Items

## Inventory

Creatures have 5 inventory slots. Each slot represents 1 handful of stuff. Essentially, each inventory slot can hold anything that you can carry with 1 hand. Large items that requires 2 hands to carry (such as a two-handed axe) take up 2 inventory slots. A handful of small items (such as rings or keys) take up 1 inventory slot.

## Treasure

Treasure is abstract in Tavern Tales to avoid excessive bookkeeping. Your gaming group needs to work together to determine the value of 1 treasure, which can change during the game. Here are a few examples of what 1 treasure might be worth:

* To a street urchin, 1 treasure is a loaf of bread.
* To an adventurer, 1 treasure is a bag of coins.
* To a warrior-king, 1 treasure is a pile of gold.

Players ignore all treasure gains and losses that are below 1 treasure. These gains and loses are considered to be so trivial that they don't affect your finances at all. For example, suppose your group decides that 1 treasure is worth a bag of gold coins. If you notice a gold coin on the street and pick it up, you won't gain any treasure because it's below your threshold. Similarly, if you spend a few coins on a mug of ale at a tavern, you won't lose any treasure.

A single piece item can be worth more than 1 treasure. For example, a perfect diamond might be worth 3 treasure and a golden-plated shield might be worth 5 treasure.

The number of slots that treasure occupies depends on its size and weight. For example, compare a perfect diamond 5 treasure with a chest full of gold coins that's also worth 5 treasure. The diamond would take up less than 1 slot, while the treasure chest would occupy many more slots. In fact, players may acquire so much treasure that it's difficult to transport it all. There's a good reason why dragons have to guard their gold!

## Starting Equipment

By default, PCs start the game with 2 treasure, which they can spend however they like on items. They also start with enough similar, miscellaneous items to occupy 1 inventory slot. For example, here are some starting character inventories:

* Wizard Academy Robes: Official
* Spellmaking Gear (Spell book, quill, ink)
* Sharkskin Armor: Defensive
* Sailing Gear (Compass, collapsible telescope, gloves)
* Noble Gear: Monocle, signet ring, gaudy brooch
* 1 treasure

## Item Traits

Like theme traits, item traits are divided into combat, exploration, and interaction. Items acquire item traits the same way that players acquire theme traits. The big difference is that you spend treasure instead of XP to buy item traits.

To buy an item trait, spend an amount of treasure equal to that item's new number of traits in that category. For example, giving an item its first combat trait costs 1 treasure. Giving it a second combat trait costs 2 more treasure. Giving it a third combat traits costs 3 more treasure for a total of 6 treasure. Giving the item its first exploration or interaction trait would only cost 1 more treasure.

### Upgrading Your Body

You can purchase item traits for your body. This will allow you to attack with fists, block weapons with thick scales, or have a long rope-like tongue. Buying item traits for your body functions the same as buying item traits for items. The only difference is that these item traits are permanent because they are now part of you.

## Combat

Defensive

**Theme**Item Traits
**Category**Combat Item Traits
**Effect**The item grants the defense "Armor ☐". Mark it when you suffer a Bad Tale that armor can logically mitigate. This trait can be applied to armor and shields more than once; each time it is, the item occupies 1 more inventory slot than normal
**Lore**
**Describe***Blocking with a shield, parrying with a sword, deflecting a spell with a runed spell-gauntlet*
**Extra**

Melee

**Theme**Item Traits
**Category**Combat Item Traits
**Effect**You can make touch melee attacks. If you make a touch attack without this trait, decrease the roll. Also, choose one:* **Heavy:** Roll brawn to attack with this weapon
* **Light:** Roll finesse to attack with this weapon
* **Enchanted:** Roll mind to attack with this weapon
* **Inspiring:** Roll spirit to attack with this weapon

**Lore**
**Describe***Cutting with a sword, stabbing with a dagger, bashing with a hammer, thrusting with a spear*
**Extra**

Ranged

**Theme**Item Traits
**Category**Combat Item Traits
**Effect**If you make a ranged attack without this item trait, decrease the roll. This weapon has 3 ammo. If you have ammo, you can make far ranged attacks. After an encounter when you made a ranged attack, lose 1 ammo. Also, choose one:* **Heavy:** Roll brawn to attack with this weapon
* **Light:** Roll finesse to attack with this weapon
* **Enchanted:** Roll mind to attack with this weapon
* **Inspiring:** Roll spirit to attack with this weapon

**Lore**
**Describe***Firing a bow, shooting a pistol, blasting with a shotgun, hurling fireballs from a wand*
**Extra*****Ammo:** Arrows, bolts, bullets, magic orbs, black powder, alchemical canisters, psi-crystals, ki runes*

Thrown

**Theme**Item Traits
**Category**Combat Item Traits
**Effect**The item functions as having the Ranged trait, except that the ammo is the weapon itself. Recover the item to restore the ammo
**Lore**
**Describe***Throwing a spear, hurling an ax, flicking out a few shurikens, throwing a spinning blade*
**Extra**

Reach

**Theme**Item Traits
**Category**Combat Item Traits
**Effect**Increase the weapon's range one step, such as from touch to near
**Lore**
**Describe***A long-hafted spear, a sinuous whip, a rifle with a scope, a powerful composite longbow*
**Extra**

## Exploration

Camouflage

**Theme**Item Traits
**Category**Exploration Item Traits
**Effect**If you remain perfectly still in an environment that resembles this camouflaged item, increase rolls to hide. This item trait can only be used on clothes and armor
**Lore**
**Describe***Strange patterns, plants stitched into the fabric, splotches of color that match the background*
**Extra*****Environments:** Forest, jungle, frozen wasteland, ocean, desert, mountain, fields, caves*

Convenient

**Theme**Item Traits
**Category**Exploration Item Traits
**Effect**This item occupies 1 fewer inventory slot
**Lore**
**Describe***Lightweight material, convenient travel hook or strap, getting used to its weight, compact size*
**Extra**

Discrete

**Theme**Item Traits
**Category**Exploration Item Traits
**Effect**Increase rolls to hide this item
**Lore**
**Describe***Small and compact size, unique shape that makes it ideal for hiding, dull color, camouflage*
**Extra**

Environmental

**Theme**Item Traits
**Category**Exploration Item Traits
**Effect**Collaborate on a biome. This item grants the defense "\_\_\_\_\_\_\_\_ ☐". Write the biome into the blank. Mark it when you suffer a Bad Tale related to that environment
**Lore**
**Describe***Fur-lined winter coats, billowy and shaded desert gear, buoyant and sleek swimming equipment*
**Extra**

Floats

**Theme**Item Traits
**Category**Exploration Item Traits
**Effect**This item floats well enough that it can support a person's weight indefinitely, like a life ring
**Lore**
**Describe***Natural buoyancy, flotation devices, air bubble pockets, glowing wind-runes, lightweight material*
**Extra**

Glowing

**Theme**Item Traits
**Category**Exploration Item Traits
**Effect**You can make this item glow like a torch for about 1 hour
**Lore**
**Describe***Glowing fire-runes, a lantern that dangles from a hook, a faint magical glow, a bundle of oil rags*
**Extra***{{{Extra}}}*

Sealed

**Theme**Item Traits
**Category**Exploration Item Traits
**Effect**This provides about 10 minutes of air. Collaborate on how you refresh the air supply
**Lore**
**Describe***Glowing life-runes or air-runes, an air bladder, pressurized helmet, face mask with tubes*
**Extra**

Useful

**Theme**Item Traits
**Category**Exploration Item Traits
**Effect**This item also functions as a tool
**Lore**
**Describe***Getting extra functionality, using the item in a clever and unexpected way*
**Extra*****Tools:** Whip serves as rope, pistol serves as flare gun, ax cuts down trees without dulling or breaking*

## Interaction

Disguised

**Theme**Item Traits
**Category**Interaction Item Traits
**Effect**This item looks like something else
**Lore**
**Describe***A hidden compartment, a decorative casing that hides what it really is, a misleading paint job*
**Extra*****Disguises:** Armor resembles normal clothes, sword hidden in a cane, gun resembles musical instrument*

Flashy

**Theme**Item Traits
**Category**Interaction Item Traits
**Effect**This item is exceptionally eye-catching and fashionable. People notice it, remember it, and talk about it
**Lore**
**Describe***Beautiful glittering gemstones, terrifying barbs and spikes, glowing arcane runes, shining leather*
**Extra**

Official

**Theme**Item Traits
**Category**Interaction Item Traits
**Effect**This is an official item of a certain organization. Others recognize it as belonging to that organization
**Lore**
**Describe***Tabard, inscribed symbol, official color patterns, recognizable craftsmanship, coat of arms*
**Extra**

Ornamental

**Theme**Item Traits
**Category**Interaction Item Traits
**Effect**This looks expensive, tasteful, and valuable. It's worth much more than normal on the market
**Lore**
**Describe***Socketed gemstones, beautiful filigree, expert craftsmanship, gilded exterior, lovely sheen*
**Extra**

Personalized

**Theme**Item Traits
**Category**Interaction Item Traits
**Effect**Collaborate on special conditions the user has to meet before using the item
**Lore**
**Describe***Saying the secret password, attuning to the item's spirit, completing the activation sequence*
**Extra**

## Magic Items

*See main article, Magic Items*

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