22 GAME RULES

RECHARGING INVENTORY POINTS

Characters can recharge their Inventory Points when they are in a town, village, or other locations that allow them to purchase useful gear: the cost is 10 zenit for every Inventory Point they want to recharge.

At the Game Master’s discretion, characters may also recharge some of their Inventory Points in particular circumstances, such as stumbling upon an adventurer’s backpack or being rewarded by a village for their help with local troubles.

A character’s current Inventory Points can never go above their maximum Inventory Points — there is always a limit to how much can be carried comfortably.

SHARING INVENTORY POINTS

Characters are not allowed to redistribute Inventory Points among themselves.

GEAR AND TOOLS

All Player Characters are assumed to be carrying any gear and tools appropriate to their Identity or befitting their role as adventurers: there’s no need to keep track of torches, ropes, blankets and so on.

If a character needs a basic adventuring item, they will have it.

However, sometimes a character will need an item that is a bit uncommon or doesn't really fit their Identity. When this happens, the Game Master may allow the character to spend some Inventory Points (generally 2 to 4) in order to "miraculously" pull the item in question out of their backpack.

Example: A character whose Identity is “Princess of Thieves” will surely carry some quality lockpicks in her bag; on the contrary, a noble knight will probably have to spend a couple Inventory Points to pull them out of his backpack.

Items created this way are not immediately destroyed, but characters should not be allowed to sell them for a price higher than five times their IP cost. For instance, an item that costs 2 IP to create should sell for 10 zenit at most.

Note: While tools and similar gear might allow you to perform an otherwise impossible operation, they never grant any mechanical benefit.

Philip Forlenza (Order #)