Today we’re spending this article talking about Items in Ryuutama. It might seem a little silly to dedicate an entire chunk of the Let’s Study to it, but Ryuutama has a few neat twists with regards to items.
First off, Items are tools, armor and clothing that will aid a Traveler in their journey. Items are categorized into: weapons, armor, shoes, cloaks, staves, hats, accessories, food, sundries, camping equipment and containers.
Fans of videogame JRPGS will recognize this sort of setup and will likely enjoy checking out the item list in the book, but before that let’s have a look at the Traveling Rules.
Size and Capacity
All items in Ryuutama have a size of 1, 3 or 5. Size represents the items volume and heft, with Size 1 being something that can fit in the palm of your hand, Size 3 being something you can hold in one hand, and Size 5 requiring 2 hands to carry.
A Traveler’s maximum carrying capacity is equal to their [STR +3], plus any modifiers. A Traveler can only have items with a total size of up to their maximum carrying capacity before they start suffering a penalty.
Items also have a durability value equal to their size. Rolling a Fumble (by rolling two 1’s) will reduce the durability of an item by 1 point. If an item’s durability is reduced to 0, then the item is effectively broken and will need repair.
Buying and Selling is done in shops in town or the occasional passing merchant. Buying is pretty straightforward, and Selling items nets you half the listed price in the book. Broken items can’t be sold though, so it would help if you had a skill to repair something before you try selling it.
As a fantasy setting it’s no surprise that some Items have magical qualities. But aside from that, Ryuutama has a whole host of Item Modifiers to represent the whole range of different items in terms of their make and quality.
Each of these modifies the cost of the item by a multiplier or by adding a flat amount to the total.
These range from “Cute” which applies a x2 modifier to the cost, to “Orichalcum” which applies a x50 modifier, and is effectively unbreakable and with a bonus to Max HP and MP of +2.
Magical Characteristics on the other hand, add a flat amount to the total value. One example of this is the “Shining” Magical Characteristic, which makes the item emit a light equal to a torch.
In addition to these, there are also “Facilities” which cover the costs for food, services and other goods. These also have various costs and a quick description of each, and any bonuses to the Traveler’s Condition Checks.
Weapons and Armor
Weapons are described with one stat line per weapon category. The means that a “blade”, be it a broadsword, rapier or other such weapon, will cost the same and have the same size, equip, accuracy and damage.
Armor is likewise general in the sense of being classified as light, medium or heavy armor. Shields are here as well, which change the attack check’s target number to the greater of the character’s Initiative or Shield Dodge values. More on that once we try out a sample combat later on.
Given that the game is all about traveling from place to place, special attention has been given to survival / traveling gear. These cover a whole range of environments, from Rainboots to Showshoes. Each one of these help with a bonus to checks against that particular environment.
Unlike some games where you end up hauling everything on your backpack, animal companions are normal for Ryuutama. A character can usually take one animal with them without having to worry about food and water. Merchants and Farmers have an ability to have up to three animals without worry.
Animals come in many forms, from Riding animals to pack animals and even pets. In additon they have cost modifiers to reflect their attributes from Clever to having a Bad Attitude.
This section covers the various other items for the game, including Rations, Sundries, Camping Equipment and Containers. Item kits are also discussed, with a quick party kit ready for starting parties.
Healing Herbs are plants that have various properties when consumed. Herbs are only viable for 24 hours. With the use of a disposable magic herb bottle you can keep them fresh for 7 days.
The listing of herbs is pretty extensive, and each one has a tiny effect that will be a boon to any traveler. It’s enough to make me want to play a Healer instead.
These Herbs are available in different terrain locations, and a careful party will keep an eye out for these.
Ryuutama’s attention to “mundane” detail in the Items is one of it’s charms. I love the way they can make the act of preparing for a journey something romantic and fun at the same time. It’s not just about packing your bags, but neither is it the Bear Grylls experience (unless your GM wants it to be.)
Ryuutama has a charm that is hard to explain by just an elevator pitch, but I can understand why it’s a game that people would definitely enjoy.