2.3. Item and Inventory Abilities

These next three Basic Abilities all deal with your inventory and the items in your pack. The chapter on the 3.5. Wealth Box will go over Wealth in more detail, but in summary, you pack will contain generic resources called "Goods" that represent generic loot you've gathered. These Goods come in 4 categories: General Goods, Grey Goods, Obscure Goods, and Fine Goods.

The Goods allow the GM to hand out rewards without providing specifics of what you got. These Goods also take the place of any money you would have otherwise had to have.

Whenever you need a concrete item to help you, you can spend your Goods using the Item Search Ability to turn those Goods into concrete items.

You can also use the Item Sell Ability to turn Items back into Goods. The Item Trade Ability allows you to swap one category of Good for another.

At any time you can perform an Item Search to try to turn your amorphous Goods into concrete Items.

For example, if you needed a rope, you could use 1 General Good with the Item Search Ability to turn that Good into an rope. To do so, you would give up your 1 General Good, then roll your General Wealth Skill. The Score you get would determine whether you found the rope in your pack or not. As indicated in the "Improvised Items" section of the Item Search Ability, you'd need to get a Passing Score to gain a rope, otherwise you may find a frayed, weaker rope or no rope at all. The GM will set the difficulty of finding Improvised Items and will describe the results of your Item Search Tests.

Items in the Item List Appendix don't count as Improvised Items and will instead provide their own Score Ranges. Some Items from the Item List will come with weaknesses if you get a Low Score, while others will cause you to gain no Item at all.

The Item List organizes the Items into the 4 categories of Good: General Goods, Grey Goods, Obscure Goods, and Fine Goods. You will need to spend a Good that matches the category of the Item that you want.

From the Appendix:

Item Search

Time: Action Target: Your own pack
Requirements: 1 Good, access to your pack
Test: The Wealth Skill of the Item you're searching for
Effect: Gain Item

Choose an item you want from the Item List in the appendix. Spend 1 Good from the item's Wealth Category, then roll a Test using that Wealth Category's Wealth Skill.

The Item you chose will either specify a Score that you need to roll to get that item or a set of Score Ranges and item alterations for each Score Range.

Your roll for the Item also has the following Bonuses:

Improvised Items

You can improvise items not found in the Item List, but that would be reasonably found in the world. The GM will offer you a Score that you then need to reach for that item. Falling short of the Score for that item will result in not having that item or having a flawed, poor quality version of that item (like a fraying rope or a rusted sword.) Below are example improvised items for each Score Range:

  • General Wealth
    • [..6] F Tier: Raw Materials & simple items: Bell, Candle, Raw Food, Hammer, Knife, Oil, Soap, String(10 ft), Water, Writing Supplies.
    • [7..9] C Tier: Common Manufactured Items: Commoner Foods, Compass, Crowbar, Lantern, Pickaxe, Sledge, Rope(50 ft), Tongs.
    • [10..] A Tier: Standard Shields, Armor, Weapons, Better Foods.
  • Grey Wealth
    • [7..9] C Tier: Basic Traps & Hobbyist Tools/Kits: Climbing Kit, Lock-picks, Scalpel.
    • [10..] A Tier: Advanced Traps & Artisan Tools/Kits: Forger Kit, Jeweler Kit, Leatherwork Kit.
  • Obscure Wealth
    • [7..9] C Tier: Strange Ingredients & Basic Magic Tools: Dowsing Rod, Eye of Newt, Pendulum.
    • [10..] A Tier: More Rare Ingredients & Magic Tools: Crystal Ball, Dragon's scale, Void Crystals.
  • Spend Fine Wealth
    • Any of the above: Will be higher quality, made of materials like gold, or come in a greater quantity.

Item Sell

If ever you wish to sell a concrete Item (turning it back into a Good) you can do so using the Item Sell Ability.

You will need to give up the Item before rolling the Item Sell Ability. If you Fail the Test, you will not get anything in return. The item was likely too damaged or flawed to turn a real profit. For all other Score Ranges, the Good(s) you regain will be of the same type that you used to create the Item in the first place. For Items from the Item List, you will gain their matching category of Good. If you cannot determine the category of Good, the GM will choose one that they think matches best.

From the Appendix:

Item Sell

Time: Montage Target: A marketplace
Requirements: 1 Item
Test: Required Item's Wealth Skill

Required Item's Wealth Skill:

Item Trade

If ever the 4 types of Goods in your pack become unbalanced and you wish to trade one type for another, you can do so using the Item Trade Ability. This Ability requires no Test, allowing you to exchange Goods at the listed exchange rates.

From the Appendix:

Item Trade

Time: Montage Target: A marketplace
Requirements: Goods

Choose one of the following:

Next Up: 2.4. Basic Attack