Items, Inventory & Assets
Introduction
This section covers the most common non-equipments a character will purchase:
- Mounts: - Horses and the like, for those who have the Rider talents. Cavalry and horsemanship is an integral part of Drase's gameplay, appropriate for its period where mounted warfare were dominant.
- Potions - Specifically, Potions, which a skilled fighter can use to supplement their fight. However, they're quite expensive despite being powerful, and can take a significant chunk out of your quest rewards.
- Healing Items - There are some non-potion healing items that are useful for dealing with wounds. Cautious fighters or players going on long campaign may want to purchase some of these.
- Ammunition - Ammunition are specifically not tracked in Drase except in exceptional circumstances. Firing ammunition generally does not cost your characters any money - ammunition prices listed in the item list are for flavor and world understanding purpose.
- Assets - Assets are special items bought with asset fund instead of normal fund (Equipment Fund), they are mostly for flavor, and represent your character's hopefully accumulating properties and clout.
Mounts
Your character may wish to purchase mounts - for more information on those mounts (Especially whether your character can ride them), please see the Bestiary . Mounts may be useful for carrying goods or for roleplay purpose outside of combat:
- Mule - 300 Silver
- Draft Horse - 450 silver
- Riding Horse - 900 silver
- Riding Boar - 900 silver
- War Camel - 1200 silver
- Redblood Horse - 3500 silver
- Miad Horse - 3500 silver
- Air Strider - 3500 silver
- Southwestern War Elephant - 20000 silver
- Mogash War Elephant - 30000 silver
Mounts have the following special rules:
- You cannot move independently and cannot hide, and move on top of the creature. The creature may move and dash, and it may not attack on its own unless specified otherwise. You follow your mount's movement. You can only mount creatures 2x or more of your size.
- If the rider is displaced or knocked prone, they are knocked off their mount. If the mount is targeted by an attack and it misses, it provokes an OA from the rider. In addition, the rider gains 1 attack bonus on all melee attacks against creatures smaller than their mount.
- If incapacitated, your mount must receive adequate medical care to recover and be usable. The price is 20% of its price paid in silver. Price is halved if you or a party member have any spells that can heal wounds.
- You needs the Rider talent to control a mount in battle.
Most mounts have a very low AC - it is possible to purchase mount armor to compensate for them. There are three tiers available, and they can be applied to mount of Size 3 or below:
- Light Armor- 300 silver, full body coverage made out of gambeson and leather, set AC to 13.
- Medium Armor - 1500 silver, full body coverage made out of linen with mail and plates covering vital parts, set AC to 16.
- Full Plate Armor - 4500 silver, full body coverage made out of plate or mail covering even the lower legs, set AC to 20.
- Elephant Iron Plates - 15000 silver, a luxurious, expensive covering made out of wrought iron and steel covering tusks and most of the elephant’s body, set AC to 20. Only for elephants.
Potions
Potions are magical liquids that provide effects once drunk. Potions usually replicate the effect of certain spells.
Potion Description: A potion usually consists of a 50 ml container, usually made out of copper or bronze, with a stopper on top, and is meant to be drunk quickly.
Usage of Potion: Using a potion requires a full action and provoke an OA from those in melee reach. It can be applied to willing allies for the same full-action. Potion can be administered to an unconscious person as a full action.
Casting: When a potion imitates a spell, the potion applier acts as the caster and the drinker as the target. A potion can only consist of a single target spell.
Potion Saturation: Drinking too many potions leads to it not working anymore. Per 24-hour period (Not long rest!), a person may ingest up to three potions. Any more than that will have no effect and may narratively lead to liver damage. Everytime an excessive potion is drunk, the subject takes 3d6 unavoidable damage. The subject glows visibly blue and magical energy pour open from pore in their skin leaving them visibly bleeding.
To calculate this - consider ingesting a potion to start a 24 hours timer during which there must not be more than three overlapping timers.
Level Requirements: Some potions are considered higher tier than others - requiring the recipient to have a certain level to withstand its effects - otherwise, they take 3d6 unavoidable damage. The subject glows visibly blue and magical energy pour open from pore in their skin leaving them visibly bleeding.
Requirements: Potion can be brewed with the appropriate talent. However, the brewer must have access to the appropriate raw materials, which is listed alongside the description.
- During a slice of life roleplay (Not a dynamic encounter), you may roleplay brewing and selling potions. In a stationary, well-stocked settings, you can expect to be able to brew 10 + Your Level * 2 Potions per day. However, these are not added to your inventory, it is just part of your daily job.
- Outside of a campaign, you may stockpile up to 6 potions at half-price, any potions in excess of that amount costs you the full price.
- During an active quest / campaign, you may Brew / Create up to 6 potions per day, costing you half their base SP prices. This requires you to justify access to the materials (Be near a significant town, forest, or transmute the materials). The base SP price is charged regardless to account for other material costs.
- The amount of potion brewed is increased to 8 if you have a Simple Alchemy Set handy, 10 if you have a Complete set and 12 if you have a Quality set.
- Your character must have at least 10 minutes of free time per potion brewed and the appropriate tools and materials. See potion section for more details.
- You may brew Tier 1 Potion & Healing Items. Tier 2 Potion if you are Level 3 or above, and Tier 3 Potion if you are Level 5 or above.
- All of your unused brewed or created potions and salves by the end of a campaign will be refunded for its creation cost.
- Potion Brewing requires a cooking vessel at least 10 times as big as the target potion, kit to isolate and filtrate liquid (an Alchemist’s Kit), a source of heat, and the talent plus 10 minutes of cooking time while the brewer actively tends it.
- Each potion requires a “starter kit” consisting of various unnamed magical ingredients, around 100 mil heavy solution, that most alchemists carry with them to transform into a real potion once they find the material. Starters also vary by potion, with higher tier potions costing more in terms of starter.
- The listed materials in a potion are must-need materials for a potion to be brewed - the rest can be substituted with (unnamed substances) that can be found in a starter kit or bought locally easily. If the player has access to a town that sells those materials, the potion can be made easily, if not, then they must figure out how to gather them naturally nearby.
- Potion requires the active injection of magic to make it work - therefore even the most skilled alchemists can only create a limited amount of potion per day, limited not by materials but by themselves.
Potions are split into multiple tiers. Some potions are so powerful that the character must be of a certain level:
Tier 1 Regular Potion
These are relatively common potions that imitate the effect of spells. These potions cost 100 sp, and must be ingested in full for its mechanical effect. They contain 50 ml of liquid.
- Arcane Acuity: The potion casts the Arcane Senses spell on the user. Often used by mages to initiate their apprentices and train them to sense magic.
- Requires around 20 sp of crushed precious gems, preferably sapphire.
- Boundless Beauty: The potion casts the O’ Handsome spell on the user. Popularly used in high society events to improve one’s impression upon others.
- Requires 200 grams of crushed seashells.
- Bloodclotter: The potion completely clears the Bleeding status effect and grants immunity to five instances of it for 1 hour.
- Requires 200 grams of dog liver, or 2 kilograms of other creature’s liver.
- Cat’s Eyes: The potion grants Enhanced Vision to its target for 1 hour.
- Requires at least 5 kilograms of dried carrots.
- Critter Transformation: The potion casts the Critter Transformation spell on its target.
- Requires the heart of a creature Size ¼ or above.
- Fortune’s Favor: The potion casts the Divine Guidance spell on the user. Extremely popular among artisans and merchants with great affluence as something used in a pinch due its great impact on quality and efficiency of work.
- Requires 10 SP of gold, 100 grams of bethroot, 100 grams of dried basil and 100 grams of dried four-leaves clover.
- Lesser Healing: The potion gives the target 2d6 HP
- Requires 300ml of blood from a willing participant, plus 100 grams of dried mint, plus 10 SP.
- Lesser Mana: The potion gives the target 6 mana
- Requires 100ml of blood and 24 Mana from a willing participant of the brewing process.
- Lesser Focus: The potion gives the target 2 Focus
- Requires 300 ml of blood from a willing participant of the brewing process, plus 10 SP.
- Merrymaker’s Mix: The potion improves the user’s mood, the taste of food and drinks they consume, and their enjoyment of pleasurable activities for 1 hour. Mild, non-addictive social drug with a short duration.
- Requires 20 grams of 80 proof alcohol, one of 20 milliliters of garum or fish sauce / 100 ml of soy sauce or equivalent in umami-heavy seasoning, plus
- Thermal Sensing: The potion grants Thermal Sensing to its user for 1 hour.
- Requires at least 5 kilograms of dried carrots alongside 200 grams of dried mint.
- Water Breathing: The potion grants Aqua Heritage to its user for 1 hour.
- Requires 500 grams of innards of a water-breathing creature.
- Universal Antidote: The potion completely clears the Poisoned status effect and grants immunity to five instances of it for 1 hour.
- Requires 10 SP of silver and 100 grams of dried ginseng.
Tier 2 Regular Potion
These are relatively rare potions, requiring the presence of a skilled alchemist. Being stronger, these potions require the target to be Level 3 or above. These potions cost 200 sp, and must be ingested in full for its mechanical effect. They contain 50 ml of liquid.
- Size Change: The potion casts the Size Transformation spell on its target.
- Requires 100 grams of Wormwood and 5 kilograms of peach.
- Hunting Potion: The potion grants Night Hunter to its user for 1 hour.
- Requires at least 5 kilograms of dried carrots and a pair of eyes for night vision.
- Malleable Body: The potion casts the Malleable Body spell on its target.
- Requires 400 grams of gelatin.
- Moderate Healing: The potion gives the target 4d6 HP
- Requires 300ml of blood from a willing participant of the brewing process, and 100 grams of mugwort.
- Moderate Mana: The potion gives the target 12 mana
- Requires 100ml of blood and 48 Mana from a willing participant of the brewing process.
- Moderate Focus: The potion gives the target 4 Focus
- Requires 300ml of blood and 48 Mana from a willing participant of the brewing process.
Tier 3 Regular Potion
These are rare potions requiring the presence of a master alchemist. These potions require the target to be Level 5 or above. They cost 500 sp, and must be ingested in full for its mechanical effect. They contain 50 ml of liquid.
- Vampiric Suppression: The user loses all beneficial effects of vampirism, and after two rounds or twenty seconds out of combat, the user of the potion loses all detrimental effects of vampirism. This lasts for 24 hour.
- Requires 200ml of blood of a Vampire of Level 5 or above and 200ml of blood of a Non-Vampire of Level 5 or above that has Mastery 3 or more in the Faith school.
Tier 1 Pharmacological Potions
These are relatively common potions found where there are alchemists that produce these potions. In some polities they might be banned or restricted items for their addictive and potentially ruinous effects, leading to illicit activities involving them. These potions cost 25 sp, can be consumed in small(er) doses but the full dose must be ingested for its mechanical effect. They contain 50 ml of liquid. If ingested more than three times in one month, the user gains an addiction and must use it once a week or suffers withdrawal, inflicting a permanent Confused effect on them. After withdrawal for two weeks, the character takes a -2 to all attributes. For NPC characters that do not have a statblock, this manifests as a medicine addiction.
- Dugueirig: A blue liquid that suppresses appetite, stimulates the mind and helps the user resist extreme temperatures. The user gains 1 bonus to checks involving intense thinking, resisting temperature and hunger, and gains 1 malus to resisting anger or showing emotions. Last 24 hours.
- Creating a Dugueirig potion requires a Stimulant Plant like Tea, Coffee or Yerba Mate, with at least 5000 mg of caffeine equivalence.
- Fann: A gray liquid that suppresses pain, feeling of discomfort and makes the user feel unusually calm and detached from their emotions. The user gains 1 bonus to checks involving enduring physical and emotional pain. The user gains 1 malus to checks involving empathizing with other people or understanding their emotion. Last 24 hours.
- Creating a Fann potion requires at least 50 grams of dried product (I.e. Chili Powder) plants that are spicy or have an anti-inflammation effect including Pepper, Chili Pepper, Ginger, Turmeric, Peppermint, Aloe Vera or St John’s Wort.
- Fiafo: A bright red, glowing liquid that sends the user into a hallucinogenic session lasting up to 30 minutes. The user is incapacitated during this time, usually barely able to perceive and respond to the outside world. The user would experience wild, vivid dreams feeling like their imagination has unlocked. The dreams are almost universally enjoyable and perceived as an enlightening experience. After the session, the user may gain an inspiration or thought breakthrough on a problem that they were attempting to solve, gaining up to 3 bonuses and potentially lowering the DC of a relevant check for the next 24 hours - at a GM’s discretion, and a GM can use the session as a way to give a player hint constructed from knowledge that they already have.
- Creating a Fiafo potion requires at least 50 grams of dried, hallucinogenic or poisonous mushroom.
- Galei: A yellow viscous liquid that increases energy expenditure greatly by up to two or three times, making the user feel rather heated and sweat more, used as a drug to keep yourself lean.
- Creating a Galei potion requires 50 grams of dried product from plants that are spicy, and 100 grams of dried caffeine bearing plant, ground into powder form.
- Ithront: A red liquid that relaxes the user and makes them lose social inhibition - much like alcohol, but without a dangerous hangover effect. The user gains 1 bonus to checks that involve bantering, smalltalk and general socializing. The user gains 1 malus to checks that involve logical thinking.
- Creating a Ithront potion requires 500 grams of senna seeds, 100 grams of dried ginger, and 100 grams of sugar.
- Paillag: A red liquid that makes its user feel focused and clear their mind. The user gains 1 bonus to checks involving thinking and concentration regarding existing knowledge, and 1 maluses to creative thinking and innovative solutions. Lasts 24 hours.
- Creating Paillag requires at least 400 grams of dried Ephedra plant.
Tier 1 Medicinal Potions
These are common potions used for curing chronic and common low-level diseases. Each of them costs 25 sp and is larger than usual, containing 100 ml of liquid.
- Coldsumer: This 100 mil cyan liquid puts out cold, flu, and most other light, infectious respiratory diseases. It also cures tuberculosis.
- Creating Coldsumer require 100 grams of honey, 100 grams of citric juice extract and broth boiled from 4 normal sized chicken’s bone.
- Guthealer: This 100 mil green liquid kills gut worms, parasites, cures diseases like cholera and others caused by foodborne poisoning and contaminants.
- Creating Guthealer requires 100 grams of crushed root from a flower of the Sunflower family, 20 grams of wormwood essential oil and 200 grams of pan-fried citrus peels.
- Painkiller: This 100 mil bright yellow liquid surprisingly suppresses pain, and is used as a safer alternative to painkillers available back then, with similar effect to moderately strong opioids. It also reduces inflammation, and unlike other disease healing potions, can be consumed in smaller amounts for correspondingly smaller effect. 10 doses per potion, effective for 24 hours.
- Creating Painkiller requires 50 grams of boiled poppy seeds, 100 grams of lavender oil, 50 grams of bitter aloes.
Tier 2 Medicinal Potions
These potions cost 250 sp and contain 50 ml of liquid, and is uncommon, requiring a highly skilled alchemist to produce.
- Addiction Cure: This potion can cure chemical (not emotional) addiction to drugs and dependency and withdrawal from actual, real non-magical drugs. 1 dose.
- Creating an Addiction Cure requires 1 kilograms of crushed charcoal, 1 kilograms of senna seed, 200 grams of dried mugwort leaves, and 100 SP of crushed silver.
Tier 3 Medicinal Potions
These potions cost 1000 sp and contain 50 ml of liquid, and is rare, requiring a master alchemist to produce.
- Magic Addiction Cure: This potion can cure magical potion addiction, dependency and withdrawal symptoms completely.
- Creating a Magic Addiction Cure requires 100 SP of crushed rubies, 100 SP of crushed emerald, 100 SP of crushed sapphire, 100 grams of crushed diamond, and 100 millimeter of 80 proof alcohol.
Other Potion Usages
Potions can be imbued into food and give the food the same effect as a potion - though given the volume of a potion it is likely to adversely affect the tastes and make it obvious that the food is adultered and unusually soggy - unless a very skilled chef was involved. Inside a bottle a potion have a long expiration date - outside of the bottle, the potion can be expected to last around a week before its beneficial effect expires.
Healing Items
Other than potion, there are less magical or non-liquid healing items available.
Adventuring Essentials:
- Healing Salve: An alchemically prepared salve of “primordial material”, in a half kilo, massive tube, that is applied to the skin and heals wounds. This item is intended for efficient out of combat use - not in the middle of a fight, though one could use it in the middle of a break in fighting. It can be applied as a full-action (provoking an OA), restoring 5 HP by healing up wounds and numbing pain. If a tube is opened and not fully used, it expires within 5 minutes. Can be used once per person per day. 10 uses. 20 sp.
- Wound Pack: A pack of “primordial material” - swirling red jelly, salted and dried meat and runic scroll, packaged in a 5 kilos pack for convenient use by military or adventurers. Each pack can heal a wound that is not a severed or destroyed limb in unskilled hand, by pressing the rune against their pack and pushing the materials provided “into” it over the course of 10 minutes. 500 sp.
Ammunition
Track this as normal, however, your currently equipped equipment should be in the Attacks section above. Ammunition (not thrown weapons) depletion is usually not tracked after combat - expenses, picking them up and replenishing them is seen as part of your character’s daily work. We’ll presume your character has ammunition 99% of the time.
Asset Fund
As your character adventures, you will accumulate more and more Asset Funds, which will let you purchase houses and other items for vanity. You can find the options your character has in . Anything labeled Asset can be bought using your Asset Fund. Which you start with 2500 S of.
You can convert normal silver into asset funds at a 1 to 1 ratio. This is a one way operation and you cannot go back on it - asset fund may not be converted into normal silver.