Adventuring Gear
Tools and equipment meant to make traversing the world's natural and unnatural spaces safer and easier, or specifically meant to be marketed towards adventurers such as cartographers, travelling merchants, mercenaries, and missionaries.
The Objects below are all meant to be Items for the user.
Notably, the creatures as statues may no be useful considering that the particular creatures' stats do not exist under Races (aside from wolves). You may choose to use the Companion Repository, assigning the most appropriate Animal Companion to the creature.
The Objects below are all meant to be Items for the user.
Notably, the creatures as statues may no be useful considering that the particular creatures' stats do not exist under Races (aside from wolves). You may choose to use the Companion Repository, assigning the most appropriate Animal Companion to the creature.
Item Name | Inventory Space |
Cost | Special |
---|---|---|---|
Bag O' Adventuring Gear | 4 | 4 | This item can be used 5 times. You may spend any number of uses of this item at once to create a maximum of 1 object (20 Spaces of Rope being 1 item, for example). You may spend a single use of this item to create lengths of String in 15 Space increments, Rope in 8 Space increments, Light Chains in 2 Space increments, 1 Bell, 10 Candles, 5 Torches, 5 Pitons, 1 glass or clay bottle, or 1 Glue. You may spend 2 uses of this item to create 1 Mirrored Lantern, 1 knife (Light Melee Weapon), x1 Ball Bearings, or x1 Caltrops. You may spend 3 uses of this item to create 1 The Oil of Mending. You may spend 5 uses of this item to create 1 Health Potion, or 1 Fire Bomb. |
String | 1 | 1 | A functionally endless amount of string. Cannot yield more than 200 Spaces of string at a time. Each 1 Space section of string has 1 HP, though the collective HP from these lengths are not added together for any purposes, and does nothing to protect a hypothetical wearer. This string has Immunity to Bludgeoning, Cold, Unholy, and Divine Damages. |
Hemp Rope (8 Spaces) | 2 (.25 per Space) | 1 | Each 1 Space section of rope has 10 HP, though the collective HP from these lengths is not added together for any purposes, and does nothing to protect a hypothetical wearer. This rope has Immunity to Bludgeoning, Cold, Unholy, and Divine Damages, and Resistance to Piercing, and Acid Damages. Sold at any length in 8 Space increments. |
Flame Retardant Rope (4 Spaces) | 1 (.25 per Space) | 1 | Each 1 Space section of rope has 10 HP, though the collective HP from these lengths is not added together for any purposes, and does nothing to protect a hypothetical wearer. This rope has Immunity to Bludgeoning, Fire, Cold, Unholy, and Divine Damages, and Resistance to Piercing, and Acid Damages. Sold at any length in 4 Space increments. |
Obedient Vines (1 Space) | .25 | 1 | Each 1 Space section of this living vine has 10 HP, though the collective HP from these lengths is not added together for any purposes, and does nothing to protect a hypothetical wearer. These vines have Immunity to Bludgeoning, Stone, and Acid Damages. Sold at any length in 3 Space increments. These vines can be commanded to do the following, when the following commands are spoken. "Tie Up": The vines tie a knot around whatever they're wrapped around. "Whip": The vines make a single attack against a single target of the speaker's choice, dealing 1d6 Bludgeoning Damage (must be at least 3 Spaces of vines to follow this command). "Protect Me": The vines bind comfortably around whatever they touch, supplying 5+Level Maximum HP to the wearer (must be 1 Space of Vine per 2 Size numbers the speaker has, and may count as no armor or Light Armor. These vines do not take damage while worn in this way). "Grab": The vines reach out and grasp, granting +2 to the next Grapple or Parry roll the wielder makes. |
Light Chains (2 Spaces) | 1 (0.5 per Space) |
1 | Each 1 Space section of chain has 10 HP, and a Damage Threshold of 14, though the collective HP from these lengths is not added together for any purposes, and does nothing to protect a hypothetical wearer. This Chain has Immunity to Piercing, Unholy, and Divine Damages, Resistance to Slashing, Lightning, Sonic, and Cold Damages, and Vulnerability to Magma Damage. Sold at any length in 2 Space increments. |
Heavy Chain (1 Space) | 0.75 (0.75 per Space) |
1 | Each 1 Space section of chain has 15 HP, and a Damage Threshold of 18, though the collective HP from these lengths is not added together for any purposes, and does nothing to protect a hypothetical wearer. This Chain has Immunity to Slashing, Piercing, Unholy, and Divine Damages, Resistance to Lightning, Sonic, and Cold Damages, and Vulnerability to Magma Damage. Sold at any length in 1 Space increments. |
Bag O' Rope | 4 | 4 | Choose an item which has "Rope" in the name. This bag has a functionally infinite amount of the chosen item. There is nothing special or magical about this bag. The bag cannot produce more than 40 Spaces of the chosen item at once. |
Bag O' Chains | 5 | 6 | Choose an item which has "Chain" in the name. This bag has a functionally infinite amount of the chosen item. There is nothing special or magical about this bag. The bag cannot produce more than 30 Spaces of the chosen item at once. |
Collapsible Pole | 2 | 1 | A wooden pole with 3 lockable hinged segments 1 space long each. Useful for finding invisible walkways, and for poking things which might go splash or boom. This is an Average Melee Weapon (Pole) but can only deal Bludgeoning Damage. |
Hand Mirror | 1 | 1 | A mirror with a handle. You may Block with this item in response to creatures who target you with vision based Skills, effects, and Bonuses. Those creatures then count as seeing themselves (and so must target themselves instead if they attempt to target you). If the effect of their self-targeting is not immediately apparent, they become Jarred. Jarred: You cannot use single chosen action, which you choose. The chosen action must be a Primary, Defensive, or Move action. You must be otherwise able to use the chosen action. |
Bell | 0.5 | 1 | A bell. Shake it to be loud. Usable to alert anyone within 20 Spaces. Each 1 Space of wall counts as a total of 3 Spaces. |
Whistle | 0 | 1 | A whistle. Blow in it to be shrill and loud. Usable to alert anyone within 24 Spaces. Each 1 Space of wall counts as a total of 2 Spaces. Deals 2 Sonic Damage to any adjacent targets when used. |
Signal Horn | 1 | 1 | A hollowed out beast's horn. Blow in it to be echoing and loud. Usable to alert anyone within 60 Spaces. Requires twice as many actions to activate. |
Candle (x20) | 2 (.1 each) | 1 | a wax stick with a wick sticking out the top. If lit on fire, a candle creates light in a 3 Space AoE, dimming towards the edges. This item is a Consumable. If you take Water Damage or become Wet, your wielded candles go out. |
Torch (x10) | 2.5 (.25 each) | 1 | A wooden stick wrapped in fabric, soaked in flammable oil. If lit on fire, a torch create light in a 5 Space AoE, dimming towards the edges. This item is a Consumable. |
Mirrored Lantern | 1 | 1 | A metal cage full of mirrors. When a lit candle is placed inside, it creates light in a 6 Space Cone in the direction the wielder points it. Can be covered to remove the light without putting it out. Can be smashed on the ground to Ignite any targets within a 1 Space AoE within 3 Spaces. Ignited: You take 5 Fire Damage at the start and end of each of your turns, until you are put out as Any Action from you or an adjacent creature. Any creature which ends their turn in a Space of fire, or holding an object or creature which is on fire/Ignited becomes Ignited. |
Bioluminescent Lantern | 1 | 3 | A glass jar full of fireflies, glow worms, or a jelly fish, which sheds perpetual light in a 4 Space AoE. The inhabitant(s) of your jar must be fed three times per day (feed cost included in this item's cost). If you forget to feed your lantern, it will only shed light in a 2 Space AoE until the inhabitants are fed 2 more times, and the inhabitant(s) will be sad and hungry. If you forget to feed your lantern 3 times in a row, your lantern will go out forever. |
The Scepter of Light | 2 | 5 | A metal rod, tipped with gold. Sheds light in a 6 Space AoE when the command phrase "It could be brighter" is spoken. Stops glowing when the command phrase "It could be dimmer" is spoken. |
Compass | 0 | 1 | Points north. If an equipped Compass is the specified target of a Magnetmancy Skill, it is ruined forever. |
Star Chart | 0 | 1 | A map of constellations. Allows for night time navigation on the high seas, if you can read it. |
Piton (x10) | 1 (0.1 each) | 1 | A pin made of bronze or iron with a loop at the top. Can be hammered into the ground and rope, a lantern, and more can be attached at the loop. A single piton can only hold a single item which fits through the loop. |
Ball Bearings | 0.5 | 1 | A sack full of enough ball bearings or marbles to fill a single Space, or to be used as Ammo for a sling until the end of time. A Space full of ball bearings or marbles is Unnatural Difficult Terrain, and any creature which moves through such a square must spend 1 Space of their movement or become prone. |
Caltrops | 0.5 | 1 | A box of enough caltrops or d4s to fill a single Space. A Space full of caltrops is Unnatural Difficult Terrain, and any creature which moves through such a square takes 4 Piercing Damage. A creature which becomes prone in a square full of caltrops instead takes 12 Piercing Damage. Easily concealed under leaves, or in tall grass. |
Pouch of Flour (x10) |
1 (0.1 Each) |
1 | A pouch full of flour. Exceptionally clingy. Very noticeable when clinging to the invisible.A single use may be spent as 1 Attack with a Range of 2 Spaces, flinging a handful of flour into the target's eyes, Blinding them. The target may spend their Reaction to close their eyes, and not be Blinded, or may remove the flour from their eyes as a Defensive or Move Action. 10 uses may be spent to coat a single Space in flour. Something to irritate rug or carpet owners, or reveal footsteps. This item is a Consumable. |
Pouch of Sand (x10) |
1 (0.1 Each) |
1 | A pouch full of sand. Most people just find their own, rather than purchasing it. A single use may be spent as 1 Attack with a Range of 2 Spaces, flinging a handful of sand into the target's eyes dealing 0+Skill Earth Damage and Blinding them if they take damage. The target may spend their reaction to close their eyes, and not be Blinded, or may remove the sand from their eyes as a Defensive or Move Action. 10 uses may be spent to cover a single Space in sand. Something to play with, irritate rug or carpet owners, or reveal footsteps. This item is a Consumable. |
Vance's Golden Glitterdust (x1) | 0.1 | 1 | A pouch full of shimmering ostentatiously golden flecks of magically clingy material, often called "glitter". A single use may be spent as 1 Attack with a Range of 2, fully coating whichever side of the target is facing the attacker. If the target was invisible, they are not any more, and cannot become invisible while contacting the glitter. If the target was facing the attacker, they become Blind while contacting the sparkles. 10 uses may be spent to cover a single Space in glitter. If any creature is Prone or slithers through this space, they become coated in the glitter, halving their slither speed. While a target is contacting the glitter, attacks made against them gain +1 Hit, and targets gain +2 Perception to notice them visually. The sparkles cannot be removed from the surface which they are attached to by any means besides a thorough scrubbing, or by taking lightning damage. When either of these things happen, the glitter falls straight down. Though a single bath removes their mechanical effects, it really takes three or four baths to get rid of all of them. If Blinded by the glitter, a creature may spend Any Number of Attacks rubbing their eyes, granting +50% chance to dislodge the glitter per Attack. This item is a Consumable. |
Lock Picks | 1 | 2 | Hooks and tools used to open locks when you've lost the key, or never had the key and are a locksmith. Or if you're a criminal. That's good too. May, in fact, be dental picks. Can be used 10 times to Unlock an average lock. After being used 60 times, this item breaks, and becomes unusable. If you begin Unlocking something with this Item, every action that you spend which is not used for that same Unlocking increases the number of times you must use this item to unlock that lock by +1. |
Fine Lock Picks | 1 | 3 | Hooks and tools used to open locks when you've lost the key, or never had the key and are a locksmith. Or if you're a criminal. That's good too. Can be used 7 times to Unlock an average lock. After being used 60 times, this item breaks, and becomes unusable. If you begin Unlocking something with this Item, every action that you spend which is not used for that same Unlocking increases the number of times you must use this item to unlock that lock by +1. |
Arcane Lock Picks | 1 | 5 | Hooks and tools which magically bend and reach inside of locks for when you've lost the key, or never had the key and are a locksmith. Or if you're a criminal. That's good too. Can be used 5 times to Unlock an average lock. After being used 80 times, this item breaks, and becomes unusable. If you begin Unlocking something with this Item, every action that you spend which is not used for that same Unlocking increases the number of times you must use this item to unlock that lock by +1. |
Pad Lock | 0.25 | 1 | An average large metal lock and matching key. This item can be used to make a container locked and unopenable. |
Complex Pad Lock | 0.25 | 2 | A complex large metal lock and matching key. This item can be used to make a container locked and unopenable. This object requires twice as many uses of some form of lock pick to open as an average lock. |
Arcane Lock | 0.25 | 5 | A magical large metal lock and matching key. This item can be used to make a container locked and unopenable. This object requires thrice as many uses of some form of lock pick to open as an average lock. |
Little Manacles (x2) | .5 | 1 | A pair of metal cuffs with an average lock connected by lengths of chain and accompanying key, worn by prisoners unwillingly, and by some followers of Igneous with the chains broken free as fashion accessories. May be attached to a single wrist or ankle of a Tiny, Puny, or Small Sized creature with a successful Grapple. A creature which has both ankles locked together by Manacles has their Walk Speed reduced to 1. A creature which has both wrists locked together by Manacles gains -4 Hit, except with Tooth, Claw, Hand and Foot Attacks. A creature which has both wrists locked together behind their back by Manacles cannot make attacks with their hands. A creature which has a wrists locked to an ankle becomes Prone if they attempt to Walk, and has their Leap Speed halved. A creature which is Manacled to something else must remain adjacent to what they are locked to. If that target is a creature, each target must make a contested Athletics roll each time they attempt to move in a direction the other target does not also move, only moving on a success. |
Manacles | 1 | 1 | Metal cuffs with an average lock connected by lengths of chain and accompanying key, worn by prisoners unwillingly, and by some followers of Igneous with the chains broken free as fashion accessories. May be attached to a single wrist or ankle of a Medium, Stocky, or Large Sized creature with a successful Grapple. A creature which has both ankles locked together by Manacles has their Walk Speed reduced to 1. A creature which has both wrists locked together by Manacles gains -4 Hit, except with Tooth, Claw, Hand and Foot Attacks. A creature which has both wrists locked together behind their back by Manacles cannot make attacks with their hands. A creature which has a wrists locked to an ankle becomes Prone if they attempt to Walk, and has their Leap Speed halved. A creature which is Manacled to something else must remain adjacent to what they are locked to. If that target is a creature, each target must make a contested Athletics roll each time they attempt to move in a direction the other target does not also move, only moving on a success. |
Huge Manacles | 2 | 1 | Metal cuffs with an average lock connected by lengths of chain and accompanying key, worn by prisoners unwillingly, and by some followers of Igneous with the chains broken free as fashion accessories. May be attached to a single wrist or ankle of a Stocky, Large, or Huge Sized creature with a successful Grapple. A creature which has both ankles locked together by Manacles has their Walk Speed reduced to 1. A creature which has both wrists locked together by Manacles gains -4 Hit, except with Tooth, Claw, Hand and Foot Attacks. A creature which has both wrists locked together behind their back by Manacles cannot make attacks with their hands. A creature which has a wrists locked to an ankle becomes Prone if they attempt to Walk, and has their Leap Speed halved. A creature which is Manacled to something else must remain adjacent to what they are locked to. If that target is a creature, each target must make a contested Athletics roll each time they attempt to move in a direction the other target does not also move, only moving on a success. |
Bear Trap | 1 | 1 | A pressure plate with teeth which occupies a single half space. Any creature which Walks into its Space triggers it, taking 12 Piercing Damage as it bites into their calf, and halves their Walk Speed, and inflicting a cumulative 3 damage to them each Space that they Walk without disarming the bear trap. Any creature which Slithers into its space triggers it, taking 12 damage as it bites into their body, and Roots them. Any creature which becomes prone into a bear trap instead takes 16 Piercing Damage, and takes 3 Bleed Damage at the start of each of their next three turns. Once a bear trap is triggered, it can be removed from the target as a Primary, Defensive, or Multi-Action (M+B). Bear Traps ignore Resistances granted by Armor. Rooted: You are incapable of moving from the space(s) you currently occupy due to a physical impairment, unless you use a Primary, Defensive, or Multi-Action (M+B) to free yourself. |
Glue (x10) | 1 (0.1 each) | 1 | All purpose. Water soluble. Strong enough to hold two items together, even suspended. Requires a Collective Might of 14 to rip free. This item is a Consumable. |
Super Glue (x5) | 1 (0.2 each) | 1 | All purpose. Water soluble. Strong enough to hold two objects together, even suspended. Requires a Collective Might of 28 to rip free. This item is a Consumable. |
The Supreme Glue (x1) | 1 | 1 | All purpose. Water soluble. Strong enough to hold two large objects together, even suspended. Requires a Collective Might of 38 to rip free. This item is a Consumable. |
Vance's Gummy Glue (x1) | 1 | 1 | Moldable, and doesn't stick until it isn't touching the bottle and the command phrase "that'll never come off" is spoken. Strong enough to hold two objects together, even suspended. Requires a Collective Might of 32 to rip free. This item is a Consumable. |
Clothing (x4) | 1 (0.25 each) |
1 | Functional and simple clothes. A good choice to buy in bulk if you're someone who gets stabbed or singed every now and then. |
Work Clothes | 0.5 | 1 | Functional and durable clothes. A good choice if you want your clothes not to be useless if you get stabbed or singed every now and then. |
Formal Clothes | 0.5 | 2 | Fashionable and beautiful clothing meant for formal occasions. |
Ceremonial Clothes | 0.5 | 2 | Clothes meant to be worn for ritual or ceremony. Range widely from silk robes to feathered hides. |
Opulent Clothes | 2 | 5 | The clothes worn to a ball, masquerade, or a king's court. |
Ghillie Suit | 2 | 5 | The wearer gains +2 Stealth in places with tall grass or dense foliage such as plains, savanna, and forests. |
Military Uniform | 0.5 | 5 | A uniform supplied to guards or soldiers of a specified land. Impersonating a city or military worker is often frowned upon, and also quite illegal. |
Glasses | 0 | 3 | Lose the negative effects of the Trait Near Sighted while you are wearing this item. |
The Returning Ring | 0.2 | 4 | A golden ring with an opening clasp which allows it to be wrapped around an item. Magically fits any Stocky or smaller target. This ring can be called back to its owner by thinking a mental command word (chosen at time of purchase, needs not be spoken aloud at an point), returning in a straight line (or, if impossible, the most direct route) to the caller, from a distance of up to 100 Spaces away, with a Levitation speed of 20 bringing with it anything it is attached to. For the purposes of pulling another creature, this Ring uses its owner's stats. Any creature pulled by the neck with this ring is suffocated while moving. WARNING: For use on the inanimate only. |
Vance's Magician's Hand | 1 | 5 | A translucent fleshy hand, in any color of your choosing. The wielder may manipulate this hand as though it were their own with any Appropriate Action, so long as the Hand is within 6 Spaces. If not ordered to do anything, it levitates in place. Any creature may hold the hand and spend a Primary Action to continue to be treated as "the wielder" indefinitely. The Hand has 10 HP, a Levitate Speed of 6, a Total Might of 2, is Minuscule, and cannot effectively move an item which weighs more than 10lbs (4.5 kg). If the Hand runs out of HP, it does not break, but becomes inert until 24 hours have passed. A single individual can only control as many of this item as they have hands (or had hands, in the case of missing hands). |
Vance's Masterful Magician's Hand | 1 | 7 | A translucent fleshy hand, in any color of your choosing. The wielder may manipulate this hand as though it were their own with any Appropriate Action, so long as the Hand is within 12 Spaces. If not ordered to do anything, it levitates in place. Any creature may hold the hand and spend a Primary Action to continue to be treated as "the wielder" indefinitely. The Hand has 10 HP, a Levitate Speed of 6, a Total Might of 4, is Minuscule, and cannot effectively move an item which weighs more than 10lbs (4.5 kg). If the Hand runs out of HP, it does not break, but becomes inert until 12 hours have passed. A single individual can only control as many of this item as they have hands (or had hands, in the case of missing hands). |
Vance's Mighty Magician's Hand | 1 | 7 | A translucent muscular hand, in any color of your choosing. The wielder may manipulate this hand as though it were their own with any Appropriate Action, so long as the Hand is within 6 Spaces. If not ordered to do anything, it levitates in place. Any creature may hold the hand and spend a Primary Action to continue to be treated as "the wielder" indefinitely. The Hand has 20 HP, a Levitate Speed of 6, a Total Might of 12, is Minuscule, and cannot effectively move an item or object which weighs more than 30lbs (13.6 kg). If the Hand runs out of HP, it does not break, but becomes inert until 12 hours have passed. A single individual can only control as many of this item as they have hands (or had hands, in the case of missing hands). |
Vance's Inflatable Air Bubble | 0.5 | 5 | A soft tacky material which can be inflated (after 1 minute) with breath to hold air until broken or deliberately deflated. While inflated, it filters air from the outside, making it so that the wearer can breathe clean air through smoke, under water, and gain resistance to damage and effects from poison clouds, and all other inhalation-based effects and damages. |
Vance's Muddy Buddy | 3 | 8 | Previously The Clay Clad Lad, and still made of Clay! This little guy can follow simple orders to a tee! A Tiny clay golem, with a very round head. Vance's Muddy Buddy has 20 HP, a Walk and Swim Speed of 6 each, a Total Might of 4, and may make a single Primary, Move, and Bonus Action each on their owner's turn (not using the owner's actions). If they run out of HP, they reform after 24 hours. They have no fingers, so cannot hold items except in both of their hands. Vance's Muddy Buddy is designed to be incapable of harming others directly, though can harm others indirectly, as they are very simple and don't understand that actions have consequences. Vance's Muddy Buddy can also answer questions by nodding or shaking their head, understanding a single language of the purchaser's choice, though cannot speak. Probably follows along behind you instead of being in your Inventory taking up Space. |
Vance's Statue of the Steed | 4 | 8 | A horse is best for travel among the plains and forests of the world. Upon purchase, you may name your Steed, and its name will be engraved upon the granite Statue. This stone statue of a horse galloping can be transformed into a horse when its owner speaks its name, and back gain by its owner saying the Steed's name followed by "rest". When not a statue, the Steed is in all ways a horse, though so long as it spends at least 8 hours as a statue, it does not need to eat, or sleep, only drink. An already existing horse can be made into a Statue of the Steed for the reduced cost of 5 gold. Don't worry, its painless! |
Vance's Cast of the Camel | 4 | 8 | A camel is best for travel among the deserts and savannas of the world. Upon purchase, you may name your Camel, and its name will be engraved upon the bronze Cast. This metal statue of a camel striding can be transformed into a camel when its owner speaks its name, and back gain by its owner saying the Camel's name followed by "rest". When not a statue, the Camel is in all ways a camel, though so long as it spends at least 8 hours as a statue, it does not need to eat, or sleep, only drink. An already existing camel can be made into a Cast of the Camel for the reduced cost of 5 gold. Don't worry, its painless! |
Vance's Figure of the Fenris | 4 | 8 | A wolf is good for travel among many diverse climates from the temperate plains to the frozen tundras of the world, and makes for very loving companionship. Upon purchase, you may name your Fenris, and its name will be engraved upon this grey shale Figure. This stone statue of a howling wolf can be transformed into a wolf when its owner speaks its name, and back gain by its owner saying the Fenris' name followed by "rest". When not a statue, the Fenris is in all ways a wolf, though so long as it spends at least 8 hours as a statue, it does not need to eat, or sleep, only drink. An already existing dog (of any kind) can be made into a Figure of the Fenris for the reduced cost of 5 gold. Don't worry, its painless! |
Vance's Statue of the Spider | 4 | 10 | A giant spider is best for travel among the caves and crevasses of the world. Upon purchase, you may name your Spider, and its name will be engraved upon the jade Statue. This stone statue of a spider skittering can be transformed into a giant spider when its owner speaks its name, and back gain by its owner saying the Spider's name followed by "rest". When not a statue, the Spider is in all ways a giant spider, though so long as it spends at least 8 hours as a statue, it does not need to eat, or sleep, only drink. An already existing giant spider or mammoth spider can be made into a Statue of the Spider for the reduced cost of 7 gold. Don't worry, its painless! |
Vance's Bust of the Bear | 4 | 12 | A polar bear is best for travel among the snowy plains and tundras of the world. Upon purchase, you may name your Bear, and its name will be engraved upon the marble Bust. This stone statue of a noble bear can be transformed into a polar bear when its owner speaks its name, and back gain by its owner saying the Bear's name followed by "rest". When not a statue, the Bear is in all ways a polar bear, though so long as it spends at least 8 hours as a statue, it does not need to eat, or sleep, only drink. An already existing bear (of any kind) can be made into a Bust of the Bear for the reduced cost of 9 gold. Don't worry, its painless! |
Bags and Containers
The below objects only ever takes up as much Inventory Space as it takes up, even when full of other objects.
Item Name | Inventory Space |
Cost | Special |
---|---|---|---|
Cooler | 2 | 1 | An insulated wooden chest, keeps cold things cold, and hot things hot, but not at the same time. Increases the number of days it takes for food to go bad by +2. Internal Inventory of 2. |
Large Cooler | 4 | 1 | An insulated wooden chest, keeps cold things cold, and hot things hot, but not at the same time. Increases the number of days it takes for food to go bad by +2. Internal Inventory of 4. |
Chest Cooler | 8 | 1 | An insulated wooden chest, keeps cold things cold, and hot things hot, but not at the same time. Increases the number of days it takes for food to go bad by +2. Internal Inventory of 8. |
Utility Belt | 1 | 1 | Internal Inventory of 2. You may retrieve an object from this belt as a Free Action once per turn. |
Hip Bag | 2 | 2 | Internal Inventory of 4. You may retrieve an object from this belt as a Free Action once per turn. |
Shoulder Bag | 3 | 2 | Internal Inventory of 6. You may retrieve an object from this belt as a Free Action once per turn. |
Rucksack | 4 | 3 | Internal Inventory of 8 in its many pockets. You may retrieve an object from this belt as a Free Action once per turn. |
Duffel Bag | 5 | 4 | Internal Inventory of 10. You may retrieve an object from this belt as a Free Action once per turn. |
Framed Backpack | 5 | 4 | Internal Inventory of 12 in its many pockets. |
The Bag of Holding | 1 | 10 | Internal Inventory of 20. |
Vance's Handy Haversack | 4 | 14 | Internal Inventory of 20 in its many pockets. |
Vance's Portable Pit | 4 | 15 | A perfect circle of inky blackness, foldable, and with the texture of suede. A 2x2x2 Space extradimensional circular pit. While folded up, it is air tight, and it never gets heavier, no matter how full it gets. Some people use it for storage, others for lodging. Comes with a 2 Space ladder. |