Rules / Gear & Supply / Supply
Supply
Each character can carry a maximum SUP of 1 + Intellect (minimum 1). SUP stands for the odds and ends of reserve supply a character brought along, and their knack for planning ahead. You can choose to set out with less than your maximum.
- SUP can't create new or undeclared gear. If an item isn't already on your character sheet, SUP can't provide it. It isn't "quantum equipment" for producing whatever would be handy right now.
- SUP never adds an item to your inventory. What it provides is used up immediately in the use that called for the Supply Check; it can't be saved, stored, handed over, traded or sold.
- Ammunition replenished by SUP goes straight into the weapon, quiver, bolt case, dart case or pouch being refilled (see Weapons).
- Kits: if a kit or pack has the CONSUMABLE trait, the things inside it count as consumable, and SUP can provide more uses of its contents once they run out.
You may use a qualifying consumable after running out of every carried copy or use, but only if all of these are true, and you must make a Supply Check as part of that use:
- The item has the CONSUMABLE trait.
- It is already recorded on your character sheet.
- It is your level or lower.
- You've used up every copy or use you normally carry.
- You have at least 1 SUP left.
Supply Check
A flat check against DC 10 + half the item's level. Success: your SUP doesn't drop. Failure: you lose 1 SUP. Either way, as long as the conditions above were met, you get one use of the item. At 0 SUP any further attempt simply fails; you need to resupply the normal way before SUP works again.
Supply Bulk
SUP is real supplies spread through your packs, pouches and pockets. Each current SUP counts as 2 light items for Bulk, added to your other light items (every 10 light items are 1 Bulk). Use current SUP, not your maximum, and adjust as it changes; at 0 SUP it adds nothing.
Example
A character with Intellect 3 has a maximum of 4 SUP and sets out with all 4, carrying arrows, torches and rations, each marked Consumable on their sheet.
- Arrows: the quiver runs dry, so the next refill needs a Supply Check (DC 10). Success refills the quiver with a fresh pack of 10 and SUP stays at 4; that pack lasts several fights. Refilling again means another check. This one fails: SUP drops to 3, but the quiver is still topped up.
- Firearms work the same way: one check reloads a full 10-round box, which then covers several reloads depending on the weapon's Capacity (a Capacity 5 revolver gets 2 reloads per box, a Capacity 2 double-barrel gets 5). The check is per box, not per shot.
- Torches and rations don't come in packs: each use past the last one is its own check. A torch check fails (SUP 2); a ration check succeeds (SUP stays 2), then a later one fails (SUP 1).
- Rope: this character never had rope on their sheet, so no Supply Check is possible.
- At 0 SUP, refilling ammunition, lighting a torch or eating a ration simply fails.
Acquiring SUP
SUP comes from Supply Sources: settlements, caravans, trading posts, forts, merchants, quartermasters and anywhere else able to put together a broad mix of supplies. Each source has a Supply Level, set by its size, prosperity, organisation and resources, which gives it an Availability Die (the total SUP the whole party can get there) and a Price Die (the cost per SUP).
| Supply Level | Typical source | Availability Die | Price Die |
|---|---|---|---|
| 0–1 | Isolated trader, camp or tiny outpost | d4 | d12 |
| 2–5 | Hamlet, small caravan or frontier post | d6 | d10 |
| 6–12 | Village, town or established merchant | d8 | d8 |
| 13–16 | City, major fort or large caravan | d10 | d6 |
| 17+ | Metropolis or major trade centre | d12 | d4 |
| Price Die result | Price per SUP |
|---|---|
| 1–2 | 5 sp |
| 3–4 | 10 sp |
| 5–6 | 15 sp |
| 7–8 | 20 sp |
| 9–10 | 25 sp |
| 11–12 | 30 sp |
Negotiating the Price
The party may make one Haggle attempt against a Supply Source each refresh period, run as a negotiation. Each price step is 5 sp, and the price normally can't go below 5 sp or above 30 sp per SUP. Haggling changes the price and terms, not how much SUP is available, unless a rule or ability says otherwise.
| Result | Effect |
|---|---|
| Yes, And | Price down 2 steps, and the seller adds a favourable concession (delivery, holding the supplies, useful barter or similar). |
| Yes | Price down 1 step. |
| Yes, But | Price down 1 step, but the seller adds a condition (immediate payment, a minimum purchase, a minor favour or another complication). |
| No, But | No price change, but the seller offers another useful concession (credit, barter, delayed payment, holding the supplies). |
| No | No change. |
| No, And | Price up 1 step, and the seller won't negotiate again until the source refreshes. |
Buying & Sharing
Once the price is set, the party may buy any amount of SUP up to the source's remaining availability. Whatever isn't bought stays available at the agreed price until the source refreshes.
Refreshing a Source
A Supply Source normally refreshes after one week of game time: reroll both its Availability Die and Price Die. The GM may refresh it sooner when circumstances change in a real way: a caravan or ship arrives, a military shipment is delivered, a market or festival opens, the party sets up a new trade route, or new merchants move in. A shortage, siege, famine, raid, disaster or similar event may delay a refresh or weaken the source.
Source Conditions
Circumstances can step a source's dice up or down the chain d4 ↔ d6 ↔ d8 ↔ d10 ↔ d12. A bigger Availability Die is better (more supplies); a smaller Price Die is better (lower, steadier prices). For example: a prosperous trade route might step Availability up once; a recent raid or shortage might step it down once; strong competition between merchants might step the Price Die down once; a monopoly, hostile reputation or local crisis might step it up once. The GM may move a die more than one step for especially big changes.
Foraging & Scavenging for SUP
A find with a broad mix of useful supplies can give SUP instead of specific items: roll its Availability Die, and the result is the total SUP the party can recover from it.
| Cache | Availability Die |
|---|---|
| Abandoned traveller's pack or small stash | d4 |
| Frontier camp or small wagon | d6 |
| Merchant wagon or expedition cache | d8 |
| Military depot or major warehouse | d10 |
| Exceptional or legendary supply vault | d12 |