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Consumable

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Consumable

Consumables are loot that can only be used once. You can hold up to five of each consumable at a time.

Use the following rolling guide to generate consumables ahead of a game or during a session. Determine the desired rarity of your consumable, roll the associated number of d12s, add their values together (if needed), and take the consumable that matches that value. The rolling guide below also describes where each rarity of consumable is commonly found.

  • Common (1d12 or 2d12). Common consumables might be found at an abandoned camp or readily available at a local store.
  • Uncommon (2d12 or 3d12). Uncommon consumables might be found in limited supply in a shop, kept in a protected place in a camp, or offered as part of a reward for a job.
  • Rare (3d12 or 4d12). Rare consumables might be kept under lock and key in a shop, offered as the sole reward for a job, or discovered in a powerful NPC’s possessions.
  • Legendary (4d12 or 5d12). Legendary consumables might be the only item of their kind, a reward for an incredibly difficult or dangerous job, or a powerful adversary’s most precious and guarded treasure.

Using Consumables

Using a consumable typically doesn’t require a roll unless stated. Under certain circumstances, the GM might have you make an action roll to use a consumable, even if an action roll isn’t noted in its description. For example, if you’re on the battlefield preparing to run at an adversary and attack them, you have a moment to drink a Stamina Potion before you sprint toward them. But if you’re pinned in the jaws of a massive Flickerfly and want to consume a Health Potion, the GM might rule that you need to make an action roll to drink it.

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