Inventory
A character has inventory slots equal to their Fierce x 2 + 10. Most items take up one slot, but exceptions are listed. Mobs pool their inventory slots. A single person couldn’t carry all the meat from a Tusk Tiger, but a mob could.
While some items would just be required for a task (you can’t chop down a tree without an axe), many items grant bonuses to applicable dice rolls. For instance, a spear would grant a +2 bonus to Fierce rolls used to attack. Finer versions of items exist as well. While a regular spear may be a +2, a masterfully crafted one may be a +3 or more.
When adding item dice to your pool, make sure they are a different color or easily distinguishable in some other way. If the die rolls a 1, the item is worn from its use and receives a -1 to its bonus. If an item gets to a negative modifier, it’s broken and useless. Might as well toss it aside.
There is no currency in Acid Age. You can’t buy a bow with gold pieces. Your tribe either has an item or it doesn’t. Resources are shared freely (unless the Acid Master says otherwise. Coups happen…)
Item | Slots | Bonus | Materials Required | Crafting Actions Required | Tech Required | Notes |
---|---|---|---|---|---|---|
Bow | 1 | +2 | 1 Wood, 1 Hide | 1 | ||
Sling | 1/4 | +1 | 1 Hide | 1 | ||
Spear | 2 | +2 | 1 wood, 1 stone | 1 | ||
Club | 1 | +1 | 1 wood | 0 | ||
12 Arrows | 1 | – | 1 wood, 1 stone | 1 | ||
Harpoon | 1 | +1 | 1 wood, 1 stone, 1 fiber | 1 | A successful hit grapples a creature | |
Net | 1 | – | 2 fiber | 1 | Allows net fishing and grappling of creatures | |
Axe | 1 | +1 | 1 wood, 1 fiber, 1 stone | 1 | Bonus to harvesting of wood | |
Talisman | 1/4 | +1 | 1 Bone, 1 Fiber | 1 | ||
Cleaver | 1 | +1 | 1 wood, 1 bone | 1 | Bonus to animal harvesting. | |
Adze | 1 | +1 | 1 wood, 1 bone, 1 fiber | 1 | Used for digging, combat, and may be necessary for agriculture |