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