Inventory

From Pokemon Tabletop Wiki

Items

Trainers can carry two types of items:

  • Travel Items are consumables that are purchased with Supply Points at the start of an adventure and are lost if unused at the end of an adventure. They do not take up Inventory slots and are always presumed to be in easy reach (hanging on a belt or bandolier, in a convenient pocket, etc).
  • Possessions are non-consumable items that persist from adventure to adventure. Possessions take up Inventory slots. Unused Possessions are assumed to be kept with someone or stored away for safekeeping and are accessible to Trainers during Downtime.

Everyday items and survival necessities like a cellphone, bottled water, matches, a flashlight, rations, simple cooking gear, a sleeping bag, an extra change of clothes, etc are considered Travel Basics and presumed to always be carried by a Trainer. They do not take up Inventory slots either. Items with no significant narrative benefit nor a mechanical effect also fall in this category - musical instruments, a favorite Pokemon plushie, a portable tea set. In general, Possessions are differentiated by such items by having a distinct mechanical effect, such as weapons, or by having significant narrative benefit, such as darkvision goggles or a drone.

Trainers have four Inventory slots to store items - one on their person, representing items in pockets or attached to a belt that are easily and quickly accessible, even in combat, and three that represent items kept in a backpack that must be opened and searched to find, making them harder to retrieve in combat. Typically, this will be a 1 AP Interact Maneuver to do so.

Possessions that are clothing worn on a person do not take up Inventory slots. A coat for cold weather wouldn’t count against your allotment if you are wearing it, but if you’re carrying one around just in case in your bag, then it counts.

Each Inventory slot can store one large item or two small items. The size categorization of an item is a rough thing, but here are some examples: Large: a weapon, a grappling hook, a cap cannon, a spare winter coat, a foldable bike Small: darkvision goggles, a drone, a lockpick set, specialized climbing gear, foraging equipment

Naturally, you can put extra bags on your sufficiently sized Pokemon to hold more Possessions (3 Inventory slots per bag), but such bags cannot be recalled into a Pokeball with the Pokemon. Trainers can carry one extra bag for a short time if need be but are Slowed when doing so if they enter combat and roll with Disadvantage on any checks related to traversal.

Favor

Favor is an abstraction of cash, valuable assets, favors owed, and connections that players can spend to conduct Downtime Actions or for narrative benefit during adventures, such as bribing a bouncer, buying an expensive bottle of wine as a gift, or purchasing a service like a private chartered flight.

Most everyday expenditures don't require spending Favor. This includes, but is not limited to, food, drink, and lodgings; tickets for normal transportation; entrance to Safari Zones and entertainment venues; ordinary clothing, gadget, or toy purchases; and hiring a tour guide. If it's simple background fluff, it shouldn't cost anything. Luxury items used to get an in with an NPC, access to exclusive clubs and services, or organizing larger scale events are all things that can have a greater narrative impact and should cost Favor.

Characters gain Favor by completing jobs they are hired for, as thanks for helping out locals for a quest, or even just as passive income (perhaps their parents send them money, maybe they're paid a salary by their Professor, etc).