


Inventory
Your Inventory determines what kind of items you carry with you, either for adventuring or for combat. Storing items in your inventory will require Slots that can be provided through Backpacks, Quickbelts, and other containers.
Slots
Each item, depending on its size and shape will take up 1 Slot in your Inventory. Backpacks will provide slots mostly for non combat items and Quickbelts will provide slots for combat items. All characters have also a few extra slots for Worn and Held items.
Stacking Items
Most items take up 1 Slot each. However, certain types of items can be stacked in 1 Slot.
Such items are: Gold Coins, Herbs, Rings, Amulets, Rations.
Carrying
While adventuring, you might need to acquire help when it comes to storing or carrying items. Donkeys can help carry an impressive number of items and carriages can make a huge difference, especially if you are required to carry mobile laboratories for crafts and other applications.
Quality
As mentioned in earlier chapters, items can fall under Quality Categories that may affect certain properties. This includes Runecraft Slots and Durability Checks.
Runecraft Slots: Indicates the number of Enchantments each item can sustain. Enchanting an item will submit it to a Durability Check every time.
Common: 1 Slot
Premium: 2 Slots
Supreme: 3 Slots
Artifact: 4+ Slots
Note: Similar Enchantments do not stack. The strongest one prevails.
Durability Checks: Indicates the chance of an item breaking if submitted to a Durability Check. A sample universal Difficulty level is 5. Roll as below against said Difficulty when requested.
Common: 1D10
Premium: 1D12
Supreme: 1D20
Artifact: 1D20+1D10 Core Die
Note: Alchemical, Medicinal and other essences fall under the Common category.
Total Number of Enchantments
Characters can only carry a limited number of items. Below is a list detailing what a character can wear, which will help you determine the maximum number of active enchantments a single character can have.
1 Amulet per character
1 Armor per character
1 Quickbelt per character
1 pair of Boots per character
1 pair of Bracers per character
1 Cloak per character
1 set of Clothes per character
2 Rings per character
2 Held items per character
Starting Equipment
Your starting equipment is important. There are two methods to choose among items. You can shop for them, or have items assigned to you according to your Archetype.
Shop
Use your starting wealth (determined by the Game Master) to start shopping for gear through the Adventurer’s Store page. A suggested starting amount is 1D10x100 Gold Coins.
Critical Levels
Critical Levels make weapons and spells different from each other by highlighting the extra Damage or Effect applied upon Critical. The table is an indicator of the Critical Range of most of the weapons and effects out there, according to their nature. Numbers in parentheses show Critical chances for different dice. For example, 17/11/10 means a Critical hit occurs on 17+ (d20), 11+ (d12), or 10 (d10).
Weapon Terminology
1H or 2H: Weapon is One-Handed or Two-Handed.
By Race: Properties vary according to specific Racial characteristics.
Impact: Forfeits Armor Absorption.
Low Guard: When Parrying, a -1 Grit Level penalty is applied.
Mounted Bonus: Critical Range increases by 1 Category in Mounted Combat.
Quickdraw: Can be used without having to spend an Action to equip it.
Weapon Risk: The default risk level associated with weapon-related actions.
Slight: Reduces defender’s Grit upon attack by 1 Level dynamically due to its size and speed (applicable for Parry Reactions only).
Throwable: Can also be used as a Ranged weapon.
Adaptive: Grants access to bonus maneuvers used with the particular weapon.
Versatile: Can be used as either a one-handed or two-handed weapon. Versatile two-handed weapons gain a +1 bonus to their critical range.
Worn: Can be used at all times without occupying a hand slot.
Armor Terminology
Absorption: Indicates the Armor’s capacity to absorb Damage.
Armor: Indicates the type of Armor.
Critical Resistance (CR): Indicates the Armor’s Critical Resistance.
Adjustments: Adjustments made when wearing armor.