Gear

There are three types of gear: KitTools, and Consumables. All additional wealth is abstracted as Treasure, which requires 1 encumbrance slot to carry. Treasure recovered on an adventure must be divided as evenly as possible among the party.

Kit represents a PC’s basic gear. The exact contents of kit are not defined ahead of time. If you need a common items while adventuring that you could reasonably be expected to have, kit gives you access to it. Different backgrounds have access to different kit – a Forester’s kit might include supplies for making simple snares and lures, but a Scholar’s kit would not. Kit has no encumbrance cost, but gives no bonuses to skill checks.

Tools are specialised gear that provide a mechanical effect. Armour and weapons are tools, along with the other examples given here. This list is open-ended – other tools, including custom commissions, may be available. When used for applicable skill checks, tools give a bonus. A PC who lacks a particular tool can still attempt the check using kit. All tools cost 1 treasure, and require 1 encumbrance slot.

Consumables are resources with limited uses. Each type of consumable requires 1 encumbrance slot (a PC cannot use additional slots to hold duplicates of a consumable). A consumable has a certain number of available uses after which it becomes unavailable until refreshed. Consumables can be upgraded to improve capacity and effectiveness.

A PC’s gear represents not just their possessions, but their experience using it. No PC can use another PC’s gear. This includes consumables.

On a PC’s death, their gear is forfeit as payment of compensation to family and to pay off existing debts. This includes their share of treasure from the adventure on which they died.

Encumbrance

A PC has a number of encumbrance slots which can be allocated to store their gear. It is not possible to carry an item requiring an encumbrance slot if none are available. Each PC has a number of backpack slots determined by their strength, as shown on the table, and the following:

  • Clothing x2: For armour, fine clothing, a warm cloak, or other garments.
  • Hand x2: For weapons or other tools that are kept at hand.
  • Accessory: For items like hats, emblems of status, or charms.
Strength ScoreBackpack Slots
33
56
78
910
1111
1312
1513
1715

Town

At the start of all adventures, PCs have the opportunity to pay a 1 treasure toll to take a long rest in town. This is the only opportunity to take a long rest. While in town, PCs can refresh consumables, upgrade consumables, and buy tools. In addition, PCs may exchange gear of equal value.

Material Components

Material Components are considered tools, and are listed in the relevant section.