Inventory

Inventory

Your Inventory determines what kind of items you carry, either for adventuring or combat. Storing items requires Slots provided by Backpacks, Quickbelts, and other containers.


Slots

  • Each item occupies 1 Slot, depending on size and shape.

  • Backpacks: Mostly for non-combat items.

  • Quickbelts: Mostly for combat items.

  • Characters also have a few extra slots for Worn and Held items.


Stacking Items

  • Most items take 1 Slot each.

  • Items that can be stacked in 1 Slot: Gold Coins, Herbs, Rings, Amulets, Rations.


Carrying

  • Donkeys and carriages can help carry a large number of items.

  • Useful for transporting mobile laboratories or crafting equipment.


Quality

Items fall under Quality Categories, affecting Runecraft Slots and Durability Checks.

Runecraft Slots

Indicates how many Enchantments an item can sustain. Enchanting requires a Durability Check.

Quality

Slots

Common

1

Premium

2

Supreme

3

Artifact

4+

Note: Similar Enchantments do not stack; the strongest one prevails.

Durability Checks

Indicates the chance of breaking during a Durability Check (Difficulty 5).

Quality

Roll

Common

1D10

Premium

1D12

Supreme

1D20

Artifact

1D20 + 1D10 Core Die

Note: Alchemical, Medicinal, and other essences are Common category.


Total Number of Enchantments

Characters can wear limited items, determining maximum active enchantments:

  • 1 Amulet

  • 1 Armor

  • 1 Quickbelt

  • 1 pair of Boots

  • 1 pair of Bracers

  • 1 Cloak

  • 1 set of Clothes

  • 2 Rings

  • 2 Held Items


Starting Equipment

Two methods to select starting gear:

  1. Shop – Spend starting wealth (suggested 1D10×100 Gold Coins).

  2. Archetype – Items assigned based on character Archetype.


Weapons Table

Weapon

Critical

Weapon Risk

Range

Properties

Battle Axe

16/11/10

1

1

Low Guard, 1H

Boomerang

20/-/-

1

10

Adaptive, 1H

Claymore

15/11/10

2

1

2H

Crossbow

16/11/10

1

10

Impact, Low Guard, 2H

Dagger

19/12/10

1

1

Quickdraw, Slight, Low Guard, 1H

Flail

15/11/10

3

1

Impact, Low Guard, 1H

Great Axe

14/10/10

3

1

Low Guard, 2H

Great Bow

16/11/10

3

30

Low Guard, Slight, 2H

Great Hammer

15/11/10

4

1

Impact, Low Guard, 2H

Halberd

17/11/10

1

2

Adaptive, 2H

Hand Axe

18/12/10

1

1/5

Throwable, Low Guard, Quickdraw, 1H

Javelin

18/12/10

1

10

Throwable, Low Guard, Quickdraw, 1H

Knuckles

19/12/10

1

1

Worn, Slight, 1H

Longbow

17/11/10

2

20

Low Guard, Slight, 2H

Longsword

17/11/10

1

1

Versatile

Mace

17/11/10

2

1

Impact, Low Guard, 1H

Morning Star

16/11/10

2

1

Low Guard, 1H

Punch Dagger

19/12/10

1

1

Worn, Slight, 1H

Rapier

17/11/10

1

1

Adaptive, 1H

Scimitar

17/11/10

1

1

Mounted Bonus, 1H

Shortbow

18/12/10

1

10

Low Guard, Slight, 2H

Shortsword

18/12/10

1

1

Quickdraw, 1H

Sling

19/12/10

1

10

Slight, 1H

Spear

18/12/10

1

2/5

Throwable, Adaptive, Versatile

Staff

20/-/-

1

1

Adaptive, 2H, Strong Parry

Throwing Knife

19/12/10

1

10

Quickdraw, 1H

Throwing Star

20/-/-

1

10

Quickdraw, Slight, 1H

Trident

18/12/10

1

2/5

Throwable, Versatile

Unarmed

N/A

1

1

By Race

Warhammer

17/11/10

2

1

Impact, Low Guard, 1H

Whip

20/-/-

1

1

Adaptive, Low Guard, 1H


Armor Table

Armor

Absorption

Critical Resistance

Adjustments (Grit Levels)

Leather

1

  •            
  •                     

Studded Leather

2

  •            
  •                     

Chainmail

3

1

-1 Stealth/Climbing

Splint Mail

4

2

-1 Mobility/Stealth/Climbing

Plate Mail

5

3

-2 Mobility/Stealth/Climbing


Shields Table

Shield

Bonus Maneuvers

Buckler

Block

Small Shield

Block, Guard (same size targets)

Medium Shield

Block, Heavy Block, Guard (same size targets)

Large Shield

Block, Heavy Block, Guard (+1 Size)


Critical Levels Table

Prime Grit

Reduced Grit

Frail Grit

No Critical

No Critical

No Critical

20

No Critical

No Critical

19

12

10

18

12

10

17

11

10

16

11

10

15

11

10

14

10

10

13

10

10

12

10

10


Weapon Terminology

  • 1H / 2H: One-Handed or Two-Handed weapon

  • By Race: Properties vary by Racial characteristics

  • Impact: Forfeits Armor Absorption

  • Low Guard: -1 Grit Level penalty when Parrying

  • Mounted Bonus: Critical Range increases by 1 Category in Mounted Combat

  • Quickdraw: Can equip without spending an Action

  • Slight: Reduces defender’s Grit by 1 (for Parry Reactions)

  • Strong Parry: Parry occurs with Strong Dice

  • Throwable: Can be used as a Ranged weapon

  • Adaptive: Grants bonus maneuvers

  • Versatile: Can be 1H or 2H; 2H gains +1 to critical range

  • Worn: Can be used at all times without occupying a hand slot

  • Weapon Risk: Default risk level for weapon actions


Armor Terminology

  • Absorption: Capacity to absorb Damage

  • Armor: Type of Armor

  • Critical Resistance (CR): Armor’s Critical Resistance

  • Adjustments: Modifiers when wearing armor


Traps Table

Trap

Disarm (Mechanics)

Detect (Observation)

Effect & Treatment

Arrow

6

8

1D10 Physical Damage, Grit Toll, Single Target

Blade

6

8

Torn Condition, Single Target

Fear

6

8

Fear in Field Radius (5)

Plague

6

8

Night Blight Disease, Single Target

Slow

6

8

-1 Mobility, until Rest, Single Target

Spike

6

8

Lacerated Condition, Single Target

Acid

8

10

Durability Check on all items, Single Target

Eye

8

10

-1 Perception, until Rest, Single Target

Firebolt

8

10

1D20 Fire Damage, Grit Toll, Single Target

Gas

8

10

Night Blight in Field Radius (5)

Splint

8

10

Torn in Field Radius (3)

Weakness

8

10

Weakness effect, until Rest, Single Target

Axe

10

12

Dismember Condition, Single Target

Blast

10

12

Broken Condition in Field Radius (5)

Curse

10

12

-1 Threat & Vigor, until Rest, Single Target

Fireblast

10

12

1D20 Fire Damage, Field (3), Grit Toll, Common Healing: 10

Hammer

10

12

Broken Condition, Single Target

Sap

10

12

-50% Grit, until Rest, Single Target


Tonics Table

Tonic

Combination

Effect

Duration

Amber

Yellow & Red & Black

+1 Threat

1 battle

Beige

White & Yellow

Remove Fear

  •      

Black

Base Color

Protection from Berserk

24 hours

Blue

Base Color

Prime Grit

1 battle

Brown

Red & Blue & Yellow

Remove Paralysis

  •      

Crimson

Black & Red

Remove Disease

  •      

Cyan

Blue & White

Protection from Poison

24 hours

Gold

Yellow & Red & White

Protection from Paralysis

24 hours

Gray

Black & White

Protection from Disease

24 hours

Green

Blue & Yellow

+1 Vigor

24 hours

Orange

Red & Yellow

Regeneration 1D10 Grit/Round

1 battle

Pink

White & Red

+1 Action/Round

24 hours

Purple

Red & Blue

Remove Poison

  •      

Red

Base Color

+20 Total Grit

24 hours

Silver

White & Black & Yellow

Protection from Critical Effects

1 battle

Teal

Blue & Black

Doubles Stealth Rolls

24 hours

Turquoise

Blue & Yellow & White

+1 Mobility

24 hours

Violet

Red & Blue & White

+1 Perception

24 hours

White

Base Color

Protection from Fear

24 hours

Yellow

Base Color

First 20 Damage is ignored

1 battle


Salves Table

Salve

Components

Effect

Duration

Acid Salve

Green Tonic

Provides Acid Immunity

24 hours

Blade Salve

Amber Tonic

+1D10 Bonus Die to melee weapon attacks

24 hours

Blood Salve

Crimson Tonic

Protects from Bleeding effects

24 hours

Brave Salve

Orange Tonic

Taunts animals and beasts

24 hours

Dark Salve

Brown Tonic

Camouflage, -1 Grit Level to ranged attacks

24 hours

Deaf Salve

Pink Tonic

Protects against sonic attacks & effects

24 hours

Fire Salve

Red Tonic

Provides 10 Fire Absorption

24 hours

Greasy Salve

Teal Tonic

Protects against Grappling effects

24 hours

Handy Salve

Purple Tonic

+1D10 Core Die to Climbing, stops Disarm

24 hours

Hidden Salve

Yellow Tonic

Removes odor, prevents Scent abilities

24 hours

Ice Salve

White Tonic

Provides 10 Ice Absorption

24 hours

Metal Salve

Silver Tonic

Provides 5 Absorption & 3 Critical Resistance

24 hours

Sea Salve

Cyan Tonic

Boosts Swimming +1D10 Core Die

24 hours

Silent Salve

Turquoise Tonic

Reduces noise and eliminates tracks

24 hours

Steady Salve

Violet Tonic

Allows mobility over difficult Terrain

24 hours

Stone Salve

Gray Tonic

Protects against Petrification

24 hours

Strong Salve

Gold Tonic

Provides a shield of 30 total Grit Points

24 hours

Thunder Salve

Blue Tonic

Provides 10 Thunder Absorption

24 hours

Veil Salve

Beige Tonic

Provides Full Cover near Obstacles

24 hours

Wind Salve

Black Tonic

Protects against Fall Damage (up to 10 Tiles)

24 hours


Bombs Table

Bomb

Components

Effect

Blade Bomb

Basilisa

Physical Damage, Field (1) & Bleeding on Critical (17/11/10)

Blind Bomb

Moonvision

Blindness effect, Field radius (1) for 5 Rounds

Fear Bomb

Greenbane

Fear effect, Field radius (1)

Force Bomb

Eagle Walk

Push effect, Field radius (1)

Frostbomb

Snowblood

Ice Damage, Field radius (1) & Freeze on Critical (17/11/10)

Light Bomb

Faerie Blood

Illumination, Field radius (1), also on targets, 5 Rounds

Mild Fire

Acida

Fire Damage, Field (1) & Burn on Critical (17/11/10)

Mild Flash

Sirenia

Sonic Damage, Field (1) & Daze on Critical (17/11/10)

Mind Bomb

Mindhold

Insanity effect, Field radius (1)

Rage Bomb

Warblood

Berserk effect, Field radius for 5 Rounds

Rune Bomb

Arcanum

Disables spellcasting for 3 Rounds, Field radius (1)

Silent Bomb

Silencia

Silence effect, Field radius (1) for 3 Rounds

Smoke Bomb

Aora

Creates Fog, Field (3), duration 1D20 minutes

Snake Bomb

Spideria

Poison Damage, Field radius (1), repeats on Critical (17/11/10)

Stone Bomb

Petra

Petrification effect, Field radius (1)

Stun Bomb

Scorpia

Paralysis effect for 3 Rounds, Field radius (1)

Thunderbomb

Thundercore

Thunder Damage, Field (1) & Shock on Critical (16/11/10)

Weak Bomb

Rotia

Weakness effect, Field radius (1) for 3 Rounds

Yellow Bomb

Yellow Blood

Prevents healing, Field radius (1) for 5 Rounds

Zeta Bomb

Weaka

Disables Critical Effects, Field Radius (1) for 3 Rounds


Balms Table

Balm

Components

Effect

Bleed Balm

Basilisa

Adds Bleeding on strike (3 hits)

Blind Balm

Moonvision

Adds Blindness for 5 Rounds on strike (3 hits)

Death Balm

Venoma

Adds Death on strike (1 hit)

Fear Balm

Greenbane

Adds Fear on strike (3 hits)

Fire Balm

Acida

+1D20 Active Fire Damage (hit) & Burn (critical), (3 hits)

Grit Balm

Wyvera

Inflicts -2 Grit Levels on strike for 5 Rounds (2 hits)

Ice Balm

Snowblood

+1D20 Active Ice Damage (hit) & Freeze (critical), (3 hits)

Paralysis Balm

Scorpia

Adds Paralysis on strike (3 hits)

Petrifying Balm

Petra

Adds Petrify on strike (1 hit)

Rune Balm

Arcanum

Adds poison, Prevents Spellcasting for 3 Rounds (2 hits)

Silent Balm

Silencia

Adds Silence on strike for 3 Rounds (3 hits)

Snake Balm

Spideria

+1D20 Bonus Die Poison Damage on hit (3 hits)

Yellow Balm

Yellow Blood

Adds poison that Prevents Healing for 5 Rounds (3 hits)

Thunder Balm

Thundercore

+1D20 Active Thunder Damage (hit) & Shock (critical) (3 hits)

Weak Balm

Rotia

Adds Weakness on strike for 5 Rounds (3 hits)

Wind Balm

Eagle Walk

+1D20 Active Push effect on hit & knock (critical) (3 hits)


Elixirs Table

Elixir

Components

Effect

Duration

Acida

Sentin Drake Blood

Subjects target’s items to Durability check

  •      

Allura

Nymph Blood

Grants immunity to Control effects

1 hour

Amphibia

Triton Blood

Grants Water breathing & swimming skills

1 hour

Aora

Goblin Shaman Blood

Grants Invisibility

1 hour

Arcanum

Pegasus Blood

Reflects Spells back to origin (contest roll)

1 hour

Arga

Troglodyte Blood

(Poison) forces last play order (advantage)

1 battle

Basilisa

Night Spider Blood

(Poison) +3 Risk to a target

1 hour

Blackbile

Ratman Blood

(Poison) death within 1D20 hours

  •      

Bullseye

Lizardman Blood

Ranged Attacks do not trigger Reactions

1 hour

Divina

Unicorn Blood

Rolls from 17-20 grant +1 Karma

24 hours

Divine Sight

Sarabee Blood

Immune to mental attacks and effects

1 hour

Eagle Walk

Giant Eagle Blood

Grants Flight

1 hour

Giantform

Giant Blood

+1 Size, Threat, Vigor, Critical Range

1 hour

Goatclimb

Chimera Blood

Grants Wallcrawling ability

1 hour

Goatia

Pan Blood

Grants Music skills

1 hour

Greenbane

Goblin Blood

(Poison) inflicts Fear

  •      

Lifedrop

Cerberus Blood

Restores a dead target back to life

  •      

Luck

Faerie Blood

Rolls are made as Strong Dice

1 hour

Mindhold

Striga Blood

Grants Mental Immunity

1 hour

Moonvision

Drakeling Blood

Grants Moonvision (outdoors nightvision)

1 hour

Mythic

Gazer Blood

Immunity to magic

1 hour

Obliviona

Dragonworm Blood

(Poison) Causes instant Unconsciousness

1 hour

Petra

Medusa Blood

(Poison) Causes Petrification

  •      

Regenia

Troll Blood

Grants 1D20 Regeneration/Round

1 hour

Rotia

Mermea Blood

(Poison) Causes Weakness

1 hour

Scenta

Hellhound Blood

Grants Scent & Detect Invisibility

1 hour

Scorpia

Wild Scorpion Blood

(Poison) Causes Paralysis

1 hour

Silencia

Siaspar Blood

(Poison) Causes Silence

1 hour

Sirenia

Siren Blood

Causes Fear by singing, Ring (3)

1 battle

Snakebless

Naga Blood

Grants +1 Action/Round, +20 Grit

1 hour

Snowblood

Norwolf Blood

Grants Immunity to Ice

1 hour

Spideria

Giant Spider Blood

(Poison) +6 Risk to a target

1 hour

Stata

Yarduk Blood

(Poison) disables Movement completely

1 hour

Thundercore

Thunderfish Blood

Provides Thunder Immunity

1 hour

Venoma

Veska Blood

(Poison) Causes instant Death

1 hour

Vinehands

Narath Blood

Grants +1 Range to Melee Attacks

1 hour

Vitae

Vampire Blood

+1 Critical Range for spells/weapon

1 hour

Warblood

Ogre Blood

Grants +1 Threat, +10 Grit

1 hour

Weaka

Cabar Blood

(Poison) Diminishes Threat attribute

1 hour

Wolfa

Werewolf Blood

Grants Wolf Form

1 hour

Wyvera

Wyvern Blood

(Poison) Inflicts -2 Grit Levels to target

1 hour

Yellow Blood

Seaboar Blood

(Poison) Prevents healing of any type

1 hour

Ziria

Drowned Wight Blood

(Poison) Death within 1D10 days



Books Table

Skillbook

Effect

Alchemy

+1 Alchemy Point per 10 Effective Hours

Culture

Grants Culture Skill after 10 Effective Hours

Dimensions

Grants Dimensions Skill after 10 Effective Hours

Druidism

+1 Druidism Point per 10 Effective Hours

ESP

+1 ESP Point per 10 Effective Hours

History

Grants History Skill after 10 Effective Hours

Items

Grants Items Skill after 10 Effective Hours

Languages

Grants Languages Skill after 10 Effective Hours

Monsters

Grants Monsters Skill after 10 Effective Hours

Nature

Grants Nature Skill after 10 Effective Hours

Necromancy

+1 Necromancy Point per 10 Effective Hours

Necropsy

Grants Necropsy Skill after 10 Effective Hours

Oneiromancy

+1 Oneiromancy Point per 10 Effective Hours

Religion

Grants Religion Skill after 10 Effective Hours

Runecraft

+1 Runecraft Point per 10 Effective Hours

Shamanism

+1 Shamanism Point per 10 Effective Hours

Tactics

+1 Tactics Point per 10 Effective Hours

Spellbook

Effect

Blood

Grants Blood Spells with the use of 1 Skill point per Spell

Time

Grants Time Spells with the use of 1 Skill point per Spell

Core

Grants Core Spells with the use of 1 Skill point per Spell

Death

Grants Death Spells with the use of 1 Skill point per Spell

Fire

Grants Fire Spells with the use of 1 Skill point per Spell

Ice

Grants Ice Spells with the use of 1 Skill point per Spell

Nature

Grants Nature Spells with the use of 1 Skill point per Spell

Theurgy

Grants Theurgy Spells with the use of 1 Skill point per Spell

Thunder

Grants Thunder Spells with the use of 1 Skill point per Spell

Wind

Grants Wind Spells with the use of 1 Skill point per Spell


Adventuring Items Table

Item

Effect

Alchemy Kit

Kit that offers a +1D10 Core Die to Alchemy Rolls

Arrow (Explosive)

Arrows that deal Fire Damage on a Field Radius (1)

Arrow (Smoke)

Arrows that deal a Fog Effect on a Field Radius (5) for 1D10 Rounds

Artisanry Kit

Kit that provides the ability to craft artisanal items

Backpack

Offers 20 Inventory Slots

Blacksmith Kit

Kit that provides the ability to craft blacksmithing items

Bedroll

Offers +1 Insulation when Camping

Blanket

Offers +1 Insulation when Camping

Burning Oil

Fuel for lanterns or to provide a Burn effect upon Fire Damage

Candle

Provides light on a Field Radius (1) for 1 hour

Cart

Vehicle that offers 50 Slots Capacity

Cauldron

A metallic pot used for cooking or brewing & infusing essences

Cloak

Offers +1 Insulation at all times

Clothes

Offers +1 Insulation at all times

Disguise Kit

Offers Disguise tools such as paints, prosthetics, wigs and more

Drum

Allows musical expression

Flute

Allows musical expression

Guitar

Allows musical expression

Holy Water

Deals 1d20 Damage to Undead or Spirits. Can be applied to a weapon to add Holy Damage.

Horn

Can signal others via intense sound

Lantern

Provides light on a Field Radius (3) for 3 hours

Lockpicks

Tools that offer a +1D10 Core Die when opening locks

Medicine Kit

Kit that offers a +1D10 Core Die to Medicine Rolls

Pickax

Allows mining of ore

Quickbelt

Provides 8 Inventory Slots that are accessible via 1 Action

Ration

Provides nourishment

Rope

Reduces Climbing Difficulty by 5 Points

Spyglass

Provides +1 bonus to Line of Sight for Regional Hexes

Survival Kit

Enables Camp Camouflage

Telescope

Provides Line of Sight to adjacent World Hexes and +1D10 to Dimension Rolls

Tent

Sleeps 4 people, offers +1 Insulation when Camping

Toolkit

Offers a +1D10 Core Die to Trap Rolls & allows Trap Placement (1 Action)

Torch

Provides light on a Field Radius (2) for 2 hours

Wineskin

+10 Grit but increases Active Risk by 2 for 2 hours