# Items Items are divided into two categories: COMMON ITEMS and TREASURED POSSESSIONS. Common Items provide bonuses to dice rolls under certain circumstances, while Treasured Possessions hold great personal significance to a character. It should be noted that there are no rules regarding money laid out in the core rules, as monetary systems will change from world to world. <br> ## Common Items Each Common Item a player possesses will provide a +1 to applicable dice rolls at the discretion of the Wayfinder. _For example, a rope could aid in a Swiftness roll to climb a tree but not an Awareness roll to detect an object._ The Wayfinder should disallow unreasonable attempts to use item bonuses. Characters may possess an unlimited number of Common Items, at the discretion of their Wayfinder. Common Items do not increase a Trait’s score, but instead allow extra dice to be rolled for that Trait when the item is used. |Example Item|Example Bonus| |---|---| |Lantern|+1 to Awareness in dark places| |Grappling Hooks|+1 to Swiftness while climbing| |Lock-picks|+1 to Subterfuge while picking a lock| <br> ## Treasured Possessions A Treasured Possession is an item that has great personal importance to a character, providing insight into their background and personality. It functions like a Common Item, but grants a +2 bonus to any applicable roll. A Treasured Possession can be wielded by other characters, but it does not grant them the +2 bonus. Wayfinders should exercise self-restraint when damaging or destroying a player's Treasured Possession. As with other items, the Wayfinder should disallow unreasonable attempts to use a Treasured Possession. |Example Treasured Possession|Example Background|Example Bonus| |---|---|---| |Grandfather’s Pocket Watch|Came from a long line of watchmakers|+2 to Awareness rolls related to time| |Lucky Coin|Found on a particularly successful heist|+2 to any Swiftness rolls| |Old Family Sword|Passed down through generations|+2 to Might rolls when wielding the sword|