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Items

Items are tools, weapons, valuables, containers, and any other objects a character carries. All Items have a Grade and a Load.

When noting an item it is written with its Load as the number of dice, its Grade as the size of die, and then the item’s name. A 1D10 Knife” has a Load of 1 and a Grade of D10. Whereas, a 3D8 Sledgehammer” would have a Load of 3 and a Grade of D8. Smaller dice sizes are higher quality items.

Items Can…

If you think an item would be useful in a situation it probably is.

Grant Abilities

Characters are going to encounter situations where they can’t attempt to do something. Items can grant the ability to attempt or even ignore a Conflict when attempting to do something.

For example, if you had a ladder you might be able to use it to climb a cliff. Ask the GM if an item would allow you to bypass a Conflict.

Make Conflicts Easier/Harder

When in a Conflict, you can add any number of relevant items’ dice to the roll; as long as it is reasonable for the character to be wielding all of the justified items at the same time.

Keep in mind that for tools, 1 Load represents approximately one hand to be wielded. With 2+ Load taking 2 Hands. Up to two layers of apparel can be worn at any given time.

Grade

An item’s Grade is a representation of the quality of the item. Grades are shown as a die value, from D12-D4. With smaller die being of a higher Grade.

Load

Load is an abstraction of an item’s weight and bulk. It is shown as the amount of dice for the item. eg. a 2D10 Pickaxe would have a Load of 2. Any item with a Load of 2, or greater, requires two empty hands to be added to a Conflict Roll.

Carrying Items

Item’s are carried by placing an amount of Stamina Dice equal to the item’s Load onto the item. This Exhausts (the die cannot be rolled) the die until the item is dropped or stored within a container.

Holding Items

An item is considered wielded as long as it is being carried by a character and is not within a container.

Containers

Items can be placed into containers. Containers can hold an amount of items’ Load equal to (20 - their Grade’s max roll). eg. A 1D10 backpack can hold 10 Load of items. Where as, a 1D6 backpack can hold 14 Load of items.

Items in containers cost no SD to carry, and instead deduct from the Container’s capacity. Containers can be placed within other containers, but you can only nest containers one time. It costs 1 Action to remove an Item from a nested Container, but no action to use an Item from a Container that is not nested.

There are some items that in reality would be considered to be a container but in Pilgrim’s Passages are just considered items. Items that default to needing a container to be in do not count the container and item as separate. For example: a beaker of poison would not be a beaker with a capacity and X Load of poison. In game we would just consider the beaker of poison to be an item. The same is true for a box of playing cards, a tinder box, a quiver of arrows, a palette of paint, etc.

Packing

The first few sessions packing will take some time. The process of packing is intended to be a bit of a pain. Similar to how it is in real life. Players that pack cleverly will be rewarded with having the tools they need at hand, and having more Stamina Dice available. It may feel punishing early on with pilgrims not having much Stamina nor many tools to play with. Do not worry, they will quickly gain more Stamina, and you should make sure they have the means of making/gaining more and better containers.

Wear and Tear

When a character fails a Roll, increase the one of the items used in the Roll’s Grade die size by 1. If an item’s Grade die would increase in size beyond 1D12 the item is broken beyond repair.

Enchantments

A Trait that has been applied to an Item is called an Enchantment. Enchantments grant the Item’s holder the effects of the Enchantment, as long as the item is being wielded.

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