While weapons and armor are often the most iconic pieces of gear for an adventurer, one should not overlook more mundane necessities.
Gear
Name |
Encumbrance |
Price |
Rarity |
Backpack |
-4 |
50 |
3 |
Enchanted Backpack |
2 |
600 |
8 |
Energy Elixir |
0 |
25 |
2 |
Healing Herbs |
0 |
50 |
6 |
Healing Potion |
0 |
25 |
2 |
Mana Stone |
1 |
50 |
5 |
Thieves' Tools |
1 |
75 |
5 |
Torch |
1 |
1 |
0 |
Winter Clothing |
4 |
100 |
3 |
Backpack
While wearing a backpack, your character increases their encumbrance threshold by four.
Enchanted Backpack
An enchanted backpack can carry up to 12 encumbrance of items, but is always encumbrance 2 regardless of how much it’s holding.
Energy Elixir
Using an energy elixir requires one maneuver for your character to apply it either to themselves or to another engaged character. The elixir is consumed in the process, and the character immediately heals 5 strain. While a character can use multiple energy elixirs, this provides diminishing returns. Each elixir after the first heals one wound fewer. A second elixir heals 4 strain, a third heals 3, and so on. Using a sixth energy elixir in a day has no further effect. After one day, the lingering effects of the elixir wear off, and the character may use an energy elixir again with the normal effect.
Healing Herbs
When making a Medicine check, your character may use healing herbs to add
1 Success and
1 Advantage to the results. Healing herbs are consumed when used.
Healing Potion
Using a healing potion requires one maneuver for your character to apply it either to themselves or to another engaged character. The potion is consumed in the process, and the character immediately heals 5 wounds. While a character can use multiple healing potions, this provides diminishing returns. Each potion after the first heals one wound fewer. A second potion heals 4 wounds, a third heals 3, and so on. Using a sixth healing potion in a day has no further effect. After one day, the lingering effects of the potion wear off, and the character may use a healing potion again with the normal effect.
Mana Stone
Your character may use a mana stone to negate the strain cost of casting a spell. Each mana stone can do so once per session before it must recharge. A Despair result may render the stone permanently inert, effectively destroying it.
Thieves' Tools
Thieves’ tools allow your character to attempt to open any mechanical lock or latch, even complicated ones. In addition, when making a Skulduggery check to open a lock or latch, your character adds
1 Advantage to the results.
Torch
A lit torch provides light out to short range and removes
1 Setback added to checks due to darkness.
Winter Clothing
When wearing winter clothing, your character removes
2 Setback from any Survival or Resilience checks they make due to cold weather. When worn, winter clothing’s encumbrance is 1.