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Items

This section is for those people who enjoy getting into the specifics of their character’s gear. For convenience, most of the everyday items are grouped into kits. If you want to go into the details of the specific items in each of your character’s kits, then go for it, and if not, that’s fine too. Get into as much detail as is fun.

For those people who find gear boring or overwhelming, don’t worry about the details. If your character needs an everyday item, such as an empty jar, just assume that they can get what they need and keep going with the game. This is about having fun, so skip what you aren’t into and keep going with what you enjoy.

This is a digital artwork of a yellow and green budgerigar sitting on a branch with a tiger head that is the same color as its yellow feathers.

This is a digital artwork of a yellow and green budgerigar sitting on a branch with a tiger head that is the same color as its yellow feathers.

 

 

Acquiring and Using Items

The items in Magic Goes Awry are designed to fit the needs of a range of different game play styles. In addition, the way that characters acquire items varies based on the structure of each game. For example, in a short, fast-paced game, the characters might only have access to those items they start with and whatever the can scrounge up over the course of their adventure. However, in a longer game where the players regularly find creative uses for different items, giving them money to spend on purchasing items can be an enjoyable way for them to acquire new items.

 

Using Items

Items are objects that make it possible to do specific things. Because characters don’t need to roll to do simple tasks under ordinary circumstances, using an item under ordinary circumstances for a simple task that it was designed for does not require a roll. For example, no roll is needed to mark a rock wall with chalk.

However, if a character is doing something more complicated, or is in a more challenging situation, then a roll will be needed. Whether or not an item grants a bonus to that roll depends on how the item is being used.

  • As a Requirement: Certain skills, abilities, and types of defense require the use of an item. For example, it isn’t possible to use the Ranged Combat skill without a ranged weapon. In addition, many items allow characters to do things that they would not otherwise be able to do. For example, a bottle allows a character to safely contain a liquid. When an item is required for an action to be possible, it does not grant a benefit to the roll.
  • As Preparation: When an item is not required for an action, but it can be used in a way that makes that action easier to accomplish, then the item makes the character prepared on that roll. These tend to be creative uses of items. For example, a torch isn’t required for scaring off a hungry bear, but it does make scaring the bear away easier.
  • For a Special Property: There are a number of items that grant a special benefit to their users. These benefits are stated in the item descriptions. For example, the ring of luck allows its wearer to reroll a single roll once per day. This benefit is in addition to any ordinary properties the item may have. In order to use this special property, the player needs to tell the game master that they are using it.

 

What Each Character Starts With

Each character starts with one special item, equipment for their abilities, tools for their skills, defensive equipment, species specific equipment, adaptive devices, and a standard set of supplies. The “Equipment Your Character Has” section of character creation goes through this in detail. Players and game masters are encouraged to make adjustments to this equipment as needed to match the setting and each character’s needs.

 

Magic Items

Magic items tend to be expensive. They can boost a character’s skills or abilities, take care of mundane tasks that aren’t fun to track, or provide a utility that has many creative applications. In most cases it will work best for characters to only have a few magic items so that they are easier to remember and there is more time for exploring their creative uses.

Many magic items, such as the Telepathic Lantern, bond to a specific person. This means that they can’t be used by a stranger who just grabbed it. However, once a magic item has bonded to a new person, they resize for them and adjust their shape as needed to match that person’s physical needs. In some cases, a magic item may undergo a complete physical transformation in order to match the person that they have bonded with. For example, if a merperson bonds with a pair of Boots of Flight, the boots can transform into a belt so that the merperson can wear them.

Animal Companions and Familiars can use some magical items. In order to use the item the animal needs to be bonded to the item and wearing it. The general idea is to think through what an animal could realistically do. So magic items that grant or boost physical capacities or awareness skills will work for an animal, but something that requires mental abstraction won’t. For example, an animal could use the Boots of Flight, but they wouldn’t be able to use a Telepathic Lantern.

 

Money

In order to avoid the complexity that often goes into tracking money and item prices, Magic Goes Awry has a simplified monetary system. In it there are only three price categories for items.

  • Not Tracked: These are either low-cost items or necessities that are budgeted for.
  • A Handful of Coins: This is an amount of money that can buy a medium-cost item or kit.
  • A Bag of Coins: This is an amount of money that can buy something quite expensive, like a magical item.

Unless otherwise specified, characters are assumed to have enough money to be able to afford their everyday expenses. This avoids the hassle of tracking lots of money and items. Everyday expenses are cheap items and things that characters have budgeted for, like food, clothing, housing, spell components, ammunition, and bridge tolls. Depending on a character’s line of work, travel expenses may also be considered everyday expenses.

This simplified system only has two monetary units for people to track: a handful of coins and a bag of coins. In order to keep things simple, conversions between a bag of coins and a handful of coins have been deliberately left out. However, if a player wants to exchange a bag of coins for a large quantity of cheap and moderately priced items, there are two options.

  • They can spend the bag of coin to get a large quantity of cheap and moderately priced items all at once. For example, this could be done if someone wants to fully equip an expedition or get enough supplies to defend a small town from a zombie horde.
  • They can exchange the bag of coin for the ability to acquire moderately priced items at regular intervals. The exact interval depends on the game. For example, it could be every time the player characters arrive in a new city or town. The goal here is to represent the idea that the character is spending their money a little at a time without having to count the number of items they are purchasing.

 

Replacement Items

Characters sometimes lose items in the course of their adventures. In this situation it is up to the group to decide how to proceed. Replacing the item can have a monetary cost, be a short side quest, be woven into the main plot of the story, or be as simple as the character retrieving a backup item that they had in storage. The key here is making sure that everyone feels good about this process, especially the character’s player. If a monetary cost is desired, many replacement items are in the item lists below.

 

 

The Items

These items are designed to be flexible. Their size and design is left open to make space for a broad range of cultures, species, and needs. This flexibility is also intended to invite player creativity. However creativity isn’t required. Specific examples are given so that people who aren’t feeling creative have some clear options. In addition, many items are grouped into kits so that participants only need to put as much detail into their items as is fun for them. For example, a character can use a fire starting kit without their player needing to decide which items are in that kit.

 

Cheap and Budgeted for Items

These are either low-cost, nonmagical items, like twine and chalk, or necessities that are budgeted for, like food and clothing. By default it is assumed that characters can afford these items and have easy access to purchasing them. If there is something on this list that it would make sense for a character to have, then they have it. The cost of these items is not tracked; instead it is considered to be part of a character’s everyday expenses. However, if things get excessive, then it might be helpful to work out a limit.

Assistive Device: Any device that is designed, made, or adapted to help a person perform a task that they would otherwise have difficulty doing. Wheelchairs, canes, prosthetic limbs, and hearing aids are all assistive devices, as are page turners, memory aids, magnifiers, grab bars, and ramps. A wide range of characters can benefit from assistive devices. For example, a merperson could use a wheelchair to move around on land, a half-giant could use a magnifying glass to read small text, and a gnome could use a pair of wooden tongs to get objects off high shelves. Assistive devices are considered to be items that the character has budgeted for, so characters have any assistive devices that they need. Because some assistive devices, like ramps and grab bars, are part of the built environment, it can be helpful to talk with your game master about the accessibility of the setting.

Bedroll: Bedding that rolls up into a bundle so that it is easy to carry. Typically this includes some sort of sleeping pad that provides cushioning and insulation, as well as something warm to wrap up in, like a sleeping bag or blanket.

Chalk: A stick of chalk in any desired color. This chalk can mark any rough, firm surface.

Empty Bag: A fabric bag for carrying items. This bag can be any size and shape that a single person can carry and it has the appropriate closures, buckles, and straps for closing and lifting it. If needed, this can be a specific type of bag, such as a purse, backpack, burlap sack, or a waterproof pouch.

Empty Box: A stiff container for holding and transporting items, such as a chest, trunk, barrel, or basket. This box can be any size that a single person can carry and it has the appropriate latches, hinges, and straps for closing and lifting it. Most boxes are made of plant materials, such as wood, bamboo, and reeds, but other materials, such as metal and ceramic, are possible. Feel free to get creative about how this box is shaped and what it can hold. For example, this could be a waterproof scroll case, a harvesting basket with shoulder straps, a padded box for transporting fragile items, or a sturdy traveling trunk.

Empty Jar: A bottle, jar, or jug for containing liquids. This jar can be made of ceramic or glass and is any size and shape that a single person can carry. It has a cork or lid and can contain liquids without spilling them, but it is breakable.

Everyday Outfit: A sturdy, simple outfit for everyday wear. This can be casual clothing or something suitable for a specific profession. Basic clothing of this kind is budgeted for in each character’s everyday expenses.

Everyday Tool: An ordinary tool for accomplishing an everyday task. This can be any tool that an average person might use, such as a trowel, shovel, hoe, pitchfork, rake, gloves, sheers, wheelbarrow, pickaxe, crowbar, saw, axe, hammer, ladder, paintbrush, broom, scrub brush, or tub.

Fire-Starting Kit: All of the tools needed to start a fire. By default this is a flint and steel, some charred cloth, and a pouch of very fine, dry tinder. This does not contain the fuel for the fire.

Game Supplies: Everything needed to play a game. For example, this can be a deck of cards, set of dice, or portable game set. If desired, this can include items designed for cheating, like loaded dice or marked cards, however using these items requires the use of the deception skill to avoid being detected.

Grooming Kit: A set of toiletries in a case. What is in this kit depends on the character’s needs. Some possible items are a comb, hair brush, scissors, nail file, chew stick, toothbrush, tooth powder, shaving soap, razor, and small mirror. Grooming kits can contain cheap items or more elaborate items that the character has budgeted for.

Lantern with Oil: A source of light surrounded by an external case which protects it. The exact nature of the lantern is up to you. The most common source of light is an oil lamp, but the lantern may also contain a candle, phosphorescent fungus, glowing stone, or other source of illumination. The external case can be made from a glass chimney held in a metal frame, but other materials like ceramic, wood, and paper are also an option. Lanterns can also have special features like handles, blackout shades, and reflective surfaces which project the light out a single side (like a flashlight). While lanterns and the fuel needed to maintain them aren’t cheap, they are something that characters who need them have budgeted for.

Portable Cooking Pot: A cooking pot that is small and light enough for it to be easily carried. What this cooking pot is like is up to you. For example, it could be a simple tin cooking pot with a handle and lid.

Portable Stove with Fuel: This is a simple, portable stove for cooking in conditions where firewood isn’t easily available. Most commonly this stove is a large oil lamp with a metal rack over top of it that supports a single cooking pot, but you can get creative with it if you want. This is an item that is budgeted for.

Repair Kit: The tools and materials needed to make small-scale repairs to a wide range of objects. You don’t need to define what is in this kit unless you want to. Common items that this kit might contain are needles, thread, scissors, glue, patches, ties, a small saw, a hammer, and nails.

Ritual Components: These are required for clerics and druids with the ritual component limitation. Replenishing a cleric or druid’s ritual components is either cheap or budgeted for in a character’s everyday expenses.

Rope: A sturdy everyday rope that can be used for climbing or tying something up. Your character has several different lengths of rope, including a longer one.

Soap: A substance used for washing and cleaning. The exact type of soap is up to you. This can be bar of simple hand soap in a carrying case, a pot of a harsh cleaning agent for more rigorous tasks like laundry, or a specialty soap such as shaving soap. Either way, this is enough soap for many uses.

Spell Components: These are required for mages with the spell component limitation. Replenishing a mage’s spell components is either cheap or budgeted for in a character’s everyday expenses.

Towel: A thick piece of absorbent material for drying people or things. The material, color, shape, and style of the towel are up to you.

Travel Rations: Enough food for several days. This is basic food of whatever type your character eats.

Twine: A ball containing one hundred feet of twine. Twine can be used to tie things together. Keep in mind that twine is not strong enough to hold the weight of an average person.

Utility Knife: A small multipurpose knife that comes with a basic sheath and a whetstone. This knife is designed for a range of everyday cutting tasks. This is a sturdy, well-made tool that is budgeted for.

Walking Stick: A sturdy stick or pole that provides stability for walking. Walking sticks are useful for a wide variety of purposes, such as testing for stable footing, measuring the depth of a liquid, probing for hidden hazards, and poking at something dangerous from a distance.

Waterproof Tarp: A strong sheet of fabric with a waxy coating that makes it waterproof. There are tie points along the edges where ropes can be attached.

Waterskin: A flexible container made out of animal skin or thick leaves that can contain liquids. A full waterskin can hold enough water to sustain one person for one day.

Wooden Dishes and Utensils: A basic set of wooden dishes with utensils. This set is enough for one character to eat simple regional meals. The type of dishes and utensils is up to the player. For example, this could be a cup, bowl, plate, and spoon, with either a fork or chopsticks.

Writing Kit: Everything needed to write or draw. This kit includes writing utensils, ink (if needed), something to write on, and other related tools. The exact items in this kit are up to the player. For example, the writing utensils could be reeds, quills, fountain pens, brushes, crayons, pastels, graphite rods, or charcoal sticks. Possibilities for something to write on include paper sheets, scrolls, and a blank book. Other tools may include a protective case, envelopes, stamps, a writing board, a blotter, an implement for erasing, and sealing wax.

 

Moderately-priced Items

These are medium-cost items like tents, tool sets, and musical instruments. Each moderately priced item costs one handful of coins. Any items that are requirements for a specific skill, ability, or type of defense are noted. Otherwise, the ordinary uses of the item are given.

Animal Equipment: Everything needed to care for an animal and for that animal to do any jobs it has been trained for. For example, this could be a saddle, harness, performance gear, grooming supplies, and food.

Basic Vehicle: A simple vehicle that can carry people and gear. The type of vehicle is up to you. For example, it can be a cart, wagon, sled, sleigh, raft, rowboat, or canoe. This is a small or medium sized vehicle that can carry up to five or six people of average size.

Climbing Gear: Everything needed to safely climb up or down steep surfaces. Typically this includes a grappling hook, a harness, multiple coils of strong rope, clips, a hammer, and metal spikes (pitons) that allow you to make an attachment point in a stable rock or wooden surface. When needed, this includes weather appropriate equipment, such as ice cleats and ice axes for cold weather climbing. Climbing gear is required for using the Climbing skill to climb difficult surfaces with minimal risk of falling.

Crafting Tools and Materials: Tools and materials that are used for crafting a wide range of things. Crafting tools and materials are required when using the Technology skill to make and repair complex objects.

Defensive Equipment: Armor, a shield, a protective outfit, or a staff. The aesthetics of these items are up to you. Defensive equipment is required for using the armor, shield, protective outfit, and staff defenses.

Diving Gear: Equipment used by terrestrial species to make underwater diving safer and easier. For the majority of terrestrial species the most important piece of diving gear is the Water-breathing Amulet, which grants its wearer the ability to breathe underwater for as long as they continue to wear the amulet. Diving equipment can also include things like fins, weights, a diving suit, a helmet, a face mask, a safety harness, a safety line, a marker buoy, guide lines, safety scissors, a diving knife, diving bags, lifting bags, and a dry box.

Ear Trumpet: A funnel shaped device for increasing the volume of sounds. When the ear trumpet is used to listen to a soft sound in a quiet environment, no roll is needed to determine the basic qualities of that sound. In addition, when the ear trumpet is used for awareness or knowledge skill rolls involving quiet sounds, you gain additional information on a full success.

Extreme Weather Gear: Everything a character needs to be prepared for one type of extreme weather. For example, this could be warm clothing and snow shoes for getting around in the snow, waterproof clothing and hip waders for traveling through wet conditions, or loose clothing and a head covering for traversing a hot desert.

First Aid Kit: Supplies needed to treat people with serious injuries. For example, this kit may contain a blanket, bandages, gloves, an antiseptic, splints, a tourniquet, a needle, suture, glue, tweezers, soap, pain relievers, insect repellant, aloe vera gel, and herbs that settle the stomach. A first aid kit is required to use the Survival skill to treat serious injuries.

Full Set of Cooking Gear: Everything needed to cook a meal. This can be a basic kitchen set up or an assortment of portable cooking gear that allows the simultaneous cooking multiple different foods.

Heatstone: A sturdy, flat disk which produces heat that is magically controlled. Heatstones are made from alchemically treated slices of Lava Trees that are sealed with binding magic. This produces a crystalline, stone-like material that has three heat intensities: a gentle warmth that can safely warm a person up, a medium heat that can keep something hot warm, and a high heat that is hot enough to cook on. The binding magic allows the heatstone to cycle through these three heat intensities on its owner’s command. Commands can be verbal or signed.

Hobby Equipment: The tools and equipment needed to do one hobby. For characters with the Hobby ability, hobby equipment may be required for engaging in some of the activities of their hobby.

Holy Symbol: A special symbol that represents a deity. Clerics that use a holy symbol as their Divine Connection need that holy symbol in order to cast magic.

Lampstone: A magical form of illumination that produces a heatless light that lasts for five to ten years. Lampstones are made from the alchemically treated Glowing Stone Cactus extract, which has been mixed with a hard resin and sealed with binding magic. This produces a fist-sized, stone-like ball that has three brightness levels: a dim light that makes nearby things easier to see without ruining night vision, a medium light that is like an average lantern, and a bright light that illuminates the surrounding area the way a bonfire would. The binding magic allows the lampstone to cycle through these three brightness levels on its owner’s command, which can be either verbal or signed.

Magnifying Glass: A lens used for observing fine details. When the magnifying glass is used to observe a stationary object, no roll is needed to determine its basic details. In addition, when the magnifying glass is used for awareness or knowledge skill rolls involving fine details, you gain additional information on a full success.

Performance Equipment: The equipment needed for one type of performance. In most cases, performance equipment is required to use the Performance skill to do a performance. Examples of performance equipment are a musical instrument, theatrical makeup, costumes, juggling balls, and a dancing outfit.

Portable Ladder: This is either a collapsible ladder or a rope ladder. Ladders are easy enough to climb that skills checks aren’t usually needed. Collapsible ladders are rigid once set up, but it takes some time to fold or unfold them. Rope ladders unroll quickly, but they need to be secured to something.

Professional Equipment: The tools and materials necessary to carry out one profession. For characters with the Profession ability, professional equipment may be required for engaging in some of the activities of their profession.

Protective Equipment: The safety equipment needed for one activity. Examples of protective equipment are a helmets, filter masks, tinted lenses, goggles, face shields, ear muffs, steel toed shoes, gloves, high visibly clothing, safety harnesses, and life vests. This equipment is made out metal, glass, ordinary natural materials, or specialty alchemist-created materials. For example, life vests can be made out of inflated animal skins, cork blocks, or rubber foam.

Signal Whistle: A loud whistle that can be used to communicate with people or animals at a distance. The material, size, and sound it produces are up to you. For example, it could be a small metal dog whistle that makes a sound that is too high frequency for most humanoids to hear, or a wooden whistle that imitates the sound of a common songbird.

Spyglass: A small, handheld telescope that magnifies distant objects. When the spyglass is used to observe something that is stationary or slow-moving, no roll is needed to determine its basic details. In addition, when the spyglass is used for awareness or knowledge skill rolls involving viewing distant things, you gain additional information on a full success.

Sturdy Backpack: Allows you to carry things. More than a sack that straps to the back, this backpack has a frame that distributes weight and the buckles, straps, and pockets needed to conveniently carry your gear.

Tent: A portable shelter made out of poles and cloth. The size and design of this tent is up to you. If you wish it can be waterproof, have a sheltered area for entering or leaving the tent, be designed to blend in with the surrounding terrain, contain strong ropes and stakes for bracing it against the wind, be sturdy enough to endure extreme weather, or have a fire-safe design with a smoke hole at the top.

Tinkering Tools: Tools for tasks that require precision and delicacy. Tinkering tools are required to when using the Manual Dexterity skill to do fine work in hard to reach spaces, such as picking locks and disabling traps.

Trained Animal: An animal that has been trained to do a specific job. This includes service animals, mounts, farm animals, and performing animals. The type of animal and job it does are up to you. Examples jobs are guide, assist, comfort, work as a mount, pull a cart, plow, guard, herd, track, retrieve, and perform. Animals start out with all of the basic gear needed to do their jobs and to be cared for. Not every culture buys and sells animals, so the way animals are acquired varies.

Wayfinding Kit: Everything you need to find your way. Most often this is a compass and a set of maps in a waterproof box. The maps can be of any location that is publicly known. For those who want them, this can also include devices like a sun stone, astrolabe, sextant, chronometer, and specialized charts, such as star charts and nautical charts. In normal travel conditions characters trained in the Survival skill can use this kit to find their way without needing to roll for it.

Weapon: A non-magical melee or ranged weapon. For example, the melee weapon could be a sword, spear, or axe, and the ranged weapon could be a bow, crossbow, or set of throwing knives. Each handful of coins buys one melee weapon, one bow with ammunition, or one set of throwing weapons. Weapons are required for characters to use the Melee Combat and Ranged Combat skills.

 

Expensive Items

These are high-cost items like a magic item, an impressive vehicle, or a set of books on a specialized subject. Each expensive item costs one bag of coins. A key feature of an expensive item is that it grants a special benefit its user.

Boots of Flight: Once per day, these enchanted boots let their wearer fly for one scene. The aesthetics of this magical flight are up to you. If your character does not wear boots, choose a different garment or accessory to be enchanted.

Cloak of Many Garments: With a moment of concentration, the wearer of this cloak can transform their nonmagical clothing and accessories into any nonmagical outfit they desire. This cloak can transform itself, but it must stay as an outer garment. Because this is a full transformation, the transformed clothing is as sturdy, flimsy, warm, or cool as would be expected for their new forms. Any garment that is removed from the person wearing this cloak immediately returns to its original form. Removing the cloak ends the transformation.

Enchanted Bag: This magic bag is considerably larger on the inside than it is on the outside. It is light and its weight is always the same, regardless of how much it is holding. In addition, the mouth of this bag can stretch wide enough to allow one medium-sized piece of furniture to be placed within the bag.

Enchanted Defensive Item: You have a magic item that enhances one type of defense that you have. Choose which defense you are enhancing. If this defense uses a piece of equipment, then that equipment is enchanted. If not, then you have a magical amulet. Either way, three times a day, you can call on the magic in this item to be prepared when using the defense that it enhances.

Flare Bow: Three times a day this enchanted bow can be used to shoot magical flares. Each flare emits either a bright light in any color you want or a single noise of your choice.

Impressive Vehicle: A vehicle with a special property. Decide what type of vehicle this is. By default this vehicle is medium-sized and solidly built with an ordinary appearance. Give this vehicle has one special property. It can be large, fast, armored, agile, camouflaged, quiet, flying, self-propelled, visually impressive, or have another property of your choosing. For example, you could have a camouflaged boat, a large ship, an impressive carriage, an armored chariot, or a flying airship.

Magical Adaptive Device: This adaptive device has been enchanted so that it has one magical property. This property can be related to the device’s function, such as a levitating wheelchair or a cane that prevents the holder from tripping. Alternatively, the property can be independent of the device’s main function, such as a prosthetic that allows its wearer to transform into an otter, or a hearing aid that grants the ability to speak with plants. Keep in mind that this device’s magical property should be specific and clearly defined.

Ring of Luck: Once per day you can reroll a single dice roll. This means that you reroll all of your dice. You must take the new result even if it is lower.

Ring of Skill: Choose one skill. Three times a day you can use the magic in this ring to be prepared when using that skill.

Set of Books: Choose a Knowledge Skill. That is the topic of these books. Whenever you take the time to consult these books, you are prepared on one knowledge skill roll involving their topic.

Telepathic Lantern: This magically glowing lantern floats at a moderate speed through air or water. You have a telepathic link to it that allows you to control its movement, brightness, and color up to a mile away, though you do need to see it to have precise control over its movement.

 

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