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<blockquote data-quote="RenleyRenfield" data-source="post: 9672569" data-attributes="member: 7044197"><p>Under Loot , there is a section on <strong>Consumables</strong>. And while "food, torch, rope, etc" of base sundry items for adventure is not listed - I think that is where you would use that rule. it seems to fit perfectly with their description of =</p><p></p><p><em>"Consumables are loot that can only be used once. You can</em></p><p><em>hold up to five of each consumable at a time.</em></p><p><em>...</em></p><p><em>Common (1d12 or 2d12). Common consumables might be</em></p><p><em>found at an abandoned camp or readily available at a local</em></p><p><em>store."</em></p><p></p><p>I would then pair that with the <strong>Environments </strong>section, which the GM could use to put pressure on characters who did not bring the ideal Consumables for a given Environment. At which point rolls could be harder or characters could suffer more Fear. </p><p></p><p>So while the examples in the book of Equipment and Consumables are rather fantasy and combat oriented (i see Bedroll in there!) , all the bits and bobs hard-rules are there for 'survival'</p><p></p><p>As well, in <strong>Character Creation Step 5</strong> = you explicitly state your <strong>Inventory </strong>starting items as they say</p><p></p><p><em>"CHOOSE OTHER STARTING ITEMS</em></p><p><em>Your inventory includes anything else your character is</em></p><p><em>carrying. The top of your character guide lists all their starting</em></p><p><em>inventory items, which include the following:</em></p><p><em>• Torch (useful for illuminating a dark room)</em></p><p><em>• 50 feet of rope (useful for climbing a wall or rappelling down a cliff)</em></p><p><em>• Basic supplies (tent, bedroll, tinderbox, rations, etc.)"</em></p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9672569, member: 7044197"] Under Loot , there is a section on [B]Consumables[/B]. And while "food, torch, rope, etc" of base sundry items for adventure is not listed - I think that is where you would use that rule. it seems to fit perfectly with their description of = [I]"Consumables are loot that can only be used once. You can hold up to five of each consumable at a time. ... Common (1d12 or 2d12). Common consumables might be found at an abandoned camp or readily available at a local store."[/I] I would then pair that with the [B]Environments [/B]section, which the GM could use to put pressure on characters who did not bring the ideal Consumables for a given Environment. At which point rolls could be harder or characters could suffer more Fear. So while the examples in the book of Equipment and Consumables are rather fantasy and combat oriented (i see Bedroll in there!) , all the bits and bobs hard-rules are there for 'survival' As well, in [B]Character Creation Step 5[/B] = you explicitly state your [B]Inventory [/B]starting items as they say [I]"CHOOSE OTHER STARTING ITEMS Your inventory includes anything else your character is carrying. The top of your character guide lists all their starting inventory items, which include the following: • Torch (useful for illuminating a dark room) • 50 feet of rope (useful for climbing a wall or rappelling down a cliff) • Basic supplies (tent, bedroll, tinderbox, rations, etc.)"[/I] [/QUOTE]
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