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COWBOYS & VIKINGSCompendium of the Wild Wastes

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 LevelTypical sourceAvailability DiePrice Die
0–1Isolated trader, camp or tiny outpostd4d12
2–5Hamlet, small caravan or frontier postd6d10
6–12Village, town or established merchantd8d8
13–16City, major fort or large caravand10d6
17+Metropolis or major trade centred12d4
Price Die resultPrice per SUP
1–25 sp
3–410 sp
5–615 sp
7–820 sp
9–1025 sp
11–1230 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.

ResultEffect
Yes, AndPrice down 2 steps, and the seller adds a favourable concession (delivery, holding the supplies, useful barter or similar).
YesPrice down 1 step.
Yes, ButPrice down 1 step, but the seller adds a condition (immediate payment, a minimum purchase, a minor favour or another complication).
No, ButNo price change, but the seller offers another useful concession (credit, barter, delayed payment, holding the supplies).
NoNo change.
No, AndPrice 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.

CacheAvailability Die
Abandoned traveller's pack or small stashd4
Frontier camp or small wagond6
Merchant wagon or expedition cached8
Military depot or major warehoused10
Exceptional or legendary supply vaultd12