Items

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Items are classified into three categories:

Foods

Consumables

Supplies

The universal rules of items

Items are all stored in a players inventory and may be taken out or interacted with using an action unless directly stated otherwise.

Identical items that give passive effects cannot be stacked unless stated otherwise.

Items that are on the ground must be picked up by the player with an action.

Foods:

Eating is an essential part of adventuring, and food provides that.

All food has a set quality and food value. Food might have a set amount of uses depending on the size of the meal, for example an apple might have 1 use whilst a pie fresh out the oven might give you 3 uses before being destroyed.

Food quality for all food is not set in stone as one baker might make a better pie then another. Likewise an apple can range from rotten to freshly picked.

Plains apple

(Food)

(Quality ranges from D to B)

Number of uses: 1

A common apple found anywhere in Aluria. Provides 2 base food value upon consumption.

Ration

(Food)

(Quality ranges from D to C)

Number of uses: 2

An emergency set of pre-packaged food. Provides 4 base food value upon consumption.

Boudin noir

(Food)

(Quality ranges from C to A)

Number of uses: 1

A popular sausage dish originating from Blood kiss isle. Provides 6 base food value upon consumption, before consuming the creature must roll a DC 10 Constitution save. Upon failure the creature loses 1d6 health as they barf blood all over the floor.

Coalmeal

(Food)

(Quality ranges from D to C)

Number of uses: 3

A grainy cereal paste combined with small amounts of coal and ash to add “hardyness” to the meal. Provides 2 base food value upon consumption, has a 1 in 10 chance of poisoning the creature that consumes it.

Drake steak

(Food)

(Quality ranges from B to S)

Number of uses: 1

A large hunk of tender drake meat, only to be cooked by professional chefs. Provides 10 base food value and increases strength by +1 for 1 hour upon consumption.

 Consumables: 

A consumable is anything that has a set amount of uses and ISN’T food, (this does not barr certain consumables from providing food value however)

This can range from potions to ancient stones that provide a benefit only three times ever, but the general rule for consumables is that they are always destroyed after being used up. Like Food, consumables can range in the amount of uses before being destroyed.

Small health Potion

(Consumable)

Number of uses: 1

A small vial of the concoction C-12, also known as a health potion. Heals 5 health points upon consumption and provides 1 food value. ADDICTION WARNING!

Whetstone

(Consumable)

Number of uses: 3

A fine grained stone used for sharpening bladed weapons such as swords. you may spend 2 minutes sharpening a whetstone to increase a bladed weapon’s base damage by +1. When doing so you must roll a d20, on a critical failure the bladed weapon is instead blunted for -1 base damage.

Bottle of alcohol

(Consumable)

Number of uses: 3

A bottle of alcohol, relieves stress. ADDICTION WARNING!

Bottle of grease

(Consumable)

Number of uses: 1

A small bottle of grease made out of inedible lard and waste animal parts. This thick and slippery substance has many uses in the right hands.

Hairspray

(Consumable)

Number of uses: 6

A polymer based hair product, may be applied to one’s hair to style the hair in new and interesting ways, once applied the hairspray lasts for a maximum of 1 day and must be re-applied to maintain the desired hairstyle.

Box of Matches

(Consumable)

Number of uses: 12

A box of 12 highly flammable matches, may be lit using the match box. The matches provide a 2 space area of light in dark areas and may be used to set fire to things.

 Supplies: 

Supplies are every item that isn’t a consumable or a food. They are adventuring gear that will never be used up and can range from tools to fancy decorative capes. Most supplies will have some form of use, either a passive or a special effect if interacted with.

Waterskin

(Supply)

A waterskin made out of leather. You may spend 1 in-game minute near a source of water in order to fill it with water. Once filled up the water inside the waterskin assumes a food status and can be used up with an action, the food value provided by the water inside the waterskin differs depending on the quality of the water source it was taken from, but all water provides a minimum of 2 food value.

Rabbit mask

(Supply)

A furry leather mask that when worn allows a creature to jump 5 spaces into the air using an action, the creature must make a constitution roll each time they jump in case they break their legs upon the fall. Once a creature has worn the Rabbit mask once it cannot be given to another creature for a week.

Lockpicks

(Supply)

A set of small metal lock-breaking equipment, when standing next to a locked door you may try to unlock the door with a lockpick. To do so you roll an appropriate agility and intelligence roll decided by the GM, upon a success the door is unlocked, upon critical failure this item breaks and must be repaired at a blacksmith.

Journal

(Supply)

A blank book designed to store and record whatever its owner finds important, comes with a Tailbirch pencil.

Book of discipline

(Supply)

A book containing all the fundamental knowledge required to maintain proper battle etiquette.

Medical supplies

(Supply)

A set of equipment fit for bandaging and providing first aid to a living mortal creature, may be used to bandage cuts and prevent minor and major bleeding.

Prayer book

(Supply)

A book of prayers and stories related to a single deity of the owners choice, as an action you may try to pray to your deity, rolling 1d100. If the result of the d100 is equal to or below your current level your prayers are answered by the deity. The deity may take liberties in what they do about your request.

Spellbook

(Supply)

A magic book tasked with recording any of the spells its owner knows. The spellbook may not be read by anybody that its owner doesn’t allow. A creature who regularly wouldn’t know a spell may use any one spell in the spellbook as a daily.

Backpack

(Supply)

A common item for adventurers, a backpack expands your character's inventory by 3 slots. You may only have one backpack in your inventory.

Torch

(Supply)

Torches provide a 5 space area of light in dark areas, torches must be lit from a fire source and can be extinguished with an action.

Lighter

(Supply)

An ingenious small metallic firestarter, may be used to set fire to things. Must be refueled with flammable liquid after a certain amount of uses.

Inkmill Photomajig

(Supply)

A highly sophisticated device that can freeze moments in time and convert them into black and white “photographs”. These “photographs” are recorded on 3x3 inch paper.

10ft/20ft/30ft/40ft/50ft of Rope

(Supply)

A (enter ft) length of sturdy rope made out of Villikin hair. May be tied to objects or creatures. Can support a maximum of 200 pounds.

Climbing gear

(Supply)

Contains a pair of Ice-axes, a pair of Crampons and 20ft of rope that may be used to climb sheer surfaces.

Parchment

(Supply)

An Animal-hide based sheet that may be written upon.

Inkpen

(Supply)

A well crafted ink based pen that can be used to write on things such as parchment or paper.