemy now and write it down.
- Gain the Starting Talent from a Trade of your choice.
- Your Fortunate Blade glows when near a type of person, creature, or item of your choosing. Write down what makes your Blade glow now.
- Once per Encounter you can re-roll a Roll of your choice for free.
- Your Fortunate Blade always returns to you somehow over time.
- Instead of Physical Harm, your Fortunate Blade does either Mental or Spiritual Harm. Describe how that works and what it looks like.
- Pick a Simple Spell, your Fortunate Blade can cast it once per Encounter.
- Pick a Simple Spell, your Fortunate Blade can cast it automatically once per Quest.
- Pick a Serious Spell, your Fortunate Blade can cast it once per Quest.
- Pick a Heroic Spell, your Fortunate Blade can cast it once, and once only.
- Your Fortunate Blade grants you a Familiar.
- When your Character causes Harm using their Fortunate Blade, it’s not obvious to anyone that they caused it.
- Your Fortunate Blade always does one level higher of Effect when used.
- Your Fortunate Blade gives you a +2 to Physical, Mental, or Spiritual Saves. Pick which one now.
- Your Fortunate Blade gives you three more Fortune to spend as you wish, and you'll spend these first when you do.
- Your Fortunate Blade can talk, and is full of knowledge and wisdom. You can ask it one question per Encounter and it will answer to the best of it's ability.
- Your Fortunate Blade lets you pass any Save without having to Roll or spend any Fortune once per Quest.
When your Character Levels Up, you can choose to take another Talent for your Fortunate Blade instead of one from a Trade if you have defeated a prominent foe while using the item. It then gains a new or additional name, and a new additional Special Ability.