Economy
& Items

Philosophy of the Economy

The economy at Darkwood Nights looks to mimic provincial economies in the dark ages. A time and place where coin was scarce. Locals bartered goods and services among themselves while saving their coin to deal with outsiders or governments. 


There are a few common ways to engage in this type of economic system and each method lends itself to different character concepts and professions. The first is to be a laborer, these characters purchase the Trade skill and gain Commodities which can be traded among PCs and NPCs alike for goods and services and are important for crafting as well as maintaining and expanding the town. The second is to be a crafter, these characters take Alchemy, Crafting, Smithing, and/or powers that allow them to create magical items and trade these. Crafters will be dependent on laborers to create the resources they need and so will be incentivized to seek out characters who can supply them with the materials they need to create items. The third is to offer service. These characters do things like run the inn, guard buildings/the town, provide healing or use skills such as Fortune Telling or their magic as their barter. The final method is to provide things players need, these characters are the non-mechanical merchants who sell food, drink, garb and anything else they wish to bring in and trade. 


The Coin of Darkwood Nights is the Pfennig and is intended to be used when barter breaks down or, more commonly, with outside merchants. We expect the value of Pfennig to change as their In Game supply does and so have taken pains to ensure that there is no mechanical value associated with them. NPCs will travel through town with Commodities, equipment, potions/poisons, magical items of their own, and Pfennig to trade and turn a profit. Characters may be able to barter commodities and services with these merchants, afterall the furs and lumber of the region is sought far and wide, but these merchants will primarily seek to trade in Pfennig. This will allow the value of a Pfennig to be determined in game naturally and fluctuate with supply and demand organically.

Coin

Darkwood Nights uses 1 coin, the silver Pfennig. We have no mechanical value placed on the Pfennig within the rules and we expect the value of the Pfennig to wax and wane as its supply and demand shifts in game. Its value will be determined by the players trading them. The Pfennig is meant to be used to trade with merchants from outside Wollbach or in situations where the barter system described above breaks down. Our game does not support any other coinage. 

Commodities

Commodities are the main economy driver at Darkwood Nights and represent the resources needed to craft items, maintain and expand the town and Province, and trade goods imported and exported into the province. They are represented by 1” by 1” tags and are earned by characters at check in with the Trade Skill and traded among PC and NPC’s alike. These are not physical items themselves but represent the goods a character has to trade and so should not be laid out on tables or handed off to other players to leaf through, although sample props showing the commodities one has available are encouraged. Players should negotiate their trade and, once agreed, exchange the appropriate Commodity Tags.

Commodities are not IG items and so cannot be stolen or looted off of corpses, only given willingly. Beyond trading with other players, Commodities will be required to improve the town by upgrading the Iron Mine, Sawmill and other areas of the province which will also affect Commodity production. How many Commodities are produced by each specialization of the Trade skill may vary game to game based on the actions of players, however the minimum number of Commodities that can be earned are 1 per Dot of the Trade Skill possessed. Commodities, like crafted items, will not last forever and expire 5 games after they are earned.


Commodities will also need to be spent to maintain buildings, primarily logs, lumber, furs and iron, or they will become uninhabitable. These costs will be administered the first game of Spring with exact numbers determined by ST and/or the Proconsul. 


Below is a list of the Commodity tags and their primary uses:



Example: Henry is a miner by trade but also part of the town watch. He has decided he needs to get Winnefred the smith to make him a shield. He has earned 3 Iron tags this game and goes and talks to Winnefred. They agree that he can pay Winnefred 2 iron in exchange for a shield she has now. Henry gives Winnefred the 2 Iron tags and Winnefred gives Henry the shield. In order to replace that Shield Winnefred would need to trade or buy 1 Lumber and 1 Fur tag and craft another one at check in.

Item Creation Costs

Items and equipment have the following Commodity Costs and each line counts as 1 Item for the crafting limits imposed by the crafting skills: 

In Game Items

All In Game Items except Pfenning, Coin Pouches, and  Documents have two parts; 1. A prop which physically represents the item and, 2, a Tag which details the items In Game Effects. Items are further split into Crafted Items, items made using the Alchemical, Apothic, Crafting, or Smithing skills, and Magical Items, items created with powers that typically grant powers themselves. A single prop can have multiple Tags attached to it but only 1 Magical Item Tag, so a sword prop can have a Medium Weapon Tag and a Relic Tag. 


The exceptions are Pfennig, Documents and Coin Pouches, which all count as In Game Items even though they aren’t tagged. Commodities are NOT In Game Items and so the rules below do not apply to them. 



Props: Most in-game items require a prop with an attached tag. However, documents, coin, and coin pouches do not need to be tagged but are still considered in-game items. Items too small to hold a tag, such as rings, should not be used for in-game items like relics or charms. When a character sells or trades a crafted item, they may transfer the tag to another prop.


Tag Size: Tags will state what kind of item the tag represents and must be attached to the correct type of prop. For example you cannot attach a Small Weapon Tag on a 6’ long staff weapon. Tags have different sizes so the type of item can easily be determined by looking at the size of the tag. They are:


1.5” x 1.5” Crafted Items

.5” x 1.5” Arrows and Thrown Weapons

1” x 1” Commodities

2” x 1.5” Lesser Magical Items: Charms, Foci, and Magical Components, Potions, Poisons.

2.75” x 1.5” Grimoire, Relic, Fetish, Artifact

 

Expiration: Items crafted with the Apothecary, Alchemy, Crafting, and Smithing skills are known as Crafted Items and expire five games after creation (approximately one year). Tagged items cannot be used after the event listed in the expiration field and must be replaced or refitted by a character with the Smithing or Crafting skills before they can be used again.

A Smith or Crafter may spend five minutes role-playing the refitting and replacing of pieces on an expired item to renew the tag on a prop. This is most commonly done with Relics or Fetishes. This refitting can be performed in addition to crafting at check-in. The crafter must go to the Storyteller (ST), turn in the necessary commodities to craft the tag, and obtain a new tag.

The following items have additional details:

Maintenance: Characters enter the game with their weapons and armor already maintained. However, these items require daily maintenance from someone with Crafting or Smithing skills (since items begin the game maintained, this is effectively once per event). If an item hasn't received maintenance within the current or previous day, it becomes unusable. Armor obtained through looting or theft must be maintained before it can be used. To maintain a weapon or piece of armor, a character must possess the necessary skill and spend time role-playing activities such as oiling, sharpening, sizing, hammering out dents and holes, sewing, and fixing straps and fittings.


Stealing: All In Game items can be stolen. To steal an item a player must take the prop and the tag and cannot transfer the tag to another prop unless the owner of the prop agrees. This is to allow stolen items to be identified, if you steal a magical sword the owner will recognize that magical sword. Props must be returned to the owner after the game, however this can be done through staff so the owner doesn’t know who stole the item in game. If the owner wishes they may remove the tag and either give it back to the player who stole the item, or game staff, for the thief to attach it to a new prop, otherwise they must give the prop and tag back to the thief at the start of the next game.

Prominently Worn: Some effects require an item to be “Prominently worn.” This means that both the tag and prop are clearly visible, in their entirety, while on your person. The Tag should not be folded in half, rolled, hidden, or otherwise made difficult to see or read.

Breaking and Repairing Items

Certain powers or mechanics allow a Character to break an item, typically the Drain Item or Destroy Item powers. To use these powers the user must pay all costs and then remove the tag from the item and tear it in half. The breaking player then either leaves the prop and torn tag on the ground, placing the prop over the torn tag pieces so they don’t blow away, or takes both the prop and tag with them. If they do the latter they must return the prop to the player at the end of the game similar to Stealing above. If you can’t tear the tag you may separate it from the item instead, such as when tag tape makes it too durable to tear. An item whose tag has been torn in half or removed from the prop is broken and can no longer be used.


Powers and Mechanics, such as the Repair Item power allow a broken item to be repaired. Magic Items cannot normally be repaired if broken, but Crafted Items can be. To repair an item you must fulfill all costs for using the power or mechanic, typically this is to roleplay fixing the item, reassemble the tag, write your character’s initials across the tear line, and then attach it to the original prop. An item can only be repaired once, if it is broken a second time it is broken for good.

Weapons

We use foam and latex weapons at Darkwood Nights. All Melee Weapons must appear as the weapon type they are representing and we encourage the use of commercial weapons to represent Melee weapons. Boffers, typically homemade round weapons with a cloth covering, represent natural weapons at Darkwood Nights and cannot be used to represent Melee Weapons.


Safety Checks: All weapons are subject to safety checks each event.


Natural weapons are Fists, Claws and Shadow Weapons and are represented by boffers with different colored wrapping. All Natural Weapons can only be used in one hand and have a base damage of 1. In order to use Claws or Shadow Weapons a character must have a power that allows them to do so. 


Claws always deal Agg Damage and can be up to 32 inches long with a striking surface of 12-24 inches. They are always wrapped in white or gray wrapping. Base damage of 1.


Shadow Weapons may have a striking surface of up to 36 inches and a total length of up to 42 inches. They must be wrapped in black wrapping. Base damage of 1.


Fist boffers can be no longer than 18 inches with a 12 inch striking surface and must be wrapped in brown, tan or bone wrapping. Without Brawl 4 Fists cannot be used to parry attacks. Base damage of 1. Note: Spirits and Monsters may have longer 'fists', up to the size of Shadow Weapons.


Melee Weapons must be represented with a prop that looks like the type of weapon being used. Melee Weapons are broken into; Small, Medium, Large, Staff/Polearm, and Thrown Weapons. These are crafted with the Smithing Skill.



Staff/Polearms are weapons where the entire prop is the striking surface or that have a handle longer than its striking surface. These weapons can be used with 1 or 2 hands and, like Medium Weapons, deal base 1 damage or 2 damage depending on how many hands you use when you strike. The length a Staff/Polearm can be is 48-78 inches and are typically represented with quarterstaves, halberds, spears and poleaxes. 


Thrown Weapons can be no longer than 8 inches in length and must have a flexible core. They can only be thrown at a target and cannot be used to strike or defend in melee combat. Thrown weapons have a base damage of 1.


Bows are crafted with the Crafting skill. When using bows, players must call out the damage as they fire the arrow. If a power is delivered with the arrow, the user must include the power call with the damage call, such as ‘2 Immobilize’ for a fired arrow. Bows cannot be used to block melee attacks. Players are allowed to hold other items in either the bow hand or the draw hand, as long as it can be done safely. For detailed draw requirements, refer to the Safety Document.


Shields can be used once a character has purchased Melee 2. They are not a weapon, however, any attack that strikes a shield while it is held or strapped to a player’s arm is counted as being parried. A shield must be no more than 36 inches long in length or width, must have padded edges, and cannot be used to strike. This means that a Shield that is 3” by 2” is acceptable, and a round shield can be no more than 36” in Diameter. If a shield is worn on a player’s back it counts as Rigid Armor if struck, providing DR 2 instead of parrying the blow. This does not stack with any other worn armor. 

Armor

Armor provides Damage Reduction, reducing the amount of damage a character receives, when it is hit. In order to reduce any incoming damage the armor piece itself must be struck, if an attack doesn’t hit a piece of armor no Damage Reduction is conferred. There are two types of armor, Soft and Rigid, and the Damage Reduction provided by them does not stack with each other. However it does stack with other sources of Damage Reduction. For example, a character wearing a gambeson (Soft Armor), metal pauldrons (Rigid Armor) and has Fortitude 3 (grants 3 Damage Reduction) that is struck on the shoulder will have 5 Damage Reduction, 2 for the Rigid armor and 3 from Fortitude. The Rigid Armor and Soft Armor do not stack.


Each piece of armor must be individually tagged and each type of armor dictates what areas a single tag can cover, see below. If a single piece of prop armor covers more area of the body than a single tag allows it requires multiple tags. For example if a character is wearing a full sleeve chainmail shirt they would need 5 Rigid Armor Tags, 1 for the torso, 1 for each shoulder / upper arm and one for each forearm.


Locks and Keys

A door or chest with a Lock prop cannot be opened without using the corresponding Key, the Lockpicking skill, or specific powers. Both the Lock Tag and Key Tag have a 4-digit code written on them. To attach a lock, tie the lock around a doorknob or chest to secure it, though a prop lock cannot physically prevent a door or chest lid from being opened. Characters who have a key with the same code as the lock can roleplay opening the lock with the key and then open the door or chest.

If a lock is broken, the prop must be left near the door or chest, and the pieces of the tag must be left with the lock. If a lock is picked using the Lockpicking skill, the tag remains attached to the lock, and the lock can be re-secured with the key.

Some powers and skills allow the user to bypass a lock. In these cases follow the instructions on the power. If the lock is broken the tag must be left with the prop, unless both are taken. If it is picked with the Lockpick Skill the tag remains attached to the lock and the lock can be used again.

Magic Items

Magic items are categorized into three categories: Consumable, Temporary, and Permanent.
 

Items with persistent effects (Temporary and Permanent Magic Items) must be worn prominently on the person. Persistent effects take effect when the item is worn and cease when it is taken off. If stored in a belt pouch, the item is not in use, and the user cannot access its powers. To use a non-persistent power, the user must hold, use, or touch the item when activating the power.

In order to Craft a Magical Item, a character must possess the appropriate mechanic, skill, or power, such as the Alchemy Skill, Create Charm, Create Relic, or Create Artifact. The source will determine the category, type, and dot level of the magic item that can be created. Unless otherwise specified, the creator can only make an item that contains a power listed on their character sheet, which is granted by a faction attribute and not by mechanics. Magical items are typically purchased at check-in and cannot be crafted mid-game unless otherwise noted.


Each category of magical item is unique, with specific rules for creating items within that category detailed below.

Consumable Magic Items (Potions and Poisons): Either Apothic or Alchemical, these single-use items must be attached to a container (vial, bottle, etc.) to be used, and the tag must be removed and destroyed after use.

Both types are further divided into two categories; Potions or Poisons.


Temporary Magic Items (Charms) : These items are classified as temporary, one-use magical items within the game. To create a Charm, a character must utilize their Create Charm ability, expending the activation cost of the power and any additional costs specified in the power description. Once these requirements are met, the Charm tag is affixed to a suitable prop, such as weapons, armor, necklaces/pendants, hand-held rigid objects at least 4” long, scrolls at least 8” long, or full pieces of clothing.

The types of powers that can be imbued into a Charm depend on the creator’s faction affiliation:

The duration of these imbued powers corresponds to the duration specified in the original power source or up to a maximum of ten minutes, whichever is shorter. Charm tags automatically expire at the conclusion of the game session in which they were crafted.

Any character can activate the power listed on a Charm tag simply by touching the corresponding prop. Once the power is used, the Charm tag must be removed from the prop and destroyed. Each Charm is designed for a single use.

Permanent Magic Items:  These tagged items are imbued with greater power and can be used repeatedly. They are so powerful they do not expire and last until destroyed. There are four types of Permanent Magic Items; Grimoire, Relic, Fetish, and Artifact.

Creating a Grimoire requires the Create Grimoire ability and the specifics for each creation will be detailed in the source material that was found. It will outline which attributes or specialties qualify and their required dot levels.  Crafting a Lesser Grimoire involves at least 30 minutes of in-game role-play to document the attribute or to instruct a servitor or spirit, followed by tagging by a Storyteller (ST).  Greater Grimoires are crafted between games using Odoo during Check-In. Their dots correlate with the attribute dot rating they teach, with each 2 dots costing 1 Willpower Pool. To utilize a Grimoire, the user must read its written language, if any. 

A character may use one Grimoire per game, once per game session. Grimoires negate the standard teaching requirements for the listed attribute up to the dot rating indicated on the tag. When spending XP, players note their Grimoire-acquired attributes in the app. At Check-In, players present the Grimoire to logistics for tagging, and if it's a Lesser Grimoire, the tag is destroyed after initialing by logistics staff. Grimoires do not expire, ensuring their enduring utility in enhancing character attributes and capabilities throughout Events.

Relics may be all sorts of items (e.g., weapon, armor, necklace). The item tag will state what kind of prop you must attach it to for use. For weapons and armor, the exact type must be specified. For instance, a relic for a medium weapon cannot be applied to a silver medium weapon or a large weapon.


The tag will also list the powers granted by the item along with the cost. The default cost is 1, but the creator may increase that up to a maximum of 5. If the cost is replaced with "P," the power is persistent, meaning the item always grants this ability at no cost to the user. Only powers with the persistent type will be listed this way.


The Pool Type listed on the tag specifies what energy pool is required to attune and use the item.  If your character does not possess the required energy pool the item will not work for them.


A Relic must be attuned to each day before its powers can be used. The process involves spending one minute in meditation or ritual role-play with the item. A character can attune to a number of items equal to their Willpower Pool and can only attune to the same item once per day. Multiple characters can attune to the same item, but only one character may use the item at a time.


Relics are created using the Create Relic ability. The cost for creating a relic is 1 Permanent Willpower Pool per dot of the relic. This cost can also be paid with Magical Component tags, where each dot rating of a Magical Component tag replaces 1 Willpower Pool. Excess magical component dots are lost, and each component can only be used in crafting one relic. Without spending additional dots, a relic’s pool type must match an energy pool the creator possesses. The dot rating of a relic determines its potency and the effects it can contain. The source of Create Relic will specify the dot rating of the relics the character can create.


When making a relic, dots are spent to imbue it with powers and effects, with each effect costing at least 1 dot of the relic. Powers cost the dot rating of their power source. Only powers can be imbued into a relic; abilities, even if granted by attributes, cannot be placed within a relic. The duration of powers in a relic is the same as the duration for the character imbuing the power or 1 hour if none is listed.

Relic Effects by Dot



To use a Fetish, a character must attune to it by spending one minute in meditation or ritual role-play with the item. A character can only attune to a number of items equal to their Willpower Pool and can only attune to the same item once per day. Multiple characters can attune to the same item, but only one character may use the item at a time.


Fetishes always have the energy type Gnosis and an energy capacity equal to half the spirit's Gnosis, rounded down. The spirit selects the requirements for using the item, which should be a single action based on its purview or ban. If the user has not met the requirement within the last day, they cannot use the Fetish. The first time a user fulfills the requirement each day, the Fetish’s energy capacity is refreshed for that character.


The tag will also list the powers granted by the item along with the cost. The default cost is 1, but the creator may increase that up to a maximum of 5. If the cost is replaced with "P," the power is persistent, meaning the item always grants this ability at no cost to the user. Only powers with the persistent type will be listed this way.


To create a Fetish, a character must place a spirit into the item through negotiation or force, performing one minute of ritual role-play per dot of power to be imbued. If the spirit is willing, it fills out the Fetish tag and attaches it to the prop. If the spirit is incapacitated and unwilling, the creator must have the item tag written by a Storyteller (ST). A Fetish has a dot rating of 1-8, limited to twice the rank of the spirit placed in the item. Only powers that the spirit possesses can be imbued into the item, with one power per rank of the spirit. 



These items can contain a vast array of powers and abilities, and their unique effects will always be developed in consultation with the Rules Team. The flexibility in energy types allows various forms of attunement, making Artifacts versatile and powerful assets within the game.


To create an Artifact, a character must have the Create Artifact ability. An Artifact can contain any number of powers or abilities and may also grant unique effects beyond standard powers or abilities; for such unique effects, the Storyteller (ST) and the crafter should collaborate with the Rules Team. Artifacts can have multiple energy types, including Health or Willpower, which are not traditional energy pools but can be spent to use the powers within the Artifact. If the energy type is listed as "Any," the user may use Health or Willpower.