1.0 Rules Concerning Items and Items Tables
2.0 Armor, Weapons, and Ammunition
3.0 Adventuring Gear
4.0 Alchemical Items
5.0 Food, Drink, and Meal Quality
6.0 Rest and Lodging
2.0 Armor, Weapons, and Ammunition
3.0 Adventuring Gear
4.0 Alchemical Items
5.0 Food, Drink, and Meal Quality
6.0 Rest and Lodging
1.0 Rules Concerning Items and Items Tables
Inventory Space: The amount of space this item takes up in your Inventory.
Cost: The common amount this item typically costs in Zenithian gold coins in Zenith and Bern. Prices go up and down with scarcity and demand, at the Host's discretion. Never think about or change it if you don't actively want to/think it would improve your game. It only sometimes will/almost never will.
Effect: What the item does.
An object/item's page will always state blanket statements about the objects on the table such as an object/item's Size above the table as well as certain other rules about the items on the table such as whether or not the item(s) are Consumable (meaning that they become unusable after the first time they're used, however their containers such as glass bottles or fragments of clay do not).
An Object or item being wielded or carried by a creature shares that creature's Defence, is protected by their Reactions, and must be specifically targeted in order to be damaged.
Cost: The common amount this item typically costs in Zenithian gold coins in Zenith and Bern. Prices go up and down with scarcity and demand, at the Host's discretion. Never think about or change it if you don't actively want to/think it would improve your game. It only sometimes will/almost never will.
Effect: What the item does.
An object/item's page will always state blanket statements about the objects on the table such as an object/item's Size above the table as well as certain other rules about the items on the table such as whether or not the item(s) are Consumable (meaning that they become unusable after the first time they're used, however their containers such as glass bottles or fragments of clay do not).
An Object or item being wielded or carried by a creature shares that creature's Defence, is protected by their Reactions, and must be specifically targeted in order to be damaged.
2.0 Armor, Weapons, and Ammunition
Armor is worn for defensive purposes, whether from the elements, or forms of damage. All armor falls into one of the categories listed on the Armor Table, and all weapons fall into at least one of the categories on the Weapons Table.
What a weapon or armor/armor set looks like and is made of is up to the maker of the weapon or armor, or the player who owns the weapon or armor (whichever comes first) because it doesn't much matter mechanically (a normal leather jacket can be heavy armor as long as the player doesn't try to have a lower Dodge penalty due to leather being a lighter material than steel). In most cases a Host should restrict players to their weapons and armor being made of basic materials such as wood, cotton, silk, leather, iron, brass, copper, lead, silver, and/or steel (so that at no point do players try to sell their solid gold armor Heavy Armor for more than the cost of Heavy Armor) but beyond that it doesn't much matter.
Ammunition is a type of Consumable which must be used to make Ranged Attacks with weapons with the Sling, Blow, Bow, Greatbow, Crossbow, Firearm, Shotgun, Cannon, and Siege Weapon Types. A Consumable is a type of object that goes away when used, such as water which is drank. Ammunition (or Ammo) is a special type of Consumable which can be recovered from the targets they hit. Ammo spent on an attack which misses is Consumed as usual.
What a weapon or armor/armor set looks like and is made of is up to the maker of the weapon or armor, or the player who owns the weapon or armor (whichever comes first) because it doesn't much matter mechanically (a normal leather jacket can be heavy armor as long as the player doesn't try to have a lower Dodge penalty due to leather being a lighter material than steel). In most cases a Host should restrict players to their weapons and armor being made of basic materials such as wood, cotton, silk, leather, iron, brass, copper, lead, silver, and/or steel (so that at no point do players try to sell their solid gold armor Heavy Armor for more than the cost of Heavy Armor) but beyond that it doesn't much matter.
Ammunition is a type of Consumable which must be used to make Ranged Attacks with weapons with the Sling, Blow, Bow, Greatbow, Crossbow, Firearm, Shotgun, Cannon, and Siege Weapon Types. A Consumable is a type of object that goes away when used, such as water which is drank. Ammunition (or Ammo) is a special type of Consumable which can be recovered from the targets they hit. Ammo spent on an attack which misses is Consumed as usual.
3.0 Adventuring Gear, Bags, and Containers
Ropes, torches, magic items, and other 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.
Bags and containers only ever take up as much Inventory Space as they take up, even when full of other objects.
Bags and containers only ever take up as much Inventory Space as they take up, even when full of other objects.
4.0 Alchemical Items
Items made through the process of chemistry (such as bombs) or magically through alchemy (such as potions). Greatly useful, but rarely usable more than once.
5.0 Food, Drink, and Meal Quality
Food, drink, and the rules surrounding them.
6.0 Rest and Lodging
Objects and places you sleep in or under.