Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Stunts Bestiary

Game Mechanics

Stress and Consequences

In ELDRA, characters measure their endurance and mental stability through two main types of stress: Physical Stress and Mental Stress. Each type has its own Stress Pool (Physical or Mental) — a total number of stress points representing how much punishment a character can endure before suffering lasting harm or being incapacitated.

Physical Stress

Physical Stress is a measure of bodily harm—cuts, bruises, fatigue, and raw injury. Your Physical Stress Pool comes from your Fortitude: look it up in the table below, then add anything your People or abilities grant. When you take damage, subtract it from your remaining stress points.

If you take more stress than you have points remaining in your pool, you must take a Consequence.

Mental Stress

Mental Stress represents your character’s willpower, focus, and sanity. Mental Stress is subtracted from your Mental Stress Pool when characters are subjected to fear, mind control, illusions, or other effects that strain their resolve. Your Mental Stress Pool comes from your Resolve, using the same table, plus anything your People or abilities grant.

Just like Physical Stress, if your Mental Stress Pool is reduced to 0 and you take further damage, you must take a Consequence.

Stress Pool by Skill Rating

Fortitude or Resolve +0 +1 +2 +3 +4 +5 +6 +7
Stress Pool 3 6 10 15 21 28 36 45

Each step up adds one more point than the step before, so the pool grows faster as the skill rises.

Consequences

When your Physical or Mental Stress Pool is reduced to 0, you can absorb additional damage by taking a Consequence. Consequences are lasting effects that represent serious wounds, trauma, or psychological scarring. There are three levels of Consequences:

When damage takes your pool to 0 and some damage is left over, that excess goes into your lowest open Consequence slot. If the excess is more than the slot absorbs, the next slot fills too, and so on. With no slot left, you are Taken Out.

Consequences remain with your character until they are healed or recovered, which typically requires downtime, medical aid, or magical intervention. They are also exploitable by enemies, making your character more vulnerable in specific situations.

Default Consequence Slots

Every player character begins with the following Consequence slots:

Certain stunts, People-specific traits, or class abilities may grant additional Consequence slots. A character whose Physical or Mental Stress Pool is reduced to 0 and who has filled all available Consequence slots is Taken Out — incapacitated, killed, or otherwise removed from the scene at the GM’s discretion.

Each Consequence slot can only be used once. If a Consequence slot is already occupied by an unhealed Consequence, it cannot absorb additional damage until it has been fully recovered.

Dying

A character who is Taken Out by damage is dying if the GM rules the harm lethal. A dying character is unconscious and dies at the end of the scene unless someone stabilises them first. Any healing stabilises a dying character. So does an adjacent ally who spends 2 AP and succeeds on a Lore or Crafts roll; the GM sets the Difficulty. A stabilised character is unconscious but no longer dying, and wakes after the scene or when healed.

Recovery

In ELDRA, recovery is swift but dependent on rest. During a short rest (1 hour), your Physical and Mental Stress Pools are fully restored to their maximum values. You also regain Mana equal to your Magic skill (see Mana below).

A long rest (8 hours) allows for deeper recovery. During a long rest, your Physical and Mental Stress Pools are fully restored, and you completely restore your Mana. During your long rest, your Consequences also heal, starting from the lowest severity. Mild Consequences heal at a rate of 1 Consequence per long rest, Moderate Consequences require up to two weeks per Consequence to heal, and Severe Consequences require from two weeks to a month per Consequence to heal if the injury or trauma is properly tended to and taken care of.

Mana

Mana is the magical pressure a caster can safely gather, hold, and release. You spend it to cast spells and to pay for many spell stunts.

Maximum Mana

Your maximum Mana equals your Magic skill multiplied by itself: Maximum Mana = Magic × Magic

Magic +0 +1 +2 +3 +4 +5 +6 +7
Maximum Mana 0 1 4 9 16 25 36 49

A character whose effective Magic is +0 or lower has no Mana. Some abilities raise this maximum, such as the Mage’s root and its Mana-Potent node.

Spending Mana

A spell costs Mana equal to its level. Some stunts and enhancements cost additional Mana, as their entries state. Spells of your School of Affinity cost 1 less Mana (minimum 1). No reduction can bring a spell’s cost below 1 Mana.

Affinity Mana Pool

A caster with a School of Affinity also has a separate Affinity Mana Pool equal to half their Magic skill (rounded up, minimum 2). It can be spent only on spells of that school. The Spells section describes the School of Affinity in full.

Recovering Mana

Combat Mechanics

Combat in ELDRA is fast-paced and reactive, with attack rolls and defend rolls happening in real-time exchanges. Every combatant has a choice to react to incoming attacks, making each encounter dynamic and engaging.

Attack and Defend rolls

In ELDRA, attacks are resolved through opposed skill checks:

Ties. If the attack roll and the defend roll are equal, the defender wins. The attack misses.

Damage Calculation

Damage in ELDRA is determined based on the margin of success during an attack roll. If the attack is successful, the damage is calculated as follows:

Critical Hit

When you roll four + on 4dF (or five + on 5dF with Advantage), the roll is a Critical. Add +2 to the result, or +4 with Advantage. If the roll is an attack or a damaging spell, it is a Critical Hit: the damage is doubled, or tripled with Advantage. This works for every damage type. On a defend roll or a skill roll, you only get the bonus to the result.

Dual Wielding

When you are wielding 1 weapon in each hand, you can make a second attack with your off-hand in addition to your attack once per turn. When you do so, you make your second attack with a -2 penalty to your attack roll. You can not add your Might to the damage calculation for the off-hand attacks.

Grappling

To grab a creature, spend 1 AP and roll Fight or Might. The target defends with Might or Reflex, its choice. You need one free hand, and the target can be at most one size category larger than you. On a success, the target is Grappled by you.

A Grappled creature can spend 1 AP to escape. It rolls Might or Reflex against your Might. On a success, the hold ends. The hold also ends if you let go, move away from the target, or become Incapacitated. Some creatures and abilities grapple without a roll; the target then escapes as described here. Where an entry says escape as Grapple, use this rule.

Size Categories

Creatures and characters in ELDRA are described by one of six size categories. Size affects movement, reach, what spaces a creature can occupy, and how some weapon techniques and abilities scale.

When an ability refers to a creature being “one size category larger” or similar, it counts the steps in this list (for example, Large is one size category larger than Medium).

Damage Types

In ELDRA, damage is categorized into different types, each with its own unique effects and interactions. Below are the defined damage types and their specific mechanics:

Physical Damage Types

Physical damage in ELDRA comes in three types: Bludgeoning, Slashing, and Piercing. Each type interacts with creature resistances and vulnerabilities as described in individual creature entries. Physical damage is reduced by Physical Defense granted by armor and shields.

A weapon’s physical damage type determines which Weapon Techniques and Mastery abilities are available to its wielder. See the Equipment and Weapon Techniques sections for full details.

Some weapons deal multiple physical damage types (e.g., a Halberd deals Slashing, Piercing, or Bludgeoning — the wielder chooses when attacking).

Armor Pierce

Some attacks, weapon techniques, abilities, and potions grant Armor Pierce. When you deal damage with an attack that has Armor Pierce, reduce the target’s Physical Defense by the Armor Pierce value for the purpose of calculating damage from that attack. Armor Pierce cannot reduce Physical Defense below 0.

Example: An attack with Armor Pierce 3 against a target with Physical Defense 7 treats the target’s Physical Defense as 4 for that attack only.

Elemental Damage

— An Elemental spell has one of the following elemental types. Most spells name their element. If a spell does not, choose the element when you cast it. The spell deals that type of damage and also applies the matching effect:

Radiant Damage

Radiant damage is magical. Elemental Defense reduces it. Undead creatures have Vulnerability against Radiant damage.

When a creature takes Radiant damage, it emits a faint glow for 1 round. While glowing, the creature cannot benefit from invisibility, Stealth, or concealment of any kind. Attack rolls against a glowing creature do not suffer penalties from darkness or obscurement.

Necrotic Damage

Necrotic damage is magical. Elemental Defense reduces it. Undead are healed by it instead (vampires are the exception: they resist it, see Vampire).

When a creature takes Necrotic damage, its capacity for recovery is impaired. Until the end of its next turn, the creature cannot recover Physical Stress points from any source (potions, spells, abilities, or class features).

Poison and Acid Damage

Some creatures and items deal poison or acid damage. Both are reduced by Elemental Defense and bypass Physical Defense.

Fall Damage

You take 1d4 Physical damage for every 2 meters you fall. This damage ignores Physical Defense.

Armor, Shields, and Resistance

Armor grants Physical Defense and Elemental Defense. These defenses reduce incoming damage of the appropriate type, making it easier to withstand assaults in combat. Shields do not add to these defenses; each shield has its own properties instead (see Shields in Equipment).

Resistance means that a creature takes only half damage (rounded down) from a specific type of attack, while Vulnerability means they take double damage.

Initiative and Turn Order

Initiative decides the order in which combatants act. At the start of every combat, each participant makes an initiative roll: a Perception roll, plus any initiative bonuses from abilities, stunts, or potions (for example, the Commander’s root adds +1). Your initiative bonus is your Perception rating plus those bonuses; the character sheet records it in the Initiative box.

The highest result goes first, with turns proceeding in descending order of results, and the order stays the same every round. Ties are resolved by the highest Perception rating; if still tied, players may decide or roll off.

Surprise. Creatures caught unaware at the start of a fight, by an ambush they did not notice, are surprised: they take no turn in the first round and cannot take Reactions until it ends. To notice an ambush before it is sprung, roll Perception against the ambushers’ Stealth.

Summoned and Raised Creatures

A creature you summon, conjure, raise, or bind during a battle joins it at once. Starting in the round it appears, it takes its own turn right after yours each round and spends its own AP. If you control several such creatures, they act in the order you choose. The spell or ability that created the creature says how you command it and may limit what it can do on its turn.

Undead you control. You can control at most as many undead as your Magic skill, counting every source: spells, class nodes, and People features. A Necromancer uses Lore instead, and a vampire uses Vampirism if it is higher. If a new undead would take you over the limit, your oldest undead crumbles first.

Cover, Advantage, and Disadvantage

In the chaos of combat, positioning matters. When a creature has Full Cover, it cannot be targeted by attacks or spells that require line of sight. If a creature is behind Half Cover, any attack rolls against it are made with Disadvantage.

Advantage and Disadvantage are mechanics that reflect situational superiority or difficulty. When you have Advantage on a roll, you roll one additional die and discard the lowest result. When you have Disadvantage, you roll one additional die and discard the highest result.

You can have multiple stacks of Advantage or Disadvantage; however, if you have both, they cancel each other out one by one. For example, if you have two sources of Advantage and one source of Disadvantage, you would roll with one Advantage.

Stealth in Combat

During structured scenes, a creature may attempt to enter Stealth by spending 1 AP and making a Stealth skill check. The creature must meet one of the following conditions:

The result of the Stealth check becomes the detection difficulty. A hostile creature may use its action or Perception skill (passively or actively) to contest the Stealth result. If a creature’s Perception meets or exceeds the Stealth result, the hidden creature is detected and Stealth ends.

Stealth ends immediately when the hidden creature:

Attacking from Stealth: When a hidden creature makes an attack against a target that is unaware of it, the attack is made with Advantage. After the attack resolves, Stealth ends unless a feature explicitly allows it to continue.

Conditions

Conditions in ELDRA represent various physical and mental states that can affect a character’s abilities in and out of combat. Below is the list of conditions and their mechanical effects:

Condition Tiers

Some abilities remove or block a condition of a given tier. Mild: Dazed, Fatigued, Frightened, Poisoned, Prone, Slowed. Moderate: Blinded, Charmed, Cursed, Friendly, Grappled, Restrained. Severe: Incapacitated, Paralyzed, Petrified, Stunned. Exhaustion has no tier; only a rule that names it can remove it. Invisible is a benefit and has no tier.

Blinded

A blinded creature cannot see and automatically fails any skill check that requires sight. Attacks against the creature have Advantage, and the creature’s own attacks have Disadvantage.

Charmed

A charmed creature cannot attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has Advantage on any skill check to interact socially with the creature.

Cursed

A cursed creature suffers the effect named by its curse, for example one of the curses of Bestow Curse. The curse lasts until its own duration ends or until it is removed, for example by Remove Curse or Greater Restoration.

Dazed

The creature’s speed is halved. The creature can spend only 1 AP on its turn. The creature cannot take reactions.

Exhaustion

You have a -1 penalty on all of your skills per exhaustion level. If your Fortitude skill level becomes -2 with this penalty, you die.

You gain one level of exhaustion from a day without food, water, or sleep, from a forced march, or from an effect that says so. A long rest with food and water removes one level.

Fatigued

A fatigued creature is worn out. It has Disadvantage on Stride and Might rolls, and it cannot take the Disengage action. A short rest ends Fatigued.

Frightened

A frightened creature has Disadvantage on skill checks and attack rolls while the source of its fear is within line of sight. The creature must move away from the source of its fear by the safest available route on each of its turns, unless there is nowhere to move. It cannot willingly move closer to the source of its fear.

Friendly

A friendly creature treats you as a companion for the duration. It does not attack you or help your enemies against you, and it helps you with simple requests that do not put it in danger. The condition ends if you or your allies harm it.

Grappled

Your Speed becomes 0 and it cannot increase. You have Disadvantage on attack rolls against any target other than the grappler. The grappler can drag or carry you when it moves, but their movement is halved unless you are smaller than the grappler.

Incapacitated

The creature cannot take actions or reactions.

Invisible

An invisible creature cannot be seen without magic or a special sense. Attack rolls against it have Disadvantage, and its own attack rolls have Advantage. It can attempt to enter Stealth even in plain view. Others can still find it by sound, smell, or touch with a Perception check.

Paralyzed

The creature is Incapacitated and cannot move or speak. It automatically fails all defend rolls (Fortitude, Reflex, and Resolve). The creature cannot defend against physical, magical, or mental attacks, and attacks against it have Advantage.

Petrified

A petrified creature is turned to stone. It is Paralyzed, it does not age or need air, and it is immune to damage and to new conditions. The effect ends as its source says, or when a spell of level 4 or higher that removes conditions is cast on it.

Poisoned

The creature has Disadvantage on attack rolls and skill checks.

Prone

The creature’s only movement option is to crawl unless it stands up, which ends the condition. The creature has Disadvantage on attack rolls. An attack roll against the creature has Advantage if the attacker is within melee range. Otherwise, the attack roll has Disadvantage.

Restrained

The creature’s speed becomes 0, and it cannot benefit from any bonus to its speed. The creature has Disadvantage on Reflex skill checks. Attack rolls against the creature have Advantage, and the creature’s attack rolls have Disadvantage.

Slowed

A slowed creature’s speed is halved.

Stunned

The creature is Incapacitated, cannot move, and can only speak falteringly. The creature automatically fails all defend rolls (Fortitude, Reflex, and Resolve). Attacks against the creature have Advantage.

Crafting and Inventory

Crafting

Crafting in ELDRA allows players to create weapons, armor, potions, and magical items through dedicated time and resources. The crafting process is driven by a measure called Crafting Points (C.P.), which reflects the amount of work required to complete an item.

Workload: Each crafter can contribute to the total workload a number of Crafting Points equal to their Crafts skill level per day. At least one crafter must have their Crafts skill equal to or higher than the required Crafting level. Crafters that don’t meet the required Crafting level can still contribute, but with a 50% penalty (rounded down).

Masterwork: When an item is finished, the main crafter rolls a d100. If the roll is high enough according to the table below, the item is considered a Masterwork and gains bonuses accordingly.

Craft Level +1 +2 +3
1 - - -
2 1% - -
3 2% 1% -
4 3% 2% -
5 5% 3% 1%

Magic Item Crafting: Each magic item has unique material requirements and workloads. Consult the Game Master for specifics.

Weapon, Armor, and Shield Crafting

Weapons, armor, and shields are forged through dedicated craftsmanship and careful resource management. Crafting one requires raw materials worth the listed amount of gold and a workload in Crafting Points (C.P.) determined by its complexity. At least one crafter must have the item’s Crafting Level to begin.

The Equipment tables list the Crafting Level, materials, and workload of every item: see Melee Weapons, Ranged Weapons, Armors, and Shields in the Equipment section.

Crafting Considerations:

Masterwork Armor Bonuses: When rolling for a masterwork, consult the Masterwork table under the main Crafting section to determine if the armor gains enhanced properties.

Masterwork Shield Bonuses. When rolling for a Masterwork shield, consult the Masterwork table under the main Crafting section. On a successful roll, choose one of the following bonuses:

Alchemy Crafting

Alchemy in ELDRA allows players to create potions, bombs and poisons with powerful effects. Alchemy uses two main components: Herb Pouch (HP) for herbal elements and Magical Powder (MP) for arcane effects. One Herb Pouch is worth about 5 gold and one Magical Powder about 10 gold when bought, sold, or traded.

A character can be under only one potion or poison effect at a time. Consuming a new potion or poison immediately ends any previous potion or poison effect.

Potions are divided into three categories:

If the alchemist’s Crafting Level is one level higher than the potion’s requirement, they may craft a Greater Potion. If their Crafting Level is two or more levels higher, they may craft a Supreme Potion.

Potions of crafting level 5 are referred to as Elixirs and represent the pinnacle of alchemical mastery. Only a crafter whose Crafts skill level is 5 or higher may attempt them.

Potion Table

Item Crafting Level Duration Materials Workload (C.P.)
Antidote 1 — HP 1 4
Potion of Darkvision 1 1 h HP 2 4
Potion of Healing 1 — HP 1 4
Potion of Protection 1 10 m HP 1 4
Potion of Steadiness 1 10 m HP 1, MP 1 4
Potion of Vitality 1 10 m HP 1 4
Potion of Animal Friendship 2 1 h HP 3, MP 1 12
Potion of Iron Skin 2 10 m HP 3, MP 1 12
Potion of Mana 2 — HP 4 12
Potion of Mental Ward 2 10 m HP 1, MP 3 12
Potion of Reflex 2 10 m HP 2, MP 2 12
Potion of Water Breathing 2 1 h HP 2, MP 2 12
Potion of Courage 3 10 m HP 5, MP 4 36
Potion of Eagle Eye 3 10 m HP 4, MP 5 36
Potion of Elemental Infusion 3 10 m HP 3, MP 6 36
Potion of Giant’s Strength 3 10 m HP 7, MP 2 36
Potion of Speed 3 10 m HP 9 36
Potion of Vampiric Essence 3 10 m HP 4, MP 5 36
Potion of Arcane Surge 4 10 m HP 7, MP 9 72
Potion of Berserker’s Wrath 4 10 m HP 14, MP 2 72
Potion of Blurring 4 10 m HP 8, MP 8 72
Potion of Concentration 4 10 m HP 1, MP 15 72
Potion of Invisibility 4 10 m HP 9, MP 7 72
Potion of Regeneration 4 10 m HP 10, MP 6 72
Potion of Restoration 4 — HP 15, MP 1 72
Elixir of Abyssal Might 5 10 m HP 18, MP 6 120
Elixir of Arcane Mastery 5 10 m HP 5, MP 20 120
Elixir of the Undying 5 2 h HP 15, MP 10 120
Elixir of Time 5 10 m HP 12, MP 12 120

Potion Descriptions

Potions in ELDRA come in three variants: Basic, Greater, and Supreme. Higher tiers offer stronger effects but require greater material costs and workload.

Antidote

Potion of Darkvision

Potion of Healing

Potion of Protection

Potion of Steadiness

Potion of Vitality

Potion of Animal Friendship

Potion of Iron Skin

Potion of Mana

Potion of Mental Ward

Potion of Reflex

Potion of Water Breathing

Potion of Arcane Surge

Potion of Courage

Potion of Eagle Eye

Potion of Elemental Infusion

When crafting this potion, choose one element: Fire, Frost, or Lightning. The chosen element is bound into the potion and cannot be changed after crafting.

Potion of Giant’s Strength

Potion of Speed

Potion of Vampiric Essence

Potion of Berserker’s Wrath

Potion of Blurring

Potion of Concentration

Potion of Invisibility

Potion of Regeneration

Potion of Restoration

Elixir of Abyssal Might

Elixir of Arcane Mastery

Elixir of the Undying

Elixir of Time

Bomb Crafting

Alchemical bombs in ELDRA are volatile consumables designed to break formations, deny space, and punish clustered enemies. Like potions, bombs are crafted in three categories: Basic, Greater, and Supreme. Greater bombs require twice the material costs and workload of Basic, and Supreme bombs require four times the material costs and workload of Basic.

If the alchemist’s Crafting Level is one level higher than the bomb’s requirement, they may craft a Greater Bomb. If their Crafting Level is two or more levels higher, they may craft a Supreme Bomb.

Using a bomb costs 1 AP and uses Shoot. Choose a point within 10 meters and roll Shoot. All creatures within 2 meters of that point must make a Reflex defend roll against your Shoot result. On a failure, they suffer the bomb’s full effect. On a success, they take half damage (rounded down) and avoid any additional condition or secondary effect unless the bomb states otherwise. Effects that happen later, such as a cloud or a knockdown, are resisted against your Crafts, as each bomb says.

Bombs affect all creatures in the area, including allies.

Bomb Table

Item Crafting Level Duration Materials Workload (C.P.)
Fire Bomb 1 — HP 1, MP 1 4
Frost Bomb 1 — HP 1, MP 1 4
Smokepowder Bomb 1 2 r HP 2 4
Shock Bomb 2 — HP 2, MP 2 12
Shrapnel Bomb 2 — HP 3 12
Flash Bomb 2 1 r HP 1, MP 3 12
Venom Fume Bomb 3 2 r HP 5, MP 2 36
Tarfire Bomb 3 3 r HP 4, MP 3 36
Thunderstone Bomb 3 — HP 3, MP 4 36
Freezing Cask 4 2 r HP 7, MP 5 72
Grave Dust Bomb 4 2 r HP 5, MP 7 72
Voidglass Bomb 5 — HP 10, MP 10 120
Sunshard Bomb 5 2 r HP 8, MP 12 120

Bomb Descriptions

Bombs in ELDRA come in three variants: Basic, Greater, and Supreme. Higher tiers increase damage, radius pressure, or duration in the same way that stronger potions offer stronger effects.

Fire Bomb

Frost Bomb

Smokepowder Bomb

Shock Bomb

Shrapnel Bomb

Flash Bomb

Venom Fume Bomb

Tarfire Bomb

Thunderstone Bomb

Freezing Cask

Grave Dust Bomb

Voidglass Bomb

Sunshard Bomb

Poison Crafting

Poisons in ELDRA are crafted and scaled in the same way as potions. They are divided into three categories: Basic, Greater, and Supreme. Greater poisons require twice the material costs and workload of Basic, and Supreme poisons require four times the material costs and workload of Basic.

If the alchemist’s Crafting Level is one level higher than the poison’s requirement, they may craft a Greater Poison. If their Crafting Level is two or more levels higher, they may craft a Supreme Poison.

Unless stated otherwise, applying a poison to a weapon, piece of ammunition, or a consumable costs 1 AP. Injury poisons last until the first successful hit or until the end of the scene, whichever comes first. Ingested poisons take effect when consumed. Inhaled poisons affect all creatures in a 2-meter radius and require a Fortitude roll against your Crafts.

Poison Table

Item Crafting Level Duration Materials Workload (C.P.)
Serpent Venom 1 1 r HP 1 4
Numbing Oil 1 1 r HP 1, MP 1 4
Blindworm Venom 2 1 r HP 2, MP 1 12
Crippling Toxin 2 2 r HP 3 12
Paralytic Venom 3 1 r HP 4, MP 2 36
Bloodrot Poison 3 3 r HP 5, MP 1 36
Mindfog Poison 4 3 r HP 3, MP 6 72
Widow’s Kiss 4 1 scene HP 7, MP 4 72
King’s Bane 5 1 scene HP 10, MP 8 120
Petrifying Resin 5 2 r HP 8, MP 10 120

Poison Descriptions

Poisons in ELDRA come in three variants: Basic, Greater, and Supreme. Higher tiers increase the severity, duration, or damage of the poison in the same manner that stronger potions increase the strength of their effects.

Serpent Venom

Numbing Oil

Blindworm Venom

Crippling Toxin

Paralytic Venom

Bloodrot Poison

Mindfog Poison

Widow’s Kiss

King’s Bane

Petrifying Resin

Scrolls

A scroll holds one spell. Anyone whose Magic rating is at least the spell’s level can use it. A Warlock may use Lore instead of Magic for a pact spell.

Inventory Management

Inventory in ELDRA is designed to be flexible and streamlined for faster gameplay. Characters can carry and access items logically without the need for micromanaging weight. Instead, the system is slot-based, representing logical storage and accessibility.

Item Slots: Each character is equipped with a limited number of item slots for quick and efficient access. These slots are divided as follows:

Backpack and Storage: Items that are not equipped remain in your backpack, accessible during exploration or with a dedicated action in combat.

Inventory Actions:

Magical and Rare Items: Magical items, despite their power, do not take up more space than their non-magical counterparts. They fit within the same inventory slots:

Example Inventory Layout: Below is an example of a typical adventurer’s inventory layout:

Advancement

Characters grow by spending Experience Points (EXP). The GM awards EXP at the end of a session, usually 1 or 2.