Stuff Die aka Fish Food Die

Stuff is a usage die mechanic for flavorful but non-mechanical gear—small personal items that characters "just happen to have" in the moment: a monocle, a fake signet ring, a dusty cloak, or a tin of halfling marching powder. These are not listed on equipment tables but can be pulled from your bag when creatively needed.

How It Works

Each character begins with a Stuff usage die (d6, d8, or d10). When you declare that your character has a random item that fits the situation, you:

  1. Describe the item and how it helps.
  2. Roll your Stuff die.

If the result is 1, your Stuff die steps down (e.g., from d8 to d6).
If your Stuff die was d4 and you roll a 1, your Stuff is depleted—you’ve exhausted your handy knick-knacks for now.

Starting Stuff Die by Profession

Profession Starting Stuff Die Notes
Druid d6 Natural tools and oddities
Fighter d6 Focused on weapons, not flair
Hunter d8 Herbal poultices, string traps
Minstrel d10 Instruments, disguises, vials
Peddler d10 Literally sells “stuff”
Rogue d8 Tricks and forged documents
Rider d6 Saddle pouches and trail junk
Sorcerer d8 Occult trinkets and strange tools
Artisan¹ d8 Grease pots, templates, rivets
Scholar¹ d10 Lenses, inks, miniature charts

Kin Modifiers

Kin Modifier Explanation
Halfling +1 die step Overprepared for comfort
Goblin +1 die step Carries chaos and glitter
Wolfkin –1 die step Minimalist by nature
Dwarf +0 Tool-focused, not flashy
Human +0 Versatile baseline
Elf +0 Elegant, but sparse
Orc –1 die step War gear only

Restocking in Town

You can increase or restore your Stuff die through in-world actions:

  • 5 spd6
  • 15 spd8
  • 30 spd10
  • 60 spd12 (noble-grade Stuff)

Example Stuff Declarations

ScenarioDeclared Stuff
Fancy dinnerCrushed but clean formal sash
Facing a noble courtSignet ring replica
Desert travelWide-brimmed hat & scarf
Locked chestBent hairpins
Ritual at midnightSmall bone flute & incense cone