Inventory

## Clothing

### Common Clothes

* **Workers Clothing**- Free; Reduces the Impression by 2 when interacting with higher class individuals
* **Common Clothing-** Common (1); *Mantles, Jackets, Heavy Trousers, Simple Dresses, Light Hats, Leather Boots*
* **Expensive Clothing-** Common (3); Increase Impression by 1. *Heavy Mantles, Bowties, Jerkins, Suits, Simple Jewellery, Wide Dresses, Gloves Tophats*
* **Noble Clothing-** Common (5); Increase Impression by 2. *Fur Acessoirs, Fur Mantle, Velvet Waistcoats, Expensive Jewellery, Victorian Dresses, Suede Shoes*

### Special Clothes

* **Heavy Clothing-** Common (3); Increases Toughness by 1 to a maximum of 2.
* **Jetblack Coat-** Criminal/Military (2); Increases Stealth by 1.
* **Armor-** Exotic (5); Increases Toughness by 2 against melee attacks and arrows.

### Add Ons

* **Secret Compartment-** Criminal (1); Can be used to hide small objects and weapons. *For Shoes, Mantles, Hats or Pouches*
* **Hidden Needle-** Common (1); Can be used to inject targets with a substance of choice unnoticed. *For Rings and Gloves*
* **Flick Knife Shoes**- Criminal (2); Increases the damage of Unarmed Attacks by 2 when sprung out.

## Tools

### Common

* **Clock-** Common (1)*;* Tells you the time
* **Weaponsmiths Toolkit-** Common (2); Required to craft weapons of any type
* **Medical Kit-** Common (2); Requires a Intellect + Knowledge (Medicine) Roll against Difficulty 2 when using it on a mortal. They will recover a point of Health for every margin success.

### Lockpicks

* **Simple Lockpick-** Criminal (1); Allows the picking of Locks but increases the difficulty by 1.
* **Lockpick Set-** Criminal (2); Allows the picking of Locks.
* **Lockpick and Bellows-** Criminal (3); Allows the picking of Locks and decreases the difficulty by 2.
* **Wax and Powder-** Criminal (3); Opens every lock through a small but loud explosion.

### Other

* **Crowbar**- Common (1); Decreases the difficulty to break open a door or chest by 2.
* **Rope and Climbing Hook**- Criminal (1); Allows the character to climb walls through a Strength + Acrobatics Roll.
* **Field Glasses-** Exotic (1); Decreases the difficutly to spot far away targets by 3.
* **Syringe-** Common (1); Allows for a safe injection of larger amounts of a substance of choice. Using it reduces the difficulty for the chosen substance to work by 1.
* **Cocaine-** Common (2); Restores five points of Vigor when used on a mortal.
* **Handcuffs-** Common (2); Espacing them requires a Dexterity + Sleight of Hand or Strength + Unarmed Combat Roll against Difficulty 6.

## Substances

### Social

* **Parfume**- Common (2); Increases Impression by 1 when used.
* **Makeup-** Common (2); When used a character must make a Dexterity + Etiquette (Bourgeoisie) Roll against Difficulty 3. Every margin success increases the Impression by 1 (to a maximum of +3).
* **Facepaint and Modelling Clay-** Criminal (2); When used a character must make a Dexterity + Disguise Roll against Difficulty 3. Every margin success increases the difficulty to identify them by 1.

### Toxins

* **Selfmade Venom-** Common (1). Requires an Intellect + Knowledge (Medicine/Biology/Chemistry) Roll against Difficulty 3. When injected into a mortal they must make a Strength + Composure Roll against the previous successes. Every margin successes increases the time until they will die by a turn in combat and an hour out of combat. When rolling twice as much successes the venom fails.
* **Simple Poison-** Criminal (2); Kills a Weak Mortal after 5 hours/turns when untreated.
* **Exotic Poison-** Exotic/Criminal (4); Kills an Elite Mortal after 5 hours/turns when untreated and a Weak Mortal instantly.
* **Intoxicating Drug-** Criminal (2); Reduces a mortals Initiative by 5 when injected, for 5 hours/turns.
* **Hades Elixir-** Exotic (1). Requires an Intellect + Knowledge (Witchhunting) Roll. When injected into an Afflicted they must make a Strength + Composure Roll against the previous successes. Every margin success of the Witchhunter causes a point of *Lethal Damage*.
* **Antivenom-** Common (1). Requires an Intellect + Knowledge (Biology/Medicine) Roll against Difficulty 4. When successful and injected into a mortal it instantly cures them of any venom inside their bloodstream.

## Other

### Supernatural

* **Realmwalkers Compass-** Exotic (1); Requires Knowledge (Umbral) 3+; A magical compass that always points in the direction of the closest umbral portal
* **Clotted Bloodsample-** Common (2); Requires Knowledge (Medicine) 4+; Restores two points of Essence for Strigoi through a small but bitter tasting vial.
* **Destilled Rot-Gravy-** Common (2); Requires Knowledge (Medicine) 4+; Restores two points of Essence for Ghouls through a small but bitter tasting vial.
* **Umbral Extract-** Exotic (2); Requires Knowledge (Umbral) 4+; Restores two points of Essence for Revenants through a small tasteless smoker.
* **Haunted Fetish-** Exotic (3); Requires Knowledge (Umbral) 3+; In- or decreases the local Veil rating by 1. This can´t be stacked.

### Transport

* **Horse**- Common (5)
* **Simple Carriage-** Common (7); *Can transport two additional people and a medium amount of equipment*
* **Expensive Carriage-** Common (10); *Can transport four additional people and a large amount of equipment*