feat: Add core rules

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<p><strong>104</strong></p>
<h2>W</h2>
<p>Player Characters have an abstract reserve of useful gear and consumable items, represented by Inventory Points (IP).</p>
<p>A character can normally carry a maximum of 6 Inventory Points; however, some Classes and special Skills will increase this limit.</p>
<h3>SPENDING INVENTORY POINTS</h3>
<p>Whenever you need a consumable item from the list below, you may spend an appropriate amount of Inventory Points to produce it from your bag and apply its effect — all Inventory Points spent this way must come from the same character.</p>
<p>Once created, the item must be used immediately and is destroyed in the process; you cannot create it and then "save it for later".</p>
<p>The table below lists the default inventory objects available in the game; this information is also present on your group sheet for easier reference. The sheet also features blank spaces where you can write custom inventory items that are unique to your world!</p>
<p>The Tinkerer Class (page 210) can use Inventory Points in a variety of ways.</p>
<table>
<thead>
<tr>
<th>ITEM</th>
<th>IP COST</th>
<th>EFFECT</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>Potions</strong></td>
<td>Elixir 3</td>
<td>One creature recovers 50 Mind Points.</td>
</tr>
<tr>
<td></td>
<td>Remedy 3</td>
<td>One creature recovers 50 Hit Points.</td>
</tr>
<tr>
<td></td>
<td>Tonic 2</td>
<td>One creature recovers from a single status effect.</td>
</tr>
<tr>
<td colspan="2"><strong>Utility</strong></td>
<td>Elemental Shard 2 One creature suffers 10 damage of a type of your choice (air, bolt, earth, fire, or ice).</td>
</tr>
<tr>
<td colspan="2"><strong>Magic</strong></td>
<td>Tent 4 Allows the entire group to rest in the wilderness.</td>
</tr>
</tbody>
</table>
<p>INVENTORY POINTS</p>
<p>Philip Forlenza (Order #)</p>