Wednesday, February 4, 2026

Item List and Fringe rules

Falling

If you fall uncontrolled (footing crumbled, rope snapped, horse bucked,) you take damage equal to the number of feet you fell and must Soak it with your Toughness Dice or suffer an injury. If you fall in a controlled manner (intentionally and willingly jumping off of something,) subtract your Dexterity Score from this damage before Soaking it.

Advancement

Whenever you do something important, you gain one XP. Every 3 XP, you can either take a level (+1 Toughness, gain the next template of your class or multiclass,) or choose one entry on your character sheet to advance. This can be a statistic, item, your character's name, spell, or anything else written on your character sheet. The DM decides on an upgrade for that entry.

Things that ought give you XP

  • Surviving a session 
  • Completing a capital "Q" Quest 
  • Earning 5000 coins worth of treasure 
  • Killing an iconic creature (Dragon, Gelatinous Cube, Medusa)
  • Discovering a location uninhabited for the last 100 years 

Durability

If you use a weapon or item to do something it's not intended for- smashing a door open with a battle axe, prying open a sealed crate with a dagger, there is a 2 in 6 chance to break the item. The item is useless for its intended purpose until repaired with a Repair Kit. 

 Blindness

Roll attacks twice and take the lower result.

 Languages

All characters know their Native Language. This allows them to speak to other people who come from the same country/province/kingdom. In addition, they know a number of extra languages equal to their Intelligence Modifier.

  • Common : A patois developed by traders, soldiers, and adventurers. Popular amongst young posers.
  • Celestial : Holy texts, Angels, and pretentious legalese. Lorem Ipsum.
  • Runic : The language of ancient cultures, Golems, Sentient Weapons, Dungeon Controller AI's, and Spellbooks. 
  • Elvish : If they had it their way, everyone would speak it.
  • Beastly : Demihumans, Nature spirits, and Sentient Trees. The written form is made from knotted threads or notched wood.
  • Monstercommon : A patois developed by the "monstrous races" that can speak and write. Orcs, Drow, and Goblins trade with one another.
  • Demonic : Hurts to speak. Hurts worse to read. Can't be used to lie. 
  • Sign Language/Braille : Requires a hand free to speak. Books written in braille are longer; blind adventurers ought carry abridged versions.
  • Morse Code : Useful for communication across long distances.

Kits

 All kits take up 3 inventory slots. They represent bundles of equipment that allow adventurers to perform specialized tasks. 

  1. Camping Kit: A bedroll, waterskin, frying pan, and canvas tent- plus quivers, buckles, sheathes and pouches. Allows resting in the great outdoors and caves.
  2. Healing Kit : Tourniquets, linen strips, rubbing alcohol, cotton, needle and thread, scalpel and bone-saw. Allows bleeding to be stopped, limbs to be amputated, and arrows to be removed.
  3. Repair Kit:  Set of small hammers, leather strips, whetstones, patchmetal, needle and thread. Allows damaged equipment to be repaired during downtime.
  4. Trap Kit : Pliers, 100' of wire, wire cutters, small mechanical parts. Allows traps to be disarmed and installed.
  5. Cosmetic Kit : Coral, Kohl, Skin-paint, Cream, Wig, fake beard, brad pads, and colored contacts. Allows you to change how you look.
  6. Carpentry Kit : Hammer, 20 nails, lacquer and brush, wood splitting wedge. Allows you to assemble and disassemble wooden objects.

Items 

  1.  Rope (1) : 30 foot spool. 
    • Grapnel (1) : Allows for grappling
    • Spike (1/3) : Allows you to  
  2. Tool (2) : Wood Splitting Axe, Shovel, Mining Pick, etc. 
  3. Torch (1/2) : A pitch soaked stick. 30 ft of light.
  4. Chalk (1/6) : A pack comes in 6 colors. Leaves marks on stone. 
  5. Firewood (3) : Treated wood and tinder.
  6. 10' Pole (2) : A long stick. 
  7. Padlock/Key (1) : Share a slot. Allows you to lock doors and chests. 
  8. Whistle (1/2) : Sound carries.
  9. Hand Mirror (1) : A small piece of silver polished to a shine. Check corners, signal across distances, and detect Vampires. 
  10. Lantern (1) : 30 feet of light
    • Hooded : Can be shuttered, hiding you from prying eyes.
    • Belt : Can be latched to a belt, leaving your hands free. 
  11. Oil Flask (1/3) : can be converted into firebombs or used to fuel lanterns.
  12. Bottle (1/3) : Stores liquids, and small creatures. 
  13. Explosive Barrel (3) : Keg of blasting powder. Explodes for 3d10 damage if lit. Clears obstacles. 
  14. Flint and Steel (1) : 2 in 6 chance to light something on fire.
  15. Medicine (1/3) : A bottle of painkillers, contraceptives, or antibiotics, sometimes all three in one.
  16. Garlic (1/3) : Seasons food and Terrifies the dead. Poisonous to dogs.
  17. Ration (1/7) :
    • Fresh Ration : Berries, Cabbage, Penny Bun, easy to source in meadows and forests, but spoils within a few days.
    • Dry Ration : Salt Pork, barley flour, Hard Tack. Needs water and fire to be edible, doesn't spoil.
    • Cold Ration : Pickles, Jam, Biscuits. Can be eaten cold.
  18. Beer, Wine, Whiskey (1) :  A bottle of the good stuff. Can be used to feed fires or lift spirits.

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