Items and Inventory

There are very few adventures your characters can have without stuff. Armour, weapons, healing potions, lengths of rope, the list is pretty much endless.

Prime divides your inventory into two broad categories: supplies and items.


Supplies is the catch-all term for any consumable, miscellaneous items. Ammunition, food, firewood, shuriken, arrows, spell reagents, etc. Keeping track of all these different things can be a bit monotonous for most people, so in Prime you don’t. The lead characters, as a group, have a simple supplies value, tracked on the usual scale. Anything you might want from it has a cost value. Bigger, more expensive things (say a grenade) cost more. Smaller things not so much.

If the cost is less than the supplies value, you have what you need. If it’s higher, you don’t. If the cost is the same as your supplies you have the item, but it’s depleted your reserves, and the supplies value reduces by one level.

However, that’s a little too predictable, so whenever dramatically appropriate the director should require you to draw, as if you were attempting an action (which, technically, you are).

Draw two cards, with a target value equal to your supplies. The cost acts as the difficulty; add one or two advantages for low and minimal respectively, one or two disadvantages likewise for high and extreme. Follow the usual resolution, then:

  • Good Success – you have the item you need.
  • Rough Success – you have the item you need, but reduce supplies by one.
  • Good Failure – you don’t have the item you need.
  • Rough Failure – reduce supplies by one without getting anything.

A rough failure will need some explanation. Has water spoiled some of your stores? Maybe a hacker has cleared out an account. Did a pickpocket steal a character‘s purse? These moments are good opportunities for additional situations. Is it worth taking time to recover what’s lost, or does the current mission take priority?


Items are key things that are important to a character. Their father’s sword, perhaps a custom-made set of lockpicks, or the locket that was a gift from a friend. These should be noted explicitly for each character. For bigger items, it can make sense to have an associated value, the condition of the item. Swords chip and blunt, lockpicks break and clothes wear-out. If the condition of an item reaches none it is broken and functionally useless, though it may still be repairable.

An item may also be a tool. Tools are a subset of items that help in performing an action. Stabbing someone is much easier with a sword, and opening a door is easier with lock-picks. Tools have a second value, the character‘s familiarity with the tool. How well can you use it?

When performing an action for which you have an appropriate tool, draw an additional advantage, with the target value being your familiarity.