Inventory

Home Characters Inventory

    Inventory


    Equipment

    Location Acquisition
    Main-Hand Crafted
    Off-Hand Crafted
    Armor Crafted
    Trinkets Earned in RP
    Consumables Earned in RP
    Artifacts Special

    Rules

    • New characters start with a total of 3EP (Equipment Points) worth of Crafted items. This is affected by the character's starting wealth level.
    • As wealth increases, the number of bonus slots per item increases as well.
    • Items of the same type (weapons/shields/talismans/armor/trinkets) that buff a particular stat do not stack with each other.
      • Stacks: A +1 AC Shield and a +3 AC Armor results in +4 AC (Shield & Armor)
      • Doesn't: A +3 DMG sword and a +2 DMG bow do not result in +7 DMG. (Weapon & Weapon)

    Bonuses

    The following are example bonuses with their respective costs. Bonuses not on this list require GM approval.

    • Stat Bonus (2EP): Increases the designated stat by 1
    • HP Bonus (1EP): Increases the wearer's total HP by 5
    • Defense Bonus (1EP): Increases one of the following by 1: AC/SR
    • Accuracy Bonus (1EP): Increases one of the following by 1: PAtk/RAtk/MAtk
    • (Coming Soon)

    Companions and Familiars


    Companions and Familiars are creatures that have a particular attachment or bond with an adventurer. Magical creatures, called Familiars, are summoned, whereas mundane creatures, called Companions are usually raised or tamed by their owner. These creatures are loyal to their owners are usually present to assist with whatever endeavor the player is undertaking. If an adventurer dies their companion or familiar can go rogue, die from grief, or return from whence they came.

    General Guidelines

    • To start, all players can have either one companion or familiar. This can be changed through items, devotions, higher levels of charisma, or earned through roleplay.
    • Include the companion or familiar in your character's sheet, below inventory.
    • Companions and familiars can be any non-playable species within the Almanac as well as 'standard fantasy beasts.' (i.e. unicorn, griffon, kelpie, etc)
    • Companions and familiars can possess a single unique ability, regardless of their magical ability.
    • Name your companion or familiar, provide beast art, as well as state what they have for a unique ability.
    • Either a player character or companion/familiar can move during a single turn. The exceptions to this are if the player has a skill, buff, item, or something else to enable multiple actions for their character or companion/familiar.

    Companions

    These are typically beasts that have been domesticated by adventurers. Either by taming a wild creature, raising and training an infant creature, or purchasing one from a breeder. They are loyal to death and hate to be left behind. If your character has a companion, they will always be quick at their heels. These do not possess any magical ability.

    • Companions have a set HP pool; it is the player's HP pool x3.
    • Companions have access to all of the players base stats.
    • Companions can be buffed with items and have access to the same inventory slots as their owner.
    • Companions can die in battle.
    non+magical+familiar.jpg

    Familiars

    Unusual creatures that require a Mage as their owner or pact-maker. Some magical companions are passed down family lines, such as sprites in a family workshop. Still others, such as non-sentient elementals, can be summoned. These creatures require a steady supply of mana and will abandon their pact if their owner/pact-maker mistreats them. Familiars have varying degrees of sentience and some can even hold conversation.

    • Familiars can be 'summoned' at the start of each encounter by rolling a 1d20 + CHA.
    • Familiars, on a botched roll (value of 1), will not be summoned during the encounter.
    • Familiars, on a stardard summon roll (2-19), have 0.5x the HP pool of their owner and base stats.
    • Familiars, on a critical roll (natural or buffed 20) will have the standard HP pool of their owner and +1 to all stats.
    • Familiars can only be buffed with magical items, such as trinkets, relics, or artifacts.
    • Familiars will flee in battle before death, which will allow them to be resummoned later.
    magical+familiar.jpg

    Wealth and Currency


    Wealth is tracked through a Wealth Rating. It is up to the player to track their earned money and wealth level, which is done on your character sheet. Wealth Level is the measure of your purchasing means within Tenebris Realm. One earns wealth through bounties, events and quests (BEQ).

    More information on Wealth and its bonuses can be found here.

    Tenebris Realm uses a gold standard for all currency. All coins are a type of metal, while those who are paying for larger purchases can use other items. Bartering is incredibly common, as is trading goods for services. The banking system in Tenebris Realm is called the Treasury. Each city has their own associated Vault. All coins are smithed using the same template with minor variations depending on the printing branch. Coins minted within Verdisol, for example, are outlined in green enamel.

    More information on the Treasury can be found here.