2.3. Inventory Box

"No adventurer worth their salt would ever leave home without an enchanted pack of some kind. Our packs boast more storage and quicker retrieval than any of our competitors."

- Betty Guilding

Magically enchanted backpacks are ubiquitous in the world of Kleptonomica. Packs often contains magic lashes for quick weapon storage and retrieval. Enchanted pouches can also help to store and retrieve items in the heat of the moment. The packs also allow for miraculous amounts of storage, making encumbrance a thing of the past.

When you come to possess new Items, you add them to the Inventory Box, along with any useful notes about them, like value, uses remaining, and what effects the item has.

Managing items could get tedious if you were to loot every room. To help with this, your character also has a more abstract store of loot. This is represented in two parts: Wealth Skills and Good. Both the Wealth Skills and the Goods are divided across four Wealth Categories that allow you to improvise and actualize items long after you have looted a room. Your Wealth Skill and Goods can also be found in the Inventory Box.

P1 InventoryBox.png

Wealth

Your Wealth is an abstract representation of both your Wealth Skills, in each a Wealth Category, and your current Goods in each Wealth Category. Below is an example view of the Wealth table from #Alice's Character Sheet:

!Alice - WealthGrid.png

Wealth Categories

There are four Wealth Categories that each represent different areas of the economy. Each Player Character will have their own balance of these categories that will change what Items they can find in the world and barter for in cities.

General Wealth
Grey Wealth
Obscure Wealth
Fine Wealth

Wealth Skills

Your four Wealth Skills are Modifiers representing how skilled you are in noticing, appraising, recovering, and trading Items in a given Wealth Category.

All Wealth Skills start at 1. Your Wealth Skills are improved as you Level Up and gain Perks. Each improvement makes it easier to get better Items. Your Fine Wealth Skill may also increase upon gaining important social connections or reaching a level of particular influence in the community.

Goods

The bubbles below each Wealth Skill are used to document your current Goods of that given type. These Goods abstractly represent the overall loot you have gathered on your journey. You have four Goods values: one for each Wealth Category.

You will most often gain Goods from the Investigate Ability and the GM as a reward for exploring and succeeding in combat.

All Goods start at 0 and have a max of 10. Once you have hit the maximum, your magic pack will be unable to carry any more. At that point you will want to use it or trade it for a different type.

Using Wealth

The most common way you will use your Wealth Skills and Goods are when using the Inventory Search Ability.

To use the Inventory Search Ability, you will first choose an Item from the Item List that you hope to gain explicitly in your inventory. The Item you chose will list a Wealth Category associated with it. You will need to spend 1 Good of that Wealth Category, then roll your Wealth Skill for that same Wealth Category to determine your Item Search Score. The Score you get will determine if you gain the Item as well as what quality the Item is when you do gain it.

If ever an Item lists more than one Wealth Category, you can choose which Wealth Category to pull from, but the Wealth Skill that you roll must match the Good spent.

Improvised Items

At times, you will want to search for generic items that are not found in the Item List, like a bar of soap or a candlestick. For these items, the GM will determine how common the item is and what Wealth Category the item may fit into. You will then roll the Inventory Search Ability as normal using the Wealth Category chosen. If you Fail to get a Score that matches the rarity of the item, you may not get the item or get a flawed version of the item, like a fraying rope or a nearly-spent candle. To help with identifying the Wealth Category and Score needed for improvised items, the Inventory Search Ability lists some examples for the different Wealth Categories and Score Ranges.

Below is the Inventory Search Ability as found in the Basic Ability List appendix:

[Time:: Action] [Target:: Your own pack]
[Requirements:: 1 Good, access to your pack]
[Test:: The Wealth Skill of the Item being searched 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 as a Modifier.

The Item you chose will either specify a Score that you need to roll to get that item or a set of Score Ranges along with perks or flaws that come along with each Score Range.

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.
Bartering

If ever you find your Goods getting out-of-balance with one another, you can always find a marketplace and perform the Inventory Barter Ability to re-balance your pack or sell old items you don't need anymore:

Item Tradde

[Time:: 10 min] [Target:: A marketplace]
[Requirements:: Goods]

Choose one of the following:

Items

Most of the items you will need to use throughout the game can be found in the following appendices:

Item Grades

Many Items in the Item List appendix list a set of Scores that will determine what Item Grade you get from the Inventory Search Ability. The Item Grade represents the quality and condition of the item.

Score Ranges and their Item Grades:

Note that higher Item Grades are harder to get, but any item that has a Score of an 'A' or higher can be sold back into points when you wish to get rid of it.

GM Note: Giving out Magic Items

As you occasionally give out items, be sure to include Items of a lower Score. Flawed Grade Items, like the lowest tier of the Wand of Teleportation can add a lot of flavor and to the story and force players to think more before using their Items.

There are also items on the Special Items that are only given out by the GM and cannot be rolled for. These are divided into two levels:

Selling Items

Item Grade also comes into play when trying to sell an item using the Inventory Sell Ability:

Item Sell

[Time:: 10 min] [Target:: A marketplace]
[Requirements:: 1 Item]
[Test:: Required Item's Wealth Skill]

Remove the required Item chosen from your inventory, then roll the Wealth Skill associated with that Item:

  • [..6] No effect. You had to give it up for next to nothing.
  • [7..9] You gain half of a Good of the same type as the Item.
  • [8..10] You gain 1 Good of the same type as the Item.
  • [10!] You gain 2 Goods of the same type as the Item.

Penalties:

As you can see, the Penalties for the Ability causes you to have to roll with a Disadvantage for each Item Grade that the Item is below Awesome Grade.

Item Example

Below is an example of an Item Block and the details you can expect to find in the Item List:

First Aid Kit

[Type:: General Good]
[Tags:: Consumed, Healing]

A small pack of emergency medical supplies.

Gain the following Ability:

Use First Aid Kit

[Time:: Slow Action] [Target:: Self or Willing Creature in Swinging Distance that is not a construct or undead]
[Requirements:: 1 First Aid Kit]
[Test:: Tinkering Skill]
[Effect:: Healing]

Tinkering Score:

Item Grades:

  • [..6] You gain no item.
  • [7..] C: The target regains an additional Recovery (2 total) and can possibly use both.
  • [10..] A: The target regains two additional Recoveries (4 total) and can possibly use them all.
  • [10!] S: The target instead regains all Recoveries and can possibly use them all.

The first lines within the item block is a summary containing the item's Wealth Category, Item Tags, and a summary effect.

Just after the first line, you may find a visual description of the item. This flavor text is a suggestion that helps add consistent, descriptive flair to your game.

After the visual description box is the item's mechanical description. Here you will find a full description of how the item works. This description is often accompanied by an Ability that you can perform with that item.

Item Tags

Items will often list Item Tags at the top of their item block. Item Tags help identify common rules that that item must abide by. Below are some of the most common Item Tags to be aware of:

Item Jealousy

Some items don't work well together. In the case of magical Items, they often grow attached to their user and can become "Jealous" if you use other Items instead of them.

To represent this relationship, you will start with a number of Friendship Points equal to your Fine Wealth Skill. Whenever you improve your Fine Wealth Skill, you will gain another Friendship Point to use.

Whenever you use an item with the Jealous Tag, you will have to make any Ability Tests with 2 Disadvantages. If you get a Passing Score on any Test with a Jealous Item, you then must place one of your Friendship Points onto that item, unless the item already has 2 Friendship Points. For each Friendship Point on an Item, you can ignore one of the Disadvantages for that Item. As you foster your bond with your items, you will ensure that future Tests with those Items are more likely to succeed. Be careful when using multiple Jealous Items, though. If you have no free Friendship Points, a Passing Score will force you to take a point from one of your other Jealous Items.

Previous Owners

If a Jealous Item had a previous owner, it may come with Friendship Points from that owner. When using such an item, you will have the usual 2 Disadvantages, but getting a Passing Score will instead remove one of the previous owner's Friendship Points instead of assigning one of yours. It won't be until you clear all of the previous owner's Friendship Points that you will be required to assign one of your own Friendship Points.

Next Up: 2.4. Status Box