Items#

Buy the boots first. Everything else you can walk to.

A quartermaster of the Rift Watch

What you carry

Everything a character owns is an item: what they wield, what they wear and what they keep in their pack. Every item is a kind of thing, made of a material by someone with more or less skill, in better or worse repair, and now and then it’s magical.

What makes an item#

An item is five things at once. Most of them are plain: an adequate iron dagger in fair repair, with no magic to speak of. The rare one that isn’t is why people go down into the Bleak.

  1. KindWhat it is: a longsword, a cloak, a lantern. The kind sets its damage or its armor, its weight and its price.
  2. MaterialWhat it's made of. Iron, oak, wool or bone, and each one hits, holds and wears differently.
  3. CraftsmanshipHow well it was made, from trash to masterwork. Better work hits harder and guards better.
  4. ConditionHow worn it is, from mint to broken. A worn item breaks sooner.
  5. MagicA prefix, a suffix or both, each with a gift of its own. Only average work or better can carry them.

A fair masterwork iron longsword of the bear is a longsword, made of iron, of masterwork craft, in fair condition, with the suffix of the bear.

Money#

Prices are in vern, the smallest coin. A hundred vern make a dover, and a hundred dover make a sovern. Most people never hold a sovern in their lives.

To give you a feel for it, here is what a few things cost.

  1. Candle8 vern
  2. Torch15 vern
  3. Dagger30 vern
  4. Backpack80 vern
  5. Longsword8 dover
  6. Rowboat1 sovern
  7. Platemail6 sovern
  8. Warship44 sovern

What you can carry#

You have two hands. With no weapon drawn you can hold an item in each. A one-handed weapon leaves your off hand free for one item. A two-handed weapon, or a weapon in each hand, means putting everything else down first.

Holding something in a fight is fine if it weighs less than half your Strength, in stones. Anything heavier gets in the way: each round you attack, make a check against DC 5 + half its weight - half your Strength. Fail and the attack misses and the item hits the ground.

Everything else goes in a container. Carry as many as you can bear: a container is bounded only by how many items it holds and how much weight, and a dropped one keeps what’s inside. Coins never take a slot; they stay in your purse. The whole party shares one extra store of 5 more slots.

PackVernWhat it holds
Reed Basket4A basket woven from split marsh reeds and plant fiber, light and open at the top. It holds 8 distinct items and up to 30 pounds.
Ration Pack6A roll of waxed canvas sewn with pockets for a few days of rations, tied shut with a thong so that it can be carried through damp and dust. It holds 4 distinct items and up to 8 pounds.
Sack15A flexible container with an opening at the top that holds items, carried in one’s hands. May hold 15 distinct items and up to 75 pounds.
Saddlebag25A flexible material container usually attached to an animal to store things while moving. Used for holding up to 10 distinct items and 50 pounds. A horse may only have one saddlebag.
Satchel30A flexible container used to store items and worn across one’s body, hanging at one’s side. Used for holding items on one’s person as expanded storage. Holds 5 distinct items and up to 25 pounds.
Knapsack40A flexible container used to store camping supplies like a sleeping bag. Used for items on mounts for an expanded storage. Only two knapsacks may be held per mount. It holds up to 5 distinct items and 25 pounds.
Pouch50A small bag with an opening at the top used for keeping small things close at hand. It holds 2 distinct items and up to 10 pounds.
Backpack80A flexible container used to store items while being able to strap it to one’s back. Used for holding items on one’s person. It holds up to 10 distinct items and 50 pounds.
Bag100A container made of a flexible material with an opening at the top used for carrying things. A bag holds 20 distinct items and up to 100 pounds.

Getting your gear#

There are three ways to fill a character’s pack, and the storyteller picks one before anyone starts shopping.

Open purchasing
You pick what you want from these pages, pay the listed price and put it on. It's how most characters start: nobody has to play out a dozen shopkeepers, and everyone agrees you bought it before the story began.
Limited purchasing
Open purchasing with rules on top. The storyteller caps what you can buy, by level, by price, by weight, by where it's sold or by kind, to keep the party even or the story honest. Sometimes the rule is just: pick one of these three swords.
Tailored purchasing
The dice decide what a merchant has or what a fallen enemy carried, and anything nobody in the party could use is rolled again. Loot & Shops has the tables and a roller.

The pages#

Each kind of item has a page of its own, with everything there is of that kind side by side.