Mythmaker SRD

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The Marketplace

Heroes are often defined by their actions and deeds but adventuring is more than just fighting monsters. A well seasoned adventurer will also know their way around a marketplace. The marketplace of any settlement is the backbone of anyone willing to travel the dangerous roads ahead.

A character's ability to interact with the marketplace is primarily defined by their Wealth rating, an abstract measurement of their financial resources. A given Wealth rating determines the maximum market value of an item they can obtain when interacting with the marketplace.

Items

All items within Mythmakers have a size rating and a quality rating.

Size

An item’s size rating represents both how large an item is and also how much space it takes up when placed within a pack or container. Items with a size rating of zero such as jewelry, trinkets, or written letters have no impactful size or weight up to a reasonable degree.

SIZE SIZE RATING
Mini 0
Tiny 1
Little 2
Small 3
Average 4
Giant 5
Huge 6
Colossal 7
Mythical 8

Quality

An item’s quality rating represents both an item’s quality and its durability. The quality rating of an item generally ranges between 1 and 6, with each value being tied to a descriptor as shown in the table below. As the game progresses, items can degrade or increase in quality. When an item’s quality rating reaches zero through whatever means, it is broken and cannot be used until repaired.

Quality Quality
Broken 0
Decrepit 1
Worn 2
Average 3
Fine 4
Excellent 5
Masterwork 6

Collections

Within Mythmakers, some items such as rations and candles are grouped together into a single item. They still bear size and quality ratings but are affected by Usage. This aspect is detailed further in any item section with a Usage passage.

Market Value

The market value serves as an approximation for how costly an item is to purchase using resources or a character’s Wealth aspect. An item’s market value is determined by taking the accumulated sum of its rarity rating and its quality rating. The lowest an item’s market value can possibly be is zero. If any modifiers cause the market value of an item to fall below zero, then its market value is set to zero.

The market value acts as the base price for an item. All interactions with the Marketplace will focus on shifting the market value of an item higher or lower than the base value.

$$ \text{Market Value} = Rarity + Quality $$

Rarity

The rarity of an item is a sum of both the scarcity of the item and the rarity of certain details or embellishments associated with a given item.

Rarity Market Value Modifier
Common 0
Uncommon +1
Rare +2
Very Rare +3
Epic +4
Legendary +5
Mythical +6

Size Step

The Size Step of an item represents the difference in size between the general populace of the settlement housing the marketplace and the buyer themselves. Most interactions with the marketplace will be between average sized folks but there may be circumstances when the party interacts with smaller or larger marketplaces. In these cases, take the size rating of the buyer and compare it to the number of steps it takes to reach the general size rating of the marketplace.

SIZE
Mini
Tiny
Little
Small
Average
Giant
Huge
Colossal
Mythical

Consider a case where an average sized character is buying items from a goblin marketplace. The size rating of an average goblin is small and therefore is one step away from the average sized buyer. This increases the rarity of average sized items when interacting with that specific marketplace.

Buying from the Marketplace

To buy an item from the marketplace, a character first determines the market value of the item being set by the vendor. If the market value of an item is less than a character's Wealth rating, then the character can simply acquire the item if the vendor is willing to sell it to them.

However, if the market value of the item is equal to a character's Wealth rating, then they can spend a mark to acquire the item. If a character has no marks to spend, then they decrement their Wealth aspect by 1 but receive five marks.

If an item's market value is greater than the character's Wealth, then they are unable to afford it and cannot purchase it.

Selling to the Marketplace

To sell an item to the marketplace, a character first begins by determining the market value of the item itself. If the market value of the item is less than their Wealth rating, then they can simply sell the item and remove it from their pack.

However, if the market value of the item is equal or greater to their Wealth rating, then they can make a Market Test. In a Market Test, a character rolls a number of dice equal to the item's market value. Each success grants them a mark to their Wealth rating. When a character gains six marks towards Wealth, all marks are reset and a character's Wealth aspect increases by 1.

Buying or Selling in Bulk

To determine the market value of buying or selling multiple items, all that needs to be done is to see where the sum falls based on the following ladder. Two items with a Market Value of 1 is valued the same as one item with a Market Value of 2.

Market Value (MV) Equivalent
MV 1 + MV 1 MV 2
MV2 + MV 2 MV 3
MV 3 + MV 3 + MV 3 MV 4
MV 4 + MV 4 + MV 4 + MV 4 MV 5
MV 5 + MV 5 + MV 5 + MV 5 + MV 5 MV 6
MV N1 + ... + MV Nn MV (N+1)

Haggling

When buying and selling goods and services from the marketplace, the market value can be influenced through haggling. Whether buying or selling, the interaction begins when the character starts a Resolve Contest with a vendor. After all, one side is trying to push the market value of an item and the other side is trying to resist.

For haggling used towards buying an item, if the character earns more successes than the vendor, then the market value of the item is decreased by 1. If the character manages to earn at least double the successes of the vendor, then the market value of the item is decreased by 2 but no further.

Upon selling an item, if the character earns more successes than the vendor, then the market value of the item intended to be sold increases by 1. If the character manages to earn at least double the successes of the vendor, then the market value of the item increases by 2 but no further. If a vendor cannot afford the new market value of the item, then they may offer another item or a favor in addition to the deal.

Note that some vendors may not be as willing to haggle as others. Depending on the vendor, a nature of theirs may need to be exploited or additional resources may need to be put on the table before they are willing to debate a price.

Appraising

When a player arrives at a vendor in the marketplace, they will be given a market value for any items they wish to purchase. However, by making an Memory Test, they can determine if a vendor's presented market value is the true market value. If a character possesses a relevant rating in a profession or lore, the Memory Test is enhanced equal to the relevant rating. If more than one kind of Knowledge is touched upon then both ratings can be added towards the enhancement per the Storyteller's jurisdiction.

The result of the Memory Test is measured against the market value of the item itself. A result that is greater or equal to the actual market value of the item allows a character to determine whether a vendor is trying to upsell the item.

Goods & Services

The purpose of this section is to layout how the market values of certain groups of items are determined as well as provide reference tables for interested buyers. The Usage passage in each section describes how that items quality is influenced during play.

Weapons

Weapons in the game have three additional properties compared to the average item: a Material and a Class. The material of a weapon is whatever material would be striking an opponent upon contact. A weapon’s Class determines both the size and how it's wielded. There are three Weapon Classes: Melee Weapons, Ranged Weapons, and Shields.

Usage

When a weapon is used in an action and the action, when paired with vigor, results in a Minor or Major Blunder, then the quality rating of the weapon decreases by 1.

Standard Materials

Material Rarity Bonus
Bronze Common (0) -
Iron Common (0) -
Wood Common (0) -
Bone Uncommon (+1) -
Steel Rare (+2) +1 Enhancement to Weapon Actions

Melee Weapons

Melee Weapons grant access to the Slash, Pierce, Bludgeon, and Throw Weapon Actions. The Aspect column determines the character Aspect used in order to perform the Weapon Action. Any item can serve as a Melee Weapon as long as it satisfies the criteria for the Weapon Action.

Criteria Weapon Action Invoked Aspect
Is there an edge? Slash Strength
Is there a point? Pierce Finesse
Default Bludgeon Strength
Default Throw Finesse

The type of a weapon determines how it is handled by its wielder. Light weapons are small weapons that can only be used in one hand. Versatiles weapons are weapons large enough to be wielded in one or two hands but require different Strength ratings in each case. Heavy weapons can only be wielded by using both hands. If a character's Strength rating meets the Strength requirement of a weapon, then they can use the weapon's Size rating as Enhancement towards a Contested action.

Type Size Rating Rarity
Light 1 Common (0)
Versatile 2/1 Uncommon (+1)
Heavy 3 Rare (+2)

For characters of varying sizes, you can use the following calculations to determine what size an object needs to be in order to use them as a given type of weapon.

Type Calculation
Light Size Rating - 3
Versatile Size Rating - 2
Heavy Size Rating - 1

A character with Strength 3 is able wield any Heavy Weapon with no issue. Whenever they make an Attack, the character can roll 3 dice from their Strength and 3 additional dice from the weapon’s Size rating.

A character with Strength 2 using a Heavy Weapon would not be able to use the weapon’s Size rating as Enhancement and can only roll the 2 dice afforded to them by their Strength rating.

Common Melee Weapons
Type Material Weapon Size Rating Rarity S P B
Light Iron, Bronze, or Wood Dagger 1 0 X X
Light Iron, Bronze, or Wood Club 1 0 X
Light Iron, Bronze, or Wood Handaxe 1 0 X
Light Iron, Bronze, or Wood Hammer 1 0 X
Light Iron, Bronze, or Wood Mace 1 0 X
Light Iron, Bronze, or Wood Sickle 1 0 X X
Light Iron, Bronze, or Wood Shortsword 1 0 X X
Light Iron, Bronze, or Wood Flail 1 0 X
Versatile Iron, Bronze, or Wood Axe 1/2 1 X
Versatile Iron, Bronze, or Wood Quarterstaff 1/2 1 X
Versatile Iron, Bronze, or Wood Spear 1/2 1 X
Versatile Iron, Bronze, or Wood Bastard Sword 1/2 1 X X
Versatile Iron, Bronze, or Wood Trident 1/2 1 X
Versatile Iron, Bronze, or Wood Warhammer 1/2 1 X
Versatile Iron, Bronze, or Wood Scimitar 1/2 1 X
Versatile Iron, Bronze, or Wood Rapier 1/2 1 X
Heavy Iron, Bronze, or Wood Maul 3 2 X
Heavy Iron, Bronze, or Wood Halberd 3 2 X X
Heavy Iron, Bronze, or Wood Greatsword 3 2 X X
Heavy Iron, Bronze, or Wood Greataxe 3 2 X
Heavy Iron, Bronze, or Wood Glaive 3 2 X
Heavy Iron, Bronze, or Wood Pike 3 2 X
Heavy Iron, Bronze, or Wood Great Flail 3 2 X
Heavy Iron, Bronze, or Wood Great Club 3 2 X

Ranged Weapons

Ranged weapons are used to send a piece of ammunition at a target from a distance. The use of any ranged weapon requires the use of two hands.

Criteria Weapon Action Invoked Aspect
Is ammunition available and is a target within the base range of the weapon? Loose Finesse
Is ammunition available and is a target outside the base range of the weapon? Aim Finesse
Is ammunition available? Hold Strength
Default Bludgeon Strength
Default Throw Finesse

The Loose action requires using ammunition to make a ranged Weapon action against a target within the base range of the weapon. For this, a character makes a Finesse Test to create physical pressure matching the damage type associated with the ammunition. If the character’s Strength rating is equal to or greater than the size rating of the ranged weapon, they may add the weapon’s size rating as Enhancement to this Test.

The Aim action allows a character to use a Contested Action to make a Finesse Test in order to increase the default base range of the ranged weapon. If a character can earn enough successes to match the size rating of the ranged weapon, then they can increase the base range by one increment. This range reverts back whenever a Loose action is made to fire the piece of ammunition.

A character with Finesse 3 is trying to shoot at a target beyond the 60ft base range their shortbow allows. They make an Aim action and start a Finesse Test against the size rating of the shortbow which is 2. After receiving 2 successes, they are able to increase the base range from 60ft to 120ft until their next Loose action.

The Hold action is a free action that allows a character to turn the Loose action into a Concentrated action and allow for rolled successes to be saved until triggered the next round. The Hold action is useful in situations where a character wants to prepare a shot for a target that will be moving within the base range of the weapon. In order to use the Hold action, a character must succeed on a Strength Check. If the character fails, then the ammunition is spent and the successes are lost. Crossbows do not require a Strength Check in order to perform the Hold action.

Common Ranged Weapons
Material Weapon Base Range Size Rating Rarity S P B
Leather Slingstaff 30ft/1 Zone 1 0 X
Wood Shortbow 60ft/2 Zones 2 1 X
Wood Crossbow 90ft/3 Zones 3 2 X
Wood Longbow 90ft/3 Zones 3 2 X
Wood Heavy Crossbow 90ft/3 Zones 3 3 X
Wood Hand Crossbow 90ft/3 Zones 2 3 X
Ammunition

In order for ranged weapons to be used on a target, ammunition must be available in the character's quiver.

Usage

Whenever a ranged attack is made on a target, make a Quality Test. Roll dice equal to the quality rating of the ammunition. If the result is greater or equal to the current quality of the ammunition, then the quality remains the same. If the result is less than the ammunition's current quality rating, then decrease the quality by 1. When an ammunition's quality rating reaches 0, then the ranged weapon cannot be used to make ranged attacks.

Ammunition Used By Size Rating Rarity S P B
Rocks Slingstaffs 1 0 X
Arrows Bows 1 1 X
Bolts Crossbows 1 2 X

Shields

Shields are a hybrid between weapons and armor as they can be used for both offense and defense. To construct a shield, first choose a shield material and then determine its size rating. A shield’s size rating can serve as Enhancement whenever a character makes a Contested action to create physical resistance or as Enhancement to a Contest. Shields can also function as a melee weapon and get access to all of the Weapon Actions that entail so long as the shield fits the criteria for each Weapon Action.

Material Rarity Natural Resistances Physical Vulnerabilities
Wood Common (0) - Slash, Bludgeon
Bronze Uncommon (+1) Fire 1, Acid 2 Bludgeon
Iron Uncommon (+1) Fire 2, Acid 1 Bludgeon
Steel Very Rare (+3) Fire 2, Acid 2 Bludgeon
Type Size Rarity
Light 1 Uncommon (+1)
Medium 2 Rare (+2)
Heavy 3 Very Rare (+3)
Common Shields
Material Natural Resistances Size Rating Rarity S Vuln. P Vuln. B Vuln.
Wood -- 1 1 X X
Wood -- 2 2 X X
Wood -- 3 3 X X
Bronze Fire 1, Acid 2 1 1 X
Bronze Fire 1, Acid 2 2 2 X
Bronze Fire 1, Acid 2 3 3 X
Iron Fire 2, Acid 1 1 1 X
Iron Fire 2, Acid 1 2 2 X
Iron Fire 2, Acid 1 3 3 X
Steel Fire 3, Acid 2 1 4 X
Steel Fire 3, Acid 2 2 5 X
Steel Fire 3, Acid 2 3 6 X

Armor Sets

Armor is the basis of protection within the world of Mythmakers. Common materials for armor generally include all types of Material. In the game, armor is represented by a character’s Armor Set.

To build an Armor Set, start by choosing one Material and then pair it with an Armor Type that matches its Material Class.

Material Natural Resistances Material Class Rarity Bonus
Cotton Light Common (0) -
Linen Light Common (0) -
Wool Cold 1 Light Uncommon (+1) -
Common Hide Cold 1, Fire 1, Acid 1 Medium Common (0) -
Iron Fire 2, Acid 1 Heavy Common (0) -
Bronze Fire 1, Acid 2 Heavy Common (0) -
Steel Fire 3, Acid 2 Heavy Rare (+2) +1 to Armor Rating
Armor Type Material Class Armor Rating Noise S Vuln. P Vuln. B Vuln Rarity
Weave Light 1 0 X X X Common (0)
Gambeson Light 2 0 X X X Uncommon (+1)
Hide Medium 1 0 X X X Common (0)
Leather Medium 1 0 X X Uncommon (+1)
Breastplate Heavy 2 1 X X Uncommon (+1)
Mail Heavy 3 2 X X Rare (+2)
Brigandine Heavy 4 2 X X Very Rare (+3)
Plate Heavy 4 3 X Epic (+4)

Armor Details

Armor Details are parts of an Armor Set that a player can determine for themselves. These could take the form of a special Helm of some sentimental value or a particular engraving that makes their breastplate stand out from the rest. They have no effect on the Armor Set itself.

Apparel

Apparel consists of what a character wears beneath their armor. Clothing, jewelry, or items of particular make fall readily into this category. Here the player is at liberty to come up with what their character typically wears. As with all items, Apparel is sized for the species it was designed for and has a quality rating. The quality of one’s apparel can be useful to influence the opinions of nobility or to blend in with a common crowd.

The limits of Apparel are mostly consigned to the boundaries of common sense. For example, a character with two hands can really only wear two gloves unless magical mutations or supernatural trickery grants them a third.

Packs

Packs are containers that allow characters to carry more on their person in addition to their arms, armor, and apparel. Backpacks, satchels, bags, coin purses, and even carts represent packs that facilitate the containment of items every adventurer needs to continue their journeys. Packs, apart from having a quality and a size of their own, also possess a capacity rating. This value represents the maximum cumulative size it can carry.

Pack Capacity Size Rating
Satchel 4 1
Backpack 8 2
Cart 24 5
Wagon 48 6

A pack cannot contain an item that is larger than its own size and characters cannot wear packs that are of equal or larger size than they are. However, you can certainly have packs inside other packs. In these instances, the pack’s Size rating is used rather than its capacity.

Encumbrance

A character can wear as many packs as is within reasonable boundaries of the imagination. If the Total Size of the items a character is carrying exceeds their Carrying Capacity, then the character’s Movement is hindered by the difference. In addition, any Encumbrance a character has also acts as Hindrance to all Tests based on Physical Aspects (Strength, Finesse).

Lights

The world of Mythmakers, while fantastical, is full of monsters and creatures that prowl in the night. For many creatures, darkness hinders wits and so light is needed. In order for a light source to be used, it must either be placed upon a surface or held in at least one hand.

Items that provide lighting cast out a radiance which represents the number of zones illuminated by the light. Any zones within a light's radiance are treated as if they were in normal lighting.

Item Radiance Size Rating Rarity
Lantern Oil 5 1 Rare (+2)
Torches 3 1 Common (0)
Wax Candles 2 1 Uncommon (+1)
Tallow Candles 1 1 Common (0)
Matchsticks 1 0 Common (0)

Usage

Whenever a character within the group spends a Local action and advances the World Clock, make a Quality Test. Roll dice equal to the quality rating of the light. If the result is greater or equal to the current quality of the light, then the quality remains the same. If the result is less than the light's current quality rating, then decrease the quality by 1. When a light's quality rating reaches 0, then it no longer creates light.

If a Light is used as an improvised weapon, treat the Weapon Action normally. If the creature receiving the weapon action receives pressure, then they also receive Fire Pressure equal to the radiance of the Light source.

Rations & Meals

Heroism and ideals may sound good on paper, but they fall short on an empty stomach. Meals keep the wheels of adventure turning by allowing characters to restore lost Recovery as a result of spending vigor. The most basic form of meals are rations which comprise of dried meats, jerky, and oats to sustain an adventurer while on the road.

Item Size Rating Rarity
Rations 1 Common (0)
Meals 1 Varies

Meals, on the other hand, are items of food that can range from cooked stew, meats, preserved vegetables, and so on. Unlike rations, meals grant potentially greater benefits upon consumption. Meals require a cooking kit or access to a kitchen in order to be produced. See the Camping section in Chapter 6 for additional details.

Usage

Rations can only be used during a Short Rest, Long Rest, or during Travel. When a ration is used, increase the character's Recovery rating by 1 before vigor is regained and then make a Quality Test. Roll dice equal to the quality rating of the rations. If the result is greater or equal to the current quality of the rations, then the quality remains the same. If the result is less than the ration's current quality rating, then decrease the quality by 1. When a ration's quality rating reaches 0, then all rations have been consumed and its size rating becomes 0 as well.

Meals function the same as rations except when a meal is used, its quality rating is used to increase Recovery before vigor is regained. A Quality Test is made afterwards.

Adventuring Gear

Adventuring gear describes ordinary items that are used on a daily basis throughout a given adventure. The description of the item describes what they are used for as well as any additional properties.

Usage

Unless an item's description states otherwise, whenever an item is used in an action and the action, when paired with vigor, results in a Minor or Major Blunder, the quality rating of the item decreases by 1.

Item Size Rating Rarity Description
Cooking Kit 2 0 Pots, pans, and other utensils used to prepare food. If a character is making camp and also possesses a Nature, Profession, or Knowledge relating to cooking, then they can make an appropriate Test. The results of this Test can be used as Enhancement by the rest of the group during a Rest while camping.
Camping Kit 2 0 Waterproof tent, tarp, twine, stakes, and other items used to set up a camp for one character
Gaming Kit 1 0 Dice, cards, and game boards used to play games
Fishing Kit 2 0 Block, tackle, and the necessary items to fish from bodies of water
Healing Kit 2 1 Bandages, salves, splits, and other items used in healing wounds during a Rest. A character’s Endurance Test to recover Health gains Enhancement equal to the quality rating of this kit.
Musical Instrument 2 2 A musical instrument for playing music. Includes items needed for repair
Lockpicking Kit 1 2 A set of tools that allows the picking and dismantling of locks
Armor Repair Kit 2 2 Allows the repair of damaged Armor. Using this kit on an Armor Set allows the Set’s Quality rating to be restored to Average Quality at most. Requires a World Turn to use and using the kit on an Armor Set decreases its Quality by 1.
Profession Tools 2 1 A set of tools unique to a character's profession
Item Size Rating Rarity Description
Patron Symbol 0 0 A small amulet or object that emblemizes one’s patron deity
Vial, Glass 0 1 A glass container capable of holding a small amount of liquid. Comes with a cork
Flask, Glass 1 1 A glass container capable of holding a medium amount of liquid. Comes with a cork
Bottle, Glass 2 0 A glass container capable of holding a large amount of liquid. Comes with a cork
Chalk 0 0 A cheap writing implement
Crowbar 2 0 A tool for prying open objects
Tankard 0 0 A personal cup to drink from
Hammer 1 0 A tool used for hammering
Spade 3 0 A tool used for digging
Writing Kit 1 2 Quills, ink well, ink, and wax for the purpose of writing
Paper 0 2 Writing paper made from hemp or linen. This is the most common kind of paper
Parchment 0 2 Expensive form of writing paper that is used in the high courts and by clerks
Vellum 0 3 Expensive form of writing paper that is used in the high courts
Rope 1 0 About 50 ft of hemp cord
Book 1 3 A book containing poetry, history, lore, stories, or other information.
Tinderbox 0 0 A box containing flint, steel, tinder, and other items used to start fires
Spice Box 1 2 A box containing exotic and valuable spices. Can be used with a cooking kit
Manacles 0 2 Metal restraints used to bind the hands or feet of a creature. Includes a key to unlock the manacles
Chain 1 1 About 10 feet worth of chain.
Lock 0 1 Used to lock up a chest, door, or item. Comes with a key to the lock

Mounts

This section describes Mounts and the equipment associated with them. When purchasing a Mount, the Rarity and the Endurance rating of the Mount drives the Market Value. A Mount’s Size rating + Endurance rating determines the amount of Move Actions it is capable of in a given Turn. Packs, as listed in the Packs section of the Marketplace, can also be affixed to Mounts for ease of access.

Item Size Rating Rarity Description
Donkey 4 0 Strength 3, Finesse 1, Endurance ?, Memory 1, Insight 1, Resolve 3. Carrying Capacity 7
Pony 4 1 Strength 2, Finesse 1, Endurance ?, Memory 1, Insight 1, Resolve 2. Carrying Capacity 7
Horse 5 2 Strength 4, Finesse 1, Endurance ?, Memory 1, Insight 1, Resolve 2. Carrying Capacity 8
Camel 5 2 Strength 3, Finesse 1, Endurance ?, Memory 1, Insight 1, Resolve 2. Carrying Capacity 8
Item Size Rating Rarity Description
Barding Mount Size 2 Barding is armor used to protect an animal. Choose a Material from the Armor section and a corresponding Armor Type
Saddle Mount Size - 1 1 Allows a rider to stay seated atop a mount during travel. Riding without a Saddle requires a Finesse Check in order to avoid falling off as the creature makes Move Actions on their Turn.
Mount Rations 2 0 Rations used to feed mounts. These can be substituted with normal Rations. Mounts must be fed at least once a day or else they will resist orders.

Taverns

Staying at a tavern can provide benefits in the forms of a place to rest and a level of quality care. The Market Value of a tavern indicates the level of Wealth a character must possess in order to stay one night at the establishment.

Staying at a tavern allows a character to use the Quality rating of the tavern to increase their Recovery Rating. If this increases the Recovery rating beyond their normal maximum, then the character can keep the excess.

Enchantments

In addition to an item’s size and quality ratings, it is possible for items to be equipped with Enchantments as well. Enchantments imbue an object with supernatural abilities or properties and function independently of the object itself. Additionally, if the object’s own Quality rating reaches 0 and becomes broken, then the Enchantment will also cease to function until the object is restored.

All enchantments have six properties: Quality, Supernatural Effect, Focus Power, Focus Area, Focus Range, and Focus Duration.

The Quality rating represents the durability of the enchantment in the face of nullifying magics as well as the number of times an Enchantment can be invoked. When an Enchantment has been invoked as many times as its Quality rating, it ceases to function until restored.

The Supernatural Effect describes what the Enchantment is designed to do. This will declare the supernatural practice being used and the specific supernatural keyword being utilized. In this fashion, enchanted items can share enchantments but may do completely different things. Look to the Supernatural Aspects section for additional details.

The Power represents the potency of the Supernatural Effect as per the Focus Action. What this Focus Power represents will depend on the Supernatural Effect’s description.

The Focus Area represents how many squares the Supernatural Effect covers as per the Focus Action.

The Range represents the range of squares the Focus Area can be moved from the object’s location as per the Focus Action.

The Duration represents the amount of Turns the Supernatural Effect persists for before expiring. This will include whether this timeframe encompasses Engagement, Local, or World Turns.

Enchantments will increase an item’s Rarity by the sum of its Quality rating and total Focus. To calculate the total Focus, add up the Focus Power, Area, Range, and Duration together.

Recharging Enchantments

Enchantments can be restored by one charge by either spending enough vigor equal to the amount of Focus in the Enchantment or waiting a number of World Turns equal to the total Focus of the Enchantment