MankQuest

Items

Version 1.55


Items: Items go in your Inventory. You only have 10 inventory slots. Some identical items can be stacked (for example, 100 arrows, 10 Healing Potions, 100 feet of rope, 1 suit of Leather Armour; each of these items take up 1 inventory slot). Some items involve skill checks to use. When being used against creatures, the defending creature rolls resistance to prevent damage or counters. Some items are consumed when used (remove from your inventory), some are resusable.

Flammable Items: Flammable items must be lit to be used. This can be done with a Flint and Steel (Primary Action), a match (Secondary Action), or any open flame within reach as a Free Action. Examples of open flames: A torch held by you or an ally, a braizer, a campfire, a miner's helmet...)


Lodging: Accommodations typically found in town or at inns along the road.

1g Night in Stables: Sleep on a pile of straw in the stables, meal not included. Just like camping, but with more horse poop! (5 rest points)

10g Basic Inn Stay: A comfortable stay in a basic Inn (10 rest points) Includes, room, bed, meal, cozy fire, wash basin

50g Luxury Inn Stay: A relaxing night in the penthouse suite (15 rest points) Includes luxury room, big comfy bed, feast, roaring fire, use of bath house.

Food: Often included in the price of Lodging. Rations are specially prepared food to last virtually forever. During a Rest, you may not eat more than 3 rest points worth of food. Fat bastards may eat up to 3 times this much, up to 9 rest points worth of food.

3g Snack: (Stack 10) just enough food to prevent starvation. Eat During rest to gain 1 rest point. Snacks go bad if not eaten the same day they're prepared.

5g Meal: (Stack 10) A proper hot meal, Eat During rest to gain 2 rest points. Meals go bad if not eaten the same day they're prepared.

10g Feast: Eat During rest to gain 3 rest points. Feasts go bad if not eaten the same day they're prepared.

5g Rations: (stack 10) ,Eat During Rest to gain 1 rest point.

10g Iron Rations: (stack 10) Eat during Rest to gain 2 rest points

Alcohol: Drink to gain HP, MP, and Intoxicated Counters!

10g Ale: (stack 10) Primary Action: Drink to regain 1 HP and 1 Intoxicated Counter

25g Liquor: (stack 10) Primary Action: Drink to regain 3 HP and 2 Intoxicated Counters

25g Arcane Ale: (stack 10) Primary Action, drink to regain 1 MP, gain 1 Intoxicated counter

50g Wizard's Wine: (stack 10) Primary Action, drink to regain 3 MP, gain 2 Intoxicated counters

50g Heroic Brew: (Stack 10) Primary Action: drink to gain 1 Drama Dice, gain 2 Intoxicated counters

Medical:Used to regain HP

25g First Aid Kit: (Stack 10) Primary Action: Expend to heal self or target at close range, roll healing skill, each hit heals 1 HP

50g Potion of Healing: (Stack 10) free action, drink to gain +2d6 HP

150g Phoenix Down, Standard Action, expend to revive a dead player with 1 HP,

Magical:

100g Potion of Mana, free action, expend to gain +2d6 MP

Adventuring Gear: Useful equipment for navigating dungeons.

25g Lock Picks: (Stack 20) Primary action: Expend to open a lock. Roll a theivery check. More difficult locks require more successes to open.

1g per foot: Rope (stack 100) Use in setting snares, climbing, helping allies out of pits.

50g Trap Kit: (stack 10) roll Trapping Check plus Intellect to disarm a trap. Expended to make a trap.

5g Shovel: Use outside of combat, dig a hole. Makeshift weapon: 1 Attack, only hits on 5 or 6, beaks on a roll of 1, reach.

10g Flint and Steel: Primary Action - Ignite a flammable item

5g Matches (stack 100): Secondary Action - expend to ignite a flammable item

1g Torch: (Stack 10) - ignite to illuminate a 5 square radius, lasts 1 hour, open flame,

25g Lantern: burns 1 flask of lamp oil for 6 hours.Ignite to illuminate an 8 square radius, open flame, throw up to 5 squares, sets square on fire (hazardous) for 5 rounds

5g Lamp oil: (stack 10) - expend, fuel a lantern, or throw up to 5 squares, soak target or open square in oil (make flammable)

Camping Gear: Used to get additional rest points when camping. This gear offers no bonus rest points for inn stays.

10g Bedroll, Use when camping, , gain 1 rest point

100g Tent, Use when camping, sleeps up to 4 people, each gain 1 rest point

1g Firewood, Ignite when camping to make camp fire for the party, gain 1 rest point

25g Hygene Kit - use when camping to gain 1 rest point, even when there's no nearby body of water to bathe in.

Alchemical Goods:

25g Vial of Tranquilizer: (Stack 10) Primary Action: apply tranquilizer to a projectile. If the projectile hits, put 2 sleep counters on the target.

25g Vial of Poison: (Stack 10) Primary Action: Coat a weapon with poison. Put 1 poison counter on a target for each successful hit. Poison stays on a weapon for 1 hour, or until a successful hit is landed.

5g Blinding Powder: (Stack 10) Primary Action: close, roll intellect, put 1 blind counter on victim per hit.

25g Tear gas: (Stack 10) creates a cloud of gas that causes blindness. Primary Action: Throw 5 squares, affects 3x3 square area. Roll Trapping check, on each creature in area. Put 1 Blind counter for each success.

50g Napalm, (stack 10) fuse must be lit before throwing. Primary Action: throw up to 5 squares, affects 3x3 square area. Roll Trapping check, on each creature in area. Put 1 on engulf counter for each success.

50g, Bomb (stack 10) - fuse must be lit before throwing. Primary Action: roll trapping check, throw lit bomb up to 5 squares, affects 3x3 square area. Roll Trapping check, on each creature in area. Deal 1 damage per success.