Items and Equipment

Items and Equipment

The following section describes the rules surrounding items in the world. They govern exactly what items you can carry, what you can do with those items, and how you can take items away from others… 

Trade Cards 

Trade cards allow you to prove to others what you actually have as a character. They can be traded, lost or stolen just like any other object. Whilst trade cards do not need to be permanently attached to a particular physical representation (phys rep), if you do not have a trade card for an item, you cannot use it in game. Mundane objects (e.g. plates and tankards) and safety items (e.g. lanterns and ropes) do not require trade cards. However, if you see an item with a trade card attached to it, it signifies that this item is not just a simple, mundane object (although it might look like one) and may be of significance. 

Trade cards also exist to ensure that no character need ever hand over a personal prop or item to anyone else; only the trade card representing the item is passed between characters. This does not mean that you can prevent an item being lost or stolen by simply keeping hold of the trade card; look after your phys reps as you would items in the real world! 

Trade cards allow players to accumulate more items than they have physical representations of (for instance, five sets of plate armour). However, only the cards for equipment that could be realistically carried should be held on your person. See the section on encumbrance for more details on exactly what can be carried by a character. 

Trade cards are distributed at the start of each event in each player’s character pack. At the end of an event, all trade cards should be returned in the check-out envelopes provided at the Game Operation Desk (GOD). 

Grades of Items and Equipment 

Many items in the world come in grades of quality. The four item grades are Crude, Quality, Masterwork and Magical. The grade of an item is clearly marked on its trade card. The grade of an item signifies the value of the item and also how it can be used, as detailed in the following table. 

Crude

These items are the commonest, often found in the hands of lowly monsters. Their flimsy or unbalanced nature restrict your abilities; as such, only common calls may be made whilst using crude weapons and common defensive calls made when wearing crude armour. 

Quality 

Quality items are well made and widely traded. Quality weapons and armour allow the user to make rare offensive and defensive calls. 

Masterwork 

Masterwork items are the highest examples of their creator’s skill. They provide all of the benefits of a quality item, but can also be imbued with magic during a ritual. Quality items cannot be upgraded to masterwork.  

Magical 

Magical items are highly desirable, typically enhancing the existing skills of or granting new skills to their wielder. The magic woven into their fabric prevents the item from being shattered or wearing out naturally, but they may be harmed by greater magics. However, not all magical items are benevolent towards their user; it is wise to seek out those with the ability to appraise magical items, as many cursed items also exist.  

You may come across trade cards that have a second card attached to it. This descriptive card provides details on the precise nature of the construction and material properties of an item, giving it additional features above and beyond typical items. For more information on these descriptors, please refer to the Crafting guidance document. 

Magical Items 

The magical items found throughout Eventyr are as varied and diverse at its inhabitants, but can be split into four different groups, as detailed in the following table. 

Single use items 

These can take a variety of forms, from spell scrolls to simple items. All single use items are activated through the destruction either of the scroll or of a tear-on-use item card attached. In the case of weapons, after the combat the item becomes a crude weapon.  

Charged items 

These are items which require charging for their magical effect to work. In the case of weapons, the weapon counts as being masterwork until it is charged. All charges deplete from an item at twilight.   

Bound items

 

These are items with a continuous effect, but they must be bound to an individual; this binding process requires a ritual. Until bound, the item is treated as a masterwork equivalent.   

Permanent items 

These have a continual effect without the need of being bound to one person. 

As previously mentioned, magical items cannot be shattered, crushed or warped and magical armour will not deteriorate over time. However, high level magic spells may affect them and environmental hazards (e.g. acid pools, lava flows or lightning strikes) may disrupt or destroy the enchantment within an item permanently. 

Any one character cannot be bound to more than six items at any one time. In order to bind an additional item (beyond the sixth), one item must be unbound before the ritual to bind the new item takes place. 

Encumbrance 

To represent the bulk and mass of the various items a character may acquire during their travels, trade cards have an encumbrance value printed on them. If a trade card does not have an encumbrance value shown on it, it can be assumed that the item has an encumbrance value of 0. 

Each player starts with an encumbrance limit of 5. If a player is carrying items with a total encumbrance value greater than their limit, they cannot move; when heavily loaded, a player may find certain physical tasks (such as swimming or climbing) to be more difficult. Certain skills, spells and items can increase the encumbrance limit of an individual.

Should the need arise for you to carry the body of a fallen adventurer (alive or unfortunately dead), all bodies have a standard encumbrance value of 10; this does not include any items that body may be carrying, which have their own encumbrance values. Bodies of monsters or NPCs should not be carried unless express permission is given by an attending referee. 

Currency 

The commonest currency that is used throughout the world of Eventyr is gold. Due to the difficulty in handling the vast array of golden nuggets of varying size and weight, the use of gold notes is common practice. Gold notes come is several denominations, ranging from 1 to 100 notes. 

Barter and negotiation are encouraged when trading in the world. It should be noted that, just as in the real world, items have no fixed value; where demand outstrips supply, items will be more expensive than where there is no pressing need for any particular item. 

Looting 

Sometimes, you just need something that someone else has. And when they won’t give it you politely, sometimes you need to pry it out of their hands. In order to search individuals, please follow these guidelines. 

Dead, dying and incapacitated characters can be searched to find items they may be carrying. To search an individual, you must indicate which location (head, chest, arms or legs) you are searching by hovering a hand over the location. Each location requires 30 seconds to thoroughly search; at the end of this time, the trade cards of any objects concealed in that location will be handed over. It is possible for multiple locations to be searched at the same time by separate individuals. Please do not physically touch any other person during looting. 

Any carried containers (belt pouches, satchels, backpacks) can also be searched in this fashion. Searching one container is sufficient to represent searching all carried containers. Items being carried in the open (such as weapons or shields) can be looted immediately without the need to search for them. 

Starting Equipment 

Every starting character is granted 25 gold pieces with which they can purchase items from the following list. Any gold left unspent will be issued as local currency. It should be noted that the prices of items in this list are not representative of prices that may be encountered in the world; merchants are likely to charge significantly higher prices. 

Item 

Cost (GP) 

Item 

Cost (GP)

Crude Weapons 

Crude Armour 

Short blunt or sharp  3  Cloth (full set)  5 
Long blunt or sharp  5  Leather (full set)  12 
Two-handed blunt or sharp  7  Metal (full set)  20 
Bow or crossbow  5  Cloth (single piece)  2 
Thrown weapon (x3)  5  Leather (single piece)  4 

Equipment 

Metal (single piece)  6 
Thief’s tools  7  Small shield  7 
Ammunition  2  Large shield  12 
Scabbard  5 

Crude Tools 

Backpack  10  Tailoring tools  5 
First aid kit  10  Leatherworking tools  5 
Patching kit (cloth, leather or metal)  2  Metalworking tools  5 

Resources 

Foraging knife  3 
Hardy herb  3  Fishing rod  3 
Common ore  5  Mining pick  3 

As a live-action system, weapons and armour are key components of the world of Eventyr. Before we go onto the details of combat and damage, a little more information on weapons and armour is necessary.