L. Equipment
Chalksworn is more concerned about what you are carrying than the standard Ironsworn experience is. As mentioned earlier, your supply track is an abstract representation of your general readiness. It is assumed that, so long as you have supply and aren’t deprived, you will have the basic clothes, food, water, and everyday gear needed to survive in normal conditions while traveling.
However, not all items are abstracted this way. Items of notable size or weight, good clothing, weapons and armor, items of narrative importance, or helpful tools should all be tracked in your inventory. By default, you will have a total of ten item slots broken into three categories:
- Hand Slots: Two slots for what you're holding.
- Body Slots: Two slots for what you're wearing. Items in a body slot are capable of being quickly swapped out with items in a hand slot. A sheathed knife could be placed into a body slot to represent it being at your waist, allowing you to easily draw it at a moment's notice.
- Pack Slots: Six slots for the various things kept tied to your belt or strapped across your back. In particularly tense scenarios, you may need to Face Danger in order to get access to these items quickly.
To keep track of an item, simply write the name of the item or draw a quick doodle of it in a slot. Items of larger size or weight should occupy more slots, with items rarely ever occupying more than two slots. If at any point you are carrying an item that can't fit into the available slots if a given category, you are considered encumbered and cannot add anymore items to your inventory until you stop carrying the encumbering item or otherwise lighten your load. When marking items on your sheet, it is ultimately up to your (Or your GM’s) discretion on how many slots an item should take. As a general guideline - if something can be comfortably carried in one hand then it's one slot, otherwise it's two. You may want to have multiple things of a small enough size fit into a single slot, for instance several sticks of chalk or a variety of jewelry.
What equipment you have on your items sheet should inform what your character is capable of, both narratively and mechanically. Certain assets may need access to specific tools or weapons to function, wielding weapons well equipped for the scenario you're in may lower the challenge rank when you Enter the Fray, and sometimes having the right tools for the job may make it so you don’t even need to Face Danger in a scenario altogether.
Durability and Usage
Most items will have a series of blank pips on them, representing either how many uses the item has left or what condition the item is in. Some items may even have both - such as a rifle with pips for the shots left and whether or not it needs repairs. When all of an item's pips of a certain type become filled, it is no longer usable (though it is not lost forever). Depending on what the pups represent, you will need to perform narrative actions or fulfill specific moves to clear the pips. A rifle that has fired all of its shots will need to be reloaded with ammo, while a rifle that has been damaged or waterlogged could be fixed when you Make Camp.
Armour
When you suffer harm, you may be able to use an item to absorb that threat. If it makes narrative sense, instead of making the Endure Harm move, you may mark any number of durability pips on that item and reduce the harm you would have taken, potentially down to zero. If enough durability pips on an item are not marked to fully negate the incoming harm, then you instead suffer the difference between the two. For example, if you would Endure Harm (-4), and you mark off all three pips on your Battle Casing's durability, you instead now Endure Harm (-1). The item you use must make narrative sense to be able to be used in this way. The most common item you will use like this is any form of armor, which will naturally be able to block physical blows and harm. However, if you have a walking stick and are attacked by a rabid coyotecat, you may be able to block its bite by using it, damaging your stick badly in the process.
Gear
Items can also be used to gain a +1 on the action roll for a move. When you make a move and you have an item relevant to what you are trying to do, you may say you're using it and mark off a usage pip if it makes narrative sense to do so. Threatening someone at gunpoint would not mark a usage of your revolver, while shooting open a lock would. Having multiple items that can be used for the same move does not grant any additional +1 to the action roll. Instead, consider if you even need to make the move given the full gamut of gear available to you, or perhaps it means that on a miss it's guaranteed that the consequences will be mild. Climbing a rough cliff side might normally be a Face Danger move, but by using some pitons and rope you may determine that you don't need to do the move at all, and you simply just succeed.
Value
There is no widely adopted forms of coinage or currency in the Hereafter, and as such most people need to be gifted, barter for, or make whatever it is they need. Most the time, it won't be necessary to act out gaining goods at a settlement or from a person, it can usually just be handled with a Sojourn, Resupply, or Compel move. However, you may find yourself needing to engage in direct trade on occasion. When you need to barter for a good, you can use the rarity of your item to be able to carry out a trade using an abstracted form of value. You can treat common items as having a value of 1, uncommon items as having a value of 4, rare items as having a value of 10, and mythical items having a value of 20. People will be unlikely to make a direct trade of goods for an amount of goods with less value, in fact most people just want an equal exchange and will not try to swindle you by default. Additionally, just because two amounts of goods have the same value, doesn't mean the person will be willing to trade it. Twenty wool blankets are unlikely to be able to be traded for a large crest of exceptional quality. You should heavily consider the use cases of the respective goods and how much subjective benefit each party receives for determining if a trade is fair. You may trade using your supply as well. If you do, perform the Sacrifice Resources move and treat each unit of supply as having 2 value. Usually this can be represented as trading for food or water. You may also gain supply back using the same conversion.