Loot

The items and consumables you find along your journey are known as loot. The GM can pull loot from the following tables, or use the tables as inspiration to create their own unique loot.


Items

Items are loot that can be kept and used repeatedly until you choose to get rid of them, or until something in the narrative causes you to lose them.

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

  • Common (1d12 or 2d12): Common items might be found at an abandoned camp or readily available at a local shop.
  • Uncommon (2d12 or 3d12): Uncommon items 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 items might be kept under lock and key in a shop, offered as the sole reward for a job, or discovered among a powerful NPC's possessions.
  • Legendary (4d12 or 5d12): Legendary items 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.

Items Table

Roll Loot Description
01 Premium Bedroll During downtime, you automatically clear a Stress.
02 Piper Whistle This hand-crafted whistle has a distinctive sound. When you blow this whistle, its piercing tone can be heard within a 5-mile radius.
03 Charging Quiver When you succeed on an attack with an arrow stored in this quiver, gain a bonus to the damage roll equal to your current Hope.
04 Alabite's Torch You can light this magic torch at will. The flame's light fills a much larger space than it should, enough to illuminate a cave bright as day.
05 Speaking Orbs This pair of orbs allows any creatures holding them to communicate with each other across any distance.
06 Manacles This pair of locking cuffs connects with a key.
07 Arcane Cloak A creature with a Spellcast trait wearing this cloak can adjust its colour, texture, and size at will.
08 Woven Net You can make a Finesse Roll using this net to trap a small creature. A trapped target can break free with a successful Attack Roll (18).
09 Fire Jar You can pour out the strange liquid contents of this jar to instantly produce fire. The contents regenerate when you take a long rest.
10 Suspended Rail This flat rod is inscribed with runes. When you activate the rod, it is immediately suspended in place. Until the rod is deactivated, it can't move, doesn't abide by the rules of gravity, and remains in place.
11 Glamour Stone Activate this pebble-sized stone to memorise the appearance of someone you can see. Spend a Hope to mimic this gaze on yourself as an illusion.
12 Empty Chest This magical chest appears empty. When you speak a specific trigger word or action and open the chest, you can see the items stored within.
13 Companion Case This case can fit a small animal companion. While the companion is inside, the animal and case are immune to all damage and harmful effects.
14 Piercing Arrows Three times per rest when you succeed on an attack with one of these arrows, you can add your Proficiency to the damage roll.
15 Valorstone You can attach this stone to armour that doesn't already have a feature. The armour gains the following feature: Resilient: Before you mark your last Armour Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armour Slot.
16 Skeleton Key When you use this key to open a locked door, you gain advantage on the Finesse Roll.
17 Arcane Prism Position this prism in a location of your choosing and activate it. All allies within Close range of it gain a +1 bonus to their Spellcast Rolls. While activated, the prism can't be moved. Once the prism is deactivated, it can't be activated again until your next long rest.
18 Minor Stamina Potion Recipe As a downtime move, you can use the bone of a creature to craft a Minor Stamina Potion.
19 Minor Health Potion Recipe As a downtime move, you can use a vial of blood to craft a Minor Health Potion.
20 Homing Compasses These two compasses point toward each other no matter how far apart they are.
21 Corrector Sprite This tiny sprite sits in the curve of your ear canal and whispers helpful advice during combat. Once per short rest, you can gain advantage on an attack roll.
22 Gecko Gloves You can climb up vertical surfaces and across ceilings.
23 Lorekeeper You can store the name and details of up to three hostile creatures inside this book. You gain a +1 bonus to action rolls against those creatures.
24 Vial of Darksmoke As a downtime move, you can mark a Stress to craft a Vial of Darksmoke.
25 Bloodstone You can attach this stone to a weapon that doesn't already have a feature. The weapon gains the following feature: Brutal: When you roll the maximum value on a damage die, roll an additional damage die.
26 Greatstone You can attach this stone to a weapon that doesn't already have a feature. The weapon gains the following feature: Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
27 Glider While falling, you can mark a Stress to deploy this small parachute and glide safely to the ground.
28 Ring of Silence Spend a Hope to activate this ring. Your footsteps are silent until your next rest.
29 Calming Pendant When you would mark your last Stress, roll a d6. On a result of 5 or higher, don't mark it.
30 Dual Flask This flask can hold two different liquids. You can swap between them by flipping a small switch on the flask's side.

(Table continues with additional items through Roll 60)


Consumables

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 shop.
  • 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.

Consumables Table

Roll Loot Description
01 Stride Potion You gain a +1 bonus to your next Agility Roll.
02 Bolster Potion You gain a +1 bonus to your next Strength. You can only carry one relic.
03 Control Potion You gain a +1 bonus to your next Finesse. You can only carry one relic.
04 Attune Potion You gain a +1 bonus to your next Instinct. You can only carry one relic.
05 Charm Potion You gain a +1 bonus to your next Presence. You can only carry one relic.
06 Enlighten Potion You gain a +1 bonus to your next Knowledge. You can only carry one relic.
07 Minor Health Potion Clear 1d4 HP.
08 Minor Stamina Potion Clear 1d4 Stress.
09 Grindtooth Venom You can apply this venom to a weapon so that it deals physical damage to add a d6 to your next damage roll with that weapon.
10 Vark Leaves You can eat these paired leaves to immediately gain 2 Hope.
11 Vial of Moondust When you drink the contents of this vial, you can see in total darkness until your next rest.
12 Unstable Arcane Shard You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 1d20 magic damage.
13 Potion of Stability You can drink this potion to choose one additional downtime move.
14 Improved Grindtooth Venom You can apply this venom to a weapon that deals physical damage to add a d8 to your next damage roll with that weapon.
15 Morphing Clay You can spend a Hope to use this, altering your face enough to make you unrecognisable until your next rest.
16 Vial of Darkness When any adversary attacks you, use this vial and roll a number of dice equal to your Agility. Add the highest result to your Evasion against the attack.
17 Jumping Root Eat this root to leap up to Far range without needing to roll.
18 Snap Powder Mark a Stress and clear a HP.
19 Health Potion Clear 1d4+1 HP.
20 Stamina Potion Clear 1d4+1 Stress.
21 Armour Stitcher You can use this stitcher to spend any number of Hope and clear that many Armour Slots.
22 Gill Salve You can apply this salve to your neck to breathe underwater for a number of minutes equal to your level.
23 Replication Parchment By touching this piece of parchment to another, you can perfectly copy the second parchment's contents. Once used, this parchment becomes an ordinary piece of paper.
24 Improved Unstable Arcane Shard You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 2d20 magic damage.
25 Major Stride Potion You gain a +1 bonus to your Agility until your next rest.
26 Major Bolster Potion You gain a +1 bonus to your Strength until your next rest.
27 Major Control Potion You gain a +1 bonus to your Finesse until your next rest.
28 Major Attune Potion You gain a +1 bonus to your Instinct until your next rest.
29 Major Charm Potion You gain a +1 bonus to your Presence until your next rest.
30 Major Enlighten Potion You gain a +1 bonus to your Knowledge until your next rest.
31 Redbram Salve You can apply this salve to a weapon that deals physical damage to add a d12 to your next damage roll with that weapon.
32 Bonding Honey This honey can be used to glue two objects together permanently.
33 Shrinking Potion You can drink this potion to halve your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Agility and a −1 penalty to your Proficiency.
34 Growing Potion You can drink this potion to double your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Strength and a +1 bonus to your Proficiency.
35 Knowledge Stone If you die while holding this stone, an ally can take a card from your loadout to place in their loadout or vault. After they take this knowledge, the stone crumbles.
36 Sweet Moss You can consume this moss to recover during a rest to clear 1d10 HP or 1d10 Stress.
37 Flashbang Orb You can activate this orb to create a flash of bright light. All targets within Close range become Vulnerable until they mark a Stress.
38 Death Tea After you drink this tea, you instantly kill your target when you critically succeed on an attack. If you don't critically succeed on an attack before your long rest, you die.
39 Mirror of Margilek When you take damage, you can spend a Hope to negate that damage. After the mirror shatters.
40 Stardrop You can use this stardrop to summon a hailstorm of comets that deals 6d20 physical damage to all targets within Very Far range.

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 flickerly and want to consume a Health Potion, the GM might rule that you need to make an action roll to drink it.