Creating Items#
Find the perspective Weapon or Armor from their Type Lists, then go to the material list and find the material for the weapon or armor. Note that the item may have restrictions on it like level restrictions. If rolls fall on a restricted item then it is cause for a reroll. After the material is found its time to look for the items craft. Rolling for craft will then produce whether the craft has any magical properties. Sometime weapons can be envenomed, sharpened, etc… But this is beyond the initial process of creating the weapon itself.
Open Purchasing#
Open purchasing is the process of purchasing items from the PLOSDP lists using their predefined costs. This type of acquiring items is the most common type used at the beginning of sessions and isn’t generally recommended otherwise. A great benefit of this is freeing up time for the storyteller so they don’t have to sit down and deep-role-play the specifics in creation and purchasing of countless items. In open purchasing the player decides what they’re looking for, finds how much it costs, and deducts the appropriate amount from their money pool before equipping or adding the item to their inventory. It’s generally assumed that items purchased were acquired before the session started, whether that is years ago or otherwise dictated by the storyteller.
Limited Purchasing#
Limited purchasing is an option given by storytellers to allow players to purchase what they would like with restrictions that cap allotments of various items so as to ensure their role-playability, or ensure the group’s statistics are roughly similar and balanced. The storyteller will generally have a list prepared dictating the restrictions set forth for the otherwise open purchasing. Such a restriction might be a level cap, prevention of crafts and magical identifiers, weight, location purchased, armor type, or the restriction may very well force you to only have the option of two or three weapons altogether.
Tailored Purchasing#
Closed purchasing is what the storyteller uses to define shopkeepers inventories, and basic drops from dead enemies. Closed purchasing is a set of rules that follow order and percentage that dictate by chance what item and affects are chosen. A quick example might be the storyteller rolls to see an item drops, rolls to see the item is a weapon, rolls to see the weapon is a dagger, rolls to see the dagger is iron, rolls to see it of a trashy quality, etc. The only difference between closed purchasing and tailored purchasing is that tailored purchasing restarts a roll that causes the item to be unequipable. Let’s say the weapon type was appropriate but the material requires a level higher than the characters current level, the material would then be rerolled. Merchants can sometimes require certain types of items to be dropped, in this way; they acquire a limited purchasing scheme. Merchants may also have an item list tailored to a perspective player, perhaps even the group as a whole. No weapons will ever be dropped or sold already sharpened, envenomed, runebladed, or enchanted in any way. Once items are sold to a merchant, those items are lost and never retrievable unless they are retrieved from him or her before the next day. If role-play of this becomes sketchy or impossible, it falls to the storyteller to decide what to do otherwise.
Getting Started#
Roll to determine number of items: 1d4, merchant: 1d8 Roll to determine the item category or whether an item dropped:
- None (1-30)
- Weapon (31-45) → Roll to determine type [1d100] → Roll for Material [1d100] → Roll for Craftsmanship [1d100]
- Armor (46-50) → Roll to determine type [1d100] → Roll for Material [1d100] → Roll for Craftsmanship [1d100]
- Money (51-80) → Roll to determine type [1d4] → Then roll designated value
- Food (81-100) → Roll to determine food category [1d100] → Roll for food type [1d100] → Roll [1d4] for quantity
Though an NPC may be wealthy or poor, the amount of money they carry may differentiate. When rolling drops, don’t hesitate to allow a mobile to striate from the norm. These are also good amounts to pick strictly based on social class. It’s not likely a mob will ever carry more than 10 Dover on them unless there is a specific roleplaying motivation to do so. Such a motivation could be transporting money to a bank, preparing to purchase something expensive, or having just sold goods.
| Name | Roll | Value |
|---|---|---|
| Very Poor | 1 | 1d20 Vern |
| Poor | 2 | 5d20 Vern |
| Normal | 3 | 2d4 Dover, 1d100 Vern |
| Wealthy | 4 | 1d10 Dover,1d100 Vern |
Some possible addendums to the food rolls and outcomes might be having the fruit or vegetables ripe or bruised, fresh or rotting. Meats might be infested with maggots or preserved with salts. Sweets might be messy or old. It helps to expand from basic items to give greater depth to the items and world the players inhabit. These characteristics don’t need to actually affect the item but may be aesthetic of value.
| Food Categories | Rolls |
|---|---|
| Temperate Fruit | 1-6 |
| Desert Fruit | 7-12 |
| Tropical Fruit | 13-20 |
| Bulb & Stem Vegetables | 21-26 |
| Arctic Fruits | 27-31 |
| Sea Vegetables | 32-35 |
| Subtropical Fruits | 36-43 |
| Salad Vegetables | 44-50 |
| Meats | 51-75 |
| Sweets | 76-90 |
| Other | 91-100 |