Inventory represents the rules governing the use of and tracking of Objects by Characters during a Story.
Equipment and Accessories
Equipment represents Objects within which a Character may interact with using their Hands.
They include such Objects as Weapons, Spell Foci and Tools.
Accessories meanwhile represent Objects which a Character gains the benefits of by wearing them.
They include such Objects as Ammunition, Armor and Shields.
Each of these types of Objects have their own Page dedicated to them where you can find out more about their use. This Page covers the general rules for the use and carrying of such Objects.
Slots
Slots represent how many Objects your Character may have at any one time.
Any Objects with a defined mechanical effect your Character will be assigned to either an Equipment Slot or an Accessory Slot.
The total number of each type of Slot is calculated as follows:
Equipment Slots = 5 + Might Bonus
Accessory Slots = 5
Most Equipment may only be held in Unoccupied Equipment Slots. The exception to this is Equipment with the Light Property, which may also be placed in an Unoccupied Accessory Slot).
Accessories may be placed in either Equipment or Accessory Slots, however an Accessory is only considered Worn while it is placed in an Accessory Slot.
You cannot wear multiple Accessories of the same type at the same time if it would be unreasonable to do so.
For Example, you may not wear multiple sets of Armor at the same time, but you may reasonably be able to wear multiple rings at once.
You are only considered to have an Object in your possession while it is Occupying one of your Equipment or Accessory Slots. If you wish to carry additional Objects but you have no Unoccupied Slots within which you may place them, then you must remove an Object from one of your Slots to make room for the new Object.
Dropping an Object from an Equipment Slot is an Untracked Action.
Using Equipment
To Use a piece of Equipment, it must be placed in one of your Equipment or Accessory Slots.
Additionally, you must have at least one Free Hand.
Generally, Characters are assumed to have two Free Hands, however certain circumstances can change this.
For Example, while wearing a Shield (i.e. it is placed in an Accessory Slot), you lose the use of one of your Free Hands. Additionally, if you Grapple another Character, you lose the use of a Free Hand while you maintain that Grapple.
Certain pieces of Equipment will require a Character have two Free Hands to use them (e.g. Weapons with the Two-Handed Property).
Schrödinger’s Equipment
Whenever you would have need of a piece of Equipment, you may assume it is in your Hands (provided you have sufficient Free Hands with which to use it).
This ensures that the exact position of Equipment does not need to be tracked during play. If it is in a Slot, then the Equipment may be used whenever you have need of it.
Much like Schrödinger’s Cat (where the state of a Cat within a closed box is unknown until the box is opened), the Objects in your hands are only determined when the Story focuses upon them.
This benefit however does not extend to Accessories, which are considered Worn while they are in an Accessory Slot (see Moving Accessories).
Actions such as stowing, drawing and swapping Weapons, or drawing Ammunition, are considered Untracked Actions during a Conflict.
Moving Objects
Outside of a Conflict, Characters may freely pick up, give and take Objects from each other, provided they have the Equipment or Accessory Slots in which to place those Objects.
During a Conflict, a Character must have a Free Hand to use the Interact Action to perform these acts.
A Character must be Adjacent to the Object to pick it up, or Adjacent to the Character whom they are Giving or Taking an Object from. A Character must be willing to take or give an Object, and must have a Free Hand to receive it.
A Character may Move an Accessory while it is being Worn.
Moving Accessories
Unlike Equipment, the state of whether an Accessory is being Worn is tracked.
While an Accessory is in an Accessory Slot, it is considered as being Worn, and it may grant it’s Benefits to the Character wearing it. However it cannot be Moved.
When an Accessory is not being Worn, it must either be placed in an Equipment Slot, or otherwise Dropped. While it is not being Worn, it may be Moved freely.
A Character may freely move Accessories between Equipment and Accessory Slots when they are not in a Conflict. During a Conflict however, a Character must have a Free Hand, and use the Interact Action to Move an Accessory between Slots.
Default Position
The Slot in which a piece of Equipment is placed is considered it’s Default Position.
If during a Scene your Character would temporarily change whether they are wearing an Accessory, there is no need to record the change provided the Group are informed through the narrative of that change (e.g. “I stow my shield so that I may use my longsword with both hands”).
After the Scene is completed, the position of your Equipment and Accessories will be assumed to return to their Default Positions.
Inform the other Players of your Group if you wish to permanently change your Equipment’s Default Positions. This is typically only necessary for Accessories.
Supplies
Supplies are a form of undefined Equipment which your Character might reasonably be expected to have with them during a Story, but are not determined until a later time.
Supplies always have a cost of 10 Credits, and in most Stories may be purchased for that cost in settlements which would provide access to them.
At the GMs discretion, they may also allow you to attempt to gather Supplies from the wilderness on a Successful Focus with Survival Check. The DC of that Check, and how long it takes is determined by how difficult it would be to find suitable Supplies in a given area.
There are four ways in which Supplies may be used by all Characters:
- As part of taking a Long Rest when away from comfortable surrounding and without access to food and drink
- As part of a Medicine Skill Check to Heal Damage or Wounds.
- To acquire a piece of Gear.
- To replenish Ammunition
Long Rest
When a Character takes a Long Rest and does not have access to comfortable surroundings and food and drink, they must expend Supplies. This represents them consuming Food and Drink, and potentially setting up a Camp.
If a Character does not have Supplies when they take a Long Rest, or otherwise has no access to Food and Drink over an extended time, they gain four Stress (see the Resting Page for more).
Heal
A Character may expend Supplies in order to Heal their Damage or Wounds, or those of an Adjacent Character.
See Conflicts or the Damage, Wounds and Healing Pages.
Acquire a piece of Gear
Gear represents Objects which a Character might reasonably be expected to be carrying around with them during a Story, but for the sake of convenience are not tracked.
When a Character has need of an Object which they would reasonably be expected to have, they may expend one Supply to immediately have it. Within a Conflict, a Character may retrieve and use an Object using the Interact Action, provided they have at least one Free Hand and expend one Supply.
What does and does not constitute Gear is at the GM’s discretion. In some Stories it may be reasonable to assume some Characters would have access to writing materials (pens, paper etc) meanwhile in other Stories such items might be considered particularly unusual and require a dedicated set of Tools. Whether the Character would reasonably have expected to need the Gear should also be considered:
For example a Character who routinely explores ruins might reasonably be expected to have brought a rope with them, but a Character going to a library may not have brought it there.
Replenish Ammunition
In some cases, the Ammunition used by certain Weapons is tracked (e.g. it is expensive and therefore limited in it’s numbers).
A Character may expend Supplies to replenish a set of Ammunition.
Within a Conflict, a Character may do this using the Interact Action, provided they have at least one Free Hand and expend one Supply.
Tools
Tools are a form of Object which a Character must have on their person when they wish to use a Tool as part of a Skill Check.
They typically are represented by a number of Objects which would be expected to be required to complete a given task.
For Example, a set of Tinker’s Tools might be represented by various screwdrivers and gadgets.
To use a Tool, you must have a Free Hand, and the correct set of Tools somewhere on your person.
Within a Conflict, you may use the Tools as part of a Skill Action if the Action would reasonably benefit from the use of that Tool.
For Example, a set of Thieves Tools may be used to attempt to pick a lock, or carpenter’s tools might be used to break or block a doorway.
Personal Possessions
Objects which your Character may have on their person but which do not serve a specific mechanical purpose are not actively tracked and do not occupy an Slots.
This might include such Objects as clothing, personal effects and belongings which have narrative if not mechanical significance. Such Objects may be assumed to always be in your Character’s possession, and may be interacted with as you would with Equipment or Accessories.
For Example, while Clothing does not occupy an Accessory Slot, it may be considered Worn and require the Interact Action to be removed during a Conflict).
Credits
Credits represents the general idea of currency within the Story, and may be used for such purposes as you might reasonably expect, such as for the purchase of Equipment, Accessories, Supplies and services.
The form which Credits take in varies by Story.
For Example, Credits might be represented by Gold Coins (or Gold,) in a Traditional Fantasy Setting, Dollars in a Modern Setting or Galactic Credits in a Futuristic Setting.
The cost of Equipment and other Objects in the game are always referred to in terms of Credits. How much Money a Credit might represent in a Story may vary: each Credit might represent a single Gold Coin in a Fantasy Story, it might represent 10 Dollars in a Modern Story, or it might represent 100 Galactic Credits in a Futuristic Story.
Credits typically do not occupy a Slot, although the GM may at their Discretion require an especially significant amount of Credits occupy a single Equipment Slot. As a rule of thumb, a physical Quantity of 1000 Credits would require an Equipment Slot.
For Example, a suitcase with 1000 Credits worth of Dollars, or a lockbox with 1000 Credits worth of Jewels and Gold Coins may each require an Equipment Slot to be held).
If you wish to use Credits within a Conflict (e.g. throw coins at the ground to distract people), use the Interact Action while you have a Free hand.
Credits represent how many Credits a Character has available to them, but does not necessarily represent their full wealth. A Character’s wealth and the lifestyle associated with it are instead addressed through Downtime Activities. See the Downtime Page for more.
Attunement
Attunement represents when a magical bond must be made with an Object in order to use it and gain the magical benefits it offers. The most common example of this is a Spell Foci, which is a Magical Object most Spellcasters require in order to Cast Spells.
If an Object “requires Attunement” you must spend 10 minutes forming a connection with that Object. You might do so through meditation, study, performing a ritual or practicing the use of the Object. After that period of 10 Minutes you are considered Attuned to the Object, and automatically understand how the Object functions and it’s properties. The same activity may be used to end an Attunement also.
Typically you may only be Attuned to 3 Objects at a time.
If you are already Attuned to the maximum number of Object when you form a new bond, choose 1 Object to no longer be Attuned to.
Typically an Object may not be Attuned to more than one Character at a time. Attuning to an Object already bound to another Character will typically automatically end it’s Attunement to them.
Sentient Objects
Frequently Objects requiring Attunement are especially powerful Magical Objects which may themselves have some form of Sentience (i.e. the ability to think and reason).
Sentient Objects may refuse to Attune to a Character and may end their Attunement to a Character if they believe them to be underserving of their gifts. Some Sentient Objects may also be Cursed, and may be regarded as unwilling to break their Attunement to a Character except under certain circumstances.
Cursed Objects
An Object with the Cursed Property represents a magical Object which, when it forms a bond with a Character, cannot be broken easily.
The Attunement to a Cursed Object cannot be ended except by certain circumstances described by the Object. Attempts to break the Attunement, including through forming Attunements to other Objects, Automatically Fail.
The Cursed Property is common for especially old or powerful magical Objects. This can be due to their magic becoming corrupted over time, or them simply being much stronger than the Spellcaster themselves.
Cursed Objects are not in themselves evil, nor do they always cause negative effects beyond the difficulty to break the Attunement.
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