<< The Entourage Rulebook > Items and Properties Where To Go From Here >>

Items and Properties


 In FAE, players are capable of moving through a variety of settings in a single campaign. In the real world, such travel would bring tourists through different regions... with different currencies. To ease this transition, items and properties are only priced using a single currency-- Credits. Inflation is nonexistent, and Credits can be used across time and space. As a GM, it is at your discretion whether or not players are required to visit a Currency Exchange to use their credits across time and space, but it is guaranteed that-- should a player locate a Bank or Currency Exchange-- they will keep all of their credits. In other words... selling 1 Currency will always give 1 Currency, regardless of location.


 When playing Fae, you might run into settings that are more modern or futuristic-- and many of these settings will require income in order to enjoy yourself.
 Wage is based on the use of professional skills and the number of income-producers the player has. Goal rewards should reflect the Avarice and Sacrifice of the players, and allowing them to haggle for better Goal rewards wouldn't be such a bad idea...

Fun Fact!

 Fae used to have two different systems of income for a GM to choose from: freeform and strict. However, it turned out that not including credits in the game actually made play more difficult for both players and GMs. Therefore, freeform was removed.

Items and Quality

 All items players can purchase in the game have one major statistic-- Quality(QUA). Quality determines what dice the item rolls, how many stat points added when crafting-- even the effectiveness of item traits! Quality goes from 0-10, with most items starting at 1. The more traits, stat points and durability an item has, the higher QUA. Typically, items cost [1c] for every point of QUA, so a [QUA 1] item will cost [1c] and a [QUA 10] item will cost [10c]. Several exceptions exist to this rule-- namely, Bulk Purchases, Tools and Artifacts.

Bulk Purchase

 Bulk Purchases come in two varieties-- Bulk Packaged and Bulk Wholesale. A pack of condoms is Bulk Packaged-- they tend to come in multiples of 3 and 12, so you would sell [3x][QUA 1][Latex Condoms] for [1c] rather than [3c]. The next kind of purchase is Bulk Wholesale, and this purchase is essential to player-run stores. Typically, real world stores have a strong incentive to offload a large number of products at a 'wholesale' price to another store. This means that if a player purchases a certain amount at once-- typically multiples of 10-- they can receive a steep discount. If a player purchases [10x][QUA 1][Business Cards], an average store might charge [1c]. But if they order [100x][QUA 1][Business Cards], that same store will charge [5c] instead of [10c]. In the real world, this number fluctuates, but the recommendation for GMs is that they cut prices in half for Bulk Wholesale. Anything can be both Bulk Packaged and Bulk Wholesale, as in the example above.


 Tools are items that, for whatever reason, roll dice. Tools include armor, weapons, utensils and even... dice. If an item has the potential to fail or break when used, it's probably a Tool. Most tools roll [1d(QUA*2+2)], just like normal stat dice! As for pricing, tools are priced at 5c per point of QUA. This means that a [1d4 Shovel] will have [QUA 1] and cost [5c]. Likewise, a [1d10 Sword] will have [QUA 4] and a price of [20c]. At the highest quality possible, [QUA 10], the tool gains the [Unbreakable] trait for free.
 Tools also include items that have a regular cost incurred to use them. For example, a Fridge requires power, but allows the user to fill it with cold food. For each point of QUA, appliances drain 1 power. Each appliance has a single trait-- a Fridge has the [Fridge] trait which keeps food chilled, and a Microwave has a [Microwave] trait that heats food up. These traits are often affected by the QUA of the object, providing better refrigeration and better microwaving in the examples above. When an appliance has more than one trait or a tool has a trait other than [Unbreakable], it becomes an Artifact.


 Artifacts are vehicles, appliances and legendary tools that more strongly resemble an Entourage Member than an Item. They have multiple traits, their own stat pool and tend to cost much more than their non-artifact counterparts. When pricing a tool artifact, take the original item and multiply its price by 2. If the item was not a tool, instead multiply the price by 10. For convenience, Artifacts are divided into several types-- Transport Artifacts, Tool Artifacts, Technology Artifacts and Realm Artifacts.
 Transport Artifacts include planes, trains and teleport formations. Since vehicles have a stat for their mileage, speed and sometimes even offensive capabilities, they need a lot more room on the Fae Journal than a standard item. Vehicles have two important statistics-- Distance per QUA (DPQ) and Upkeep (UPK). DPQ is how much distance each QUA of fuel provides. For each point of QUA in the fuel, a certain amount of distance can be achieved-- typically vehicles have 1 DPQ for every QUA. Typically, this is only useful for longer expeditions or trips between towns. Decide the distance between the two locations beforehand, and then divide by DPQ to see how much fuel the vehicle would need to make the trip. UPK is the weekly cost players have to pay to keep their ride in serviceable condition. For every QUA on the vehicle, increase UPK by [1c].
 Tool Artifacts are what gamers refer to as 'legendary weapons'. They are tools with magical enchantments like [Freezing] and [Burning], or some great power that is capable of sealing an indestructible evil. They are also form-fitting equipment that can be used at any size or shape, and they have a mind of their own that can be awoken through Fae Empathy.
 T Artifacts
 Realm Artifacts are picked up by players inside Dreams, Nightmares and other realms of existence. They're incomparably powerful to normal artifacts with few drawbacks, though they still depend on their QUA for rolls and effectiveness. Feel free to go wild with these items and test them out to see how balanced a potential trait is before using it in the real world. These items are almost always free but they typically cannot be bought. For more information, read the Fae Realms module (coming soon).

0 QUA Items

 Items which have 0 quality are rare but not unheard of-- they'll almost never be sold in stores, and they are often cursed. 0 QUA items are typically reserved for 'free things', like when players steal keys to cars or loot corpses. Trash is also generally regarded as 0 QUA items... but so are coins and toys. Since 0 QUA items roll 1d2, they make ideal coins and dulled equipment for children. You wouldn't hand a three year old a sword-- but you would hand them a wooden stick. 0 QUA artifacts cost 10c or less and have cursed traits equal to the number of normal traits.



 Stores are an imported part of playing Fae, and running or owning a store can be a great source of revenue. Stores are modeled as special Entourage member with an Investment (INV), Quality (QUA) and Bonus (FAE) stat, in addition to having traits based on the items sold and services provided. When it comes to pricing, consult Items and Quality instead of this section. This section purely deals with operating, locating and creating a store.

Storefront Operation and Popularity

 GMs and players alike should treat the player's Stores as an extension of their body. The popularity of the store is directly proportional to the Pride (PRI) or Humility (HUM) of the store-owner. When players run the store, they should start by spending [1] Plot Armor. Then, they roll PRI or HUM and follow it up with Avarice (AVA). An AVA roll of 1 attracts a thief who attempts to steal as much stock as possible-- if the player gets DP'd at this critical point, they can lose their most expensive things. On a [2+], the player gains as many credits as the dice shows. On a [10+], the player gains ten times as many credits as the dice shows. On a roll of [20], the player gains up to a whopping 200c-- so long as the player has the inventory to reach that amount. The PRI/HUM roll also determines if the full AVA roll is used. A PRI/HUM roll of [1] won't earn a single customer (and therefore no cash). A PRI/HUM roll of [2+] doesn't reward the full amount of credits the dice shows-- only gain a few credits, people are just window shopping. A PRI/HUM roll of [10+] results in the full AVA roll being used-- and [20] doubles the AVA roll! It's possible to gain 400c from two [20] results!  Players can increase their storefront popularity and funds artificially using References, Advertisements and Frequent Customers. References are recommendations from high-profile customers, like Kings and Nobles. These customers will bolster the player's popularity by 1 each if they've had a fantastic store experience, giving a +1 to PRI or HUM successes in the future. Advertisements also increase popularity, with the added bonus of cross-session advertising-- players can talk about their store and other players can purchase from it. Advertisements give +1 PRI, HUM or AVA to future successful rolls. Lastly, Frequent Customers always stop by to purchase /something/. They'll grab the cheapest thing availiable, but always purchase something every day.

No AVA, No Problem

 Frequent Customers are free-- they might require players to complete a goal, but they're basically treated as income from then on. Try to give players without much AVA or HUM/PRI as many Frequent Customers as possible, so running their store is a fun experience.