Loot

From time to time, player characters may have the opportunity to loot a target. The target may be an NPC (possibly defeated in combat, or maybe just the victim of thievery or pickpocketing), it may be chest hidden under the bed of a local lord, or even a vault of treasure buried in a lost ruin.
In all cases, the narrator has the option:
  1. They may announce what item(s) were found by looting, or
  2. They may select a set of loot tables and have the player(s) roll to determine what specific valuables were found
If using loot tables, the characters must perform a Loot (Observation) action; follow the specifics of that action, and be sure to note that a single target cannot be looted multiple times - one character must be nominated to perform the loot roll, and the results stand. In some cases, it will be clear which character must perform this roll (for example, if a character is the only one in the room), in other cases, the group can settle it amongst themselves who is best to search for valuables. The narrator may opt to "refresh" a target of valuables after some time or events have passed, but in general, a target can only be looted once.
The Bestiary provides templates on various NPCs; these templates also suggest the loot tables to use when looting those characters.

Loot Tables

Crowns Table 1: Pocket Change

Roll d20 Loot
1-8 1 crown
9-12 1 crown, 50 commons
13-16 2 crowns
17-18 3 crowns
19-20+ 4 crowns
Note: if the quality is increased, double the value for each level above low; if it is poor, halve the rolled value.

Crowns Table 2: Bountiful Reward

Roll d20 Loot
1-8 5 crowns
9-12 8 crowns
13-16 10 crowns
17-18 15 crowns
19-20+ 20 crowns
Note: if the quality is increased, double the value for each level above low; if it is poor, halve the rolled value.

Crowns Table 3: King's Ransom

Roll d20 Loot
1-8 30 crowns
9-12 45 crowns
13-16 60 crowns
17-18 80 crowns
19-20+ 100 crowns
Note: if the quality is increased, double the value for each level above low; if it is poor, halve the rolled value.

Alchemical Ingredients Table 1: Average Ingredients

Roll d20 Loot
1-7 faeleaf
8-14 moonwater
15-20+ revelstone
Note: if the quality is increased, gain an additional ingredient of the same type for each level above low; if it is poor, the ingredient is useless, and is discarded.

Alchemical Ingredients Table 2: Rare Ingredients

Roll d20 Loot
1-5 dulled shard
6-10 gemstone dust
11-15 nettlethorn
16-20+ petrified firefly
Note: if the quality is increased, gain an additional ingredient of the same type for each level above low; if it is poor, the ingredient is useless, and is discarded.

Consumables Table 1: Potions

Roll d20 Loot
1-4 Dawn Elixir
5-8 Iluna's Tears
9-12 Purified Moonwater
13-16 Revelwine
16-20+ Stalwort

Consumables Table 2: Poisons

Roll d20 Loot
1-4 Bathemewl
5-8 Glowth
9-12 Nettledown Tea
13-16 Petrum
16-20+ Tincture of Fae

Armors Table 1: Light Armors

Roll d20 Loot
1-7 Helmet
8-14 Chest
15-20+ Legs

Armors Table 2: Heavy Armors

Roll d20 Loot
1-7 Helmet
8-14 Chest
15-20+ Legs

Weapons Table 1: Crude Weapons

Roll d20 Loot
1-7 Club
8-14 Sling
15-20+ Staff

Weapons Table 2: Simple Weapons

Roll d20 Loot
1-4 Axe
5-8 Bow
9-11 Dagger
12-14 Mace
15-17 Spear
18-20+ Sword

Weapons Table 3: Heavy Weapons

Roll d20 Loot
1-5 Battle Axe
6-10 Broadsword
11-15 Crossbow
16-20+ Morningstar

Weapons Table 4: Elegant Weapons

Roll d20 Loot
1-7 Rapier
8-14 Throwing Knife
15-20+ Whip

Machines Table 1: Threads

Roll d20 Loot
1-5 Beast
6-10 Fae
11-15 Horror
16-20+ Mortal

Machines Table 2: Baubles

To randomly generate a bauble, first roll to determine the its affinity:
Roll d20 Loot
1-12 1 Affinity
13-17 2 Affinity
18-20+ 3 Affinity
Next, roll on Machines Table 1: Threads to determine the thread type. The quality of the thread is the quality of the bauble that is being generated. Next, roll on the following table to determine the charm that is used.
Roll d20 Loot
1-15 Moon Charm (Revel Magic)
16-20 Frozen Armor (Frozen Touch)
21-25 Glacier (Frozen Touch)
26-30 Armor (Revel's Guidance)
31-35 Blessing (Revel's Guidance)
36-40 Refresh (Revel's Guidance)
41-45 Strength of the Stones (Revel's Guidance)
46-50 Thorns (Rose Knight)
51-55 Stalk (Visionary)
56-60 Haste (Artemix's Hunt)
61-65 Invisibility (Cosmologic Research)
66-70 Enhanced Reaction (Enchanter)
71-75 Sunrise (First Light)
76-80 The Good Stuff (Once Upon a Time)
81-85 Cleansing Flames (Rite of Bathemos)
86-90 Devilish Luck (Roguish Charm)
91-95 One with the Mists (Shadows in the Fog)
96-100+ Shadowskin (Shadows in the Fog)
Finally, roll on the following table once for each affinity to determine the hexemes applied.
Roll d8 Hexeme Effect
1 Sha +1 damage
2 Mux +1 target
3 Sil Gains fast keyword
4 Xan -1 DV
5 Cro +1 time (unit)
6 Fel +1 range (level)
7 Gar +1 size (level)
8 Aff +1 affinity (when casting)
Use the rolls above to create a bauble as described in Baubles.

Machines Table 3: Reflections

Roll d20 Loot
1-12 1 Affinity: 1 Thread
13-17 2 Affinity: 2 Threads
18-20+ 3 Affinity: 3 Threads
Note: the quality of the threads is equal to the quality of the looted reflection.
After determining the affinity and threads, for each thread, determine its type by rolling on Machines Table 1: Threads. With the affinity and threads in place, follow the normal process for creating a reflection as described in Reflections.