22GAME RULES
HOW TO GET NEW ITEMS
There are plenty of occasions for characters to acquire gear and equipment:
villages and towns will always have one or more stores dedicated to weapons,
armor, and useful accessories. This doesn’t mean a character can simply walk
into a shop in the middle of nowhere and expect to purchase a magical
crossbow, however: while basic weapons, armor, and shields should be available
in most settlements, rare items should only be found in unique stores, hidden
within the most dangerous of ruins, guarded by powerful monsters or offered as
a reward for heroic deeds.
If you are the Game Master, see page 266 for rules and guidelines on how to
create rare items, as well as several lists of premade items. A list of basic
items can be found starting on page 130.
There are three main ways treasure and magical items can be handled during a
Fabula Ultima campaign.
When you start playing, you should discuss which of the methods below you want
to adopt; you can always change your decision later on after a few sessions.
Methods for Handling Treasure
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Classic. The GM hands out rewards as they see fit. This is
probably the most common solution, but it puts a lot of responsibility on
the GM's shoulders.
-
Survey. The Game Master asks everyone about the kind of
items they'd like their characters to find or use — perhaps the ninja would
like to wear an intimidating han'nya mask (page 286), or the brawler can't
wait to get her hands on a pair of fuel knuckles (page 272). Using this
method, the GM has a useful list of items they can pick from when handing
out rewards.
-
Wishlist. This is an uncommon approach, but it can be
interesting. Each Player writes a list of items they would like their
character to find over the course of their career — these can be chosen from
the lists of rare items in the Game Master chapter, or designed from scratch
following the guidelines presented there. Then, whenever the group finds
some kind of treasure or receives a reward, the Players themselves can pick
from those lists and narrate what the item is — as well as why it was there.
REWARDS