Supply functions as an abstract resource that represents mundane adventuring gear like rope, rations, ammunition, etc. Rather than tracking individual items, the party shares a pool of Supply. Supply can be spent to gain benefits like healing, crafting bonuses, or producing specific items. The document provides guidelines for pricing Supply and ways the GM can deplete it through gameplay.
Supply functions as an abstract resource that represents mundane adventuring gear like rope, rations, ammunition, etc. Rather than tracking individual items, the party shares a pool of Supply. Supply can be spent to gain benefits like healing, crafting bonuses, or producing specific items. The document provides guidelines for pricing Supply and ways the GM can deplete it through gameplay.
Supply functions as an abstract resource that represents mundane adventuring gear like rope, rations, ammunition, etc. Rather than tracking individual items, the party shares a pool of Supply. Supply can be spent to gain benefits like healing, crafting bonuses, or producing specific items. The document provides guidelines for pricing Supply and ways the GM can deplete it through gameplay.
Supply functions as an abstract, “quantum” resource. Resourceful
Rather than individually tracking mundane items such Tier: 1 as rope, flasks, spikes, chalk, ink, caltrops, flint & steel, Activation: Passive ammunition, rations, and other sundries, the party Ranked: No shares a common stash of Supply (or they can each track For your character, every 3 units of Supply has an en‐ it individually if desired). cumbrance of 1.
Supply can be thought of as a measure of a party’s
readiness, in a way. Until you decide what a unit of sup‐ Design Notes ply is, it exists simply as a generic resource. The following One goal is to make resources (rations, ammo, etc) mat‐ table shows the different ways Supply can be spent. ter, while keeping the bookkeeping to a minimum. Rather than tracking your rations, your extra reloads, Spending Supply your water levels, your medical supplies, and your Cost Result torches, all of that is condensed into a single “currency.” 1 Bandages: Make a medicine check without penalty I’d like to think this approaches a sweet spot between just Rations: The entire party may complete a long rest and benefit 1 hand-waving everything and tracking each individual from the normal effects (heal all strain and 1 wound) Gear: Produce a small but useful item from your pack (e.g. rope, item. 1 chain, flint & steel, bottle, flask, spikes, caltrops, lantern oil, a bundle of torches, etc.; worth roughly <15 currency) Characters may be adventurers, but players them‐ Refreshments: Each member of the party may add s to an end- selves might not be. Maybe the player didn’t think/re‐ 1 of-encounter strain recovery roll; can only be used this way once member to buy rope or lantern oil back in town, but per check surely their character would have. This lets you focus on Spare Parts: Add j to a Mechanics check to craft or repair an 1 item; can only be used this way once per check what your character needs in the moment, rather than Raw Materials: Add j to an Alchemy check to craft a potion or having to stress about making shopping lists or burning 1 poison; can only be used this way once per check those valuable Story Points on mundane items. Ammunition: Produce an Extra Clip (or equivalent item) from 2 your pack as a maneuver (for reloading a weapon that has run out Hopefully this allows for some creativity as well. of ammo from a d result) Rather than being confined to whatever mundane equip‐ Fine Rations: The entire party may complete a long rest and ment is listed in the setting document, the players are 2 benefit from the normal effects, and heal 2 additional wounds Medical Supplies: Produce a Painkiller from your pack as a free to declare they have just the right thing, in true 2 heroic fashion (provided they haven’t exhausted their maneuver Fine Gear: Produce a more valuable useful item from your pack Supply!). 3 (e.g. a dagger, a lantern, herbs of healing; worth roughly 50 currency) The supply value is roughly based on the prices for items in Realms of Terrinoth. There is a bit of wiggle Supply can be purchased or traded in any settlement room in either direction. A bundle of torches, for in‐ where general goods would normally be available for stance, might not be worth 1 supply in terms of actual trade. Consider a base price of 15 currency for each unit silver cost, but perhaps the convenience of being able to of supply, and adjust as needed based on negotiation have torches on demand (even if you didn’t specifically rolls, availability, reputation, or anything else that might buy them) makes up for it. The same goes for something normally affect the price a character pays for goods. Ev‐ like a Painkiller; they’re normally priced at 25 silver, but ery two units of supply has an encumbrance of 1. the cost of 2 supply is 30 silver. Consider that extra 5 sil‐ The GM might consider using h or d results from ver cost a “convenience fee.” various checks (particularly ones made while exploring, But hold on… So now I can eat crossbow bolts? I can traveling, or dealing with hazards) to deplete the party’s forage for lantern oil in the woods? I can patch my Supply. Supply can also be used as a reward when looting wounds with torches? Yes, you sure can… sort of! It’s not defeated adversaries, plundering a dungeon or other ad‐ the most realistic system. It is kind of “game-y,” so if you venturing site, or foraging in the wilderness. are after gritty hyper-realism, this probably isn’t for you. The GM has the final say in what is or isn’t allowed when producing items with supply. Inspiration was taken from Dungeon World and Five Torches Deep. This is definitely a work in progress (or rather, a random idea I typed up that hasn’t been tested at all) and still needs consideration from people more experienced with the system than I am. Created by TruantSea#7337