RPGSmith Help
Records

Records

Records are used throughout RPGSmith to track specific objects or capabilities. Different types of records exist which function differently in some minor ways, but overall share the same interface, and methods to manage. Depending on the type these could be assigned to a character, or to a Campaign / Rule Set.

Types of Records 

  • Items
  • Item Templates
  • Spells
  • Abilities
  • Buffs & Effects
  • Monsters
  • Monster Templates
  • Loot
  • Random Loot

See the descriptions of each type below for more information.

Record Screens

Both at the Rule Set and Character level the Records Screens all share a consistent layout and interface with many features designed to help you get the information you’re seeking quickly.

A single click/tap on a given record from this view will launch the Record Details Screen.

A click/press and hold for 2 seconds will launch the edit interface for the record.

Grid, List, & Dense Views

At the top of the various records screen you have the ability to switch to a Grid, a List, or a Dense view. These allow you to change the style of how the records are displayed. 

Some views allow for more record attributes to be displayed than others, and some allow for more records to be displayed. Toggle through to find the one you preference best.

Sort & Filter

Next to the Grid buttons are the Sort and Filter options. These options differ from record type to record type. Listed below are the Sort & Filter types currently available for each record type.

Inventory

  • Uncontained (Filter)- Shows all items not currently contained in another item.
  • Alphabetical (Sort) – Shows all items associated with this character sorted by Name Alphabetically
  • Equipped (Sort) – Shows all items associated with this character with items marked as ‘equipped’ listed first.
  • Visible (Filter) – Shows all items sorted with ‘Visible’ listed initially.

Abilities

  • Enabled (Sort) – Shows all abilities associated with this character with abilities marked as ‘enabled’ listed first.
  • Alphabetical (Sort) – Shows all abilities associated with this character sorted by Name Alphabetically
  • Level (Sort) – Lists all abilities associated with this character sorted decreasing by level.

Spells

  • Readied (Sort) – Shows all spells associated with this character with spells marked as ‘readied’ listed first.
  • Alphabetical (Sort) – Shows all spells associated with this character sorted by Name Alphabetically.
  • Level (Sort) – Lists all spells associated with this character sorted decreasing by level.

Monsters (GM Only)

  • Alphabetical (Sort) – Shows all Monsters associated with this Campaign sorted by Name Alphabetically.
  • Challenge Rating (Sort) – Shows all Monsters associated with this Campaign sorted by their CR Value from Highest to Lowest.
  • Health (Sort) – Shows all Monsters associated with this Campaign sorted by their Health Value  from Highest to Lowest.

Hover-Over Card

The Hover-Over Card display in RPGSmith allow you to quickly see the common details for a given record. These add a nice feature accessible by those using a computer. When you position your mouse pointer over a specific record (whether it be an item, spell, ability, monster, or any others) and leave it in place for 1 second, a display box will pop-up on screen to give you easy to access information about that record, without the need to click on the record to access and load a different screen.

When displayed, you can scroll up and down the card to see any additional infomraiton that may not fit into the original size of the card. 

Like the tile itself, you can single anywhere in the card to access the record details screen, and you can long click (click and hold) to instantly launch the edit interface for this record.

The hover-over card is used in virtuall all places a link or tile of a given record is shown. This could be in any of the record interfaces, any link or executes tiles to a specific record on your desktop, or even in the combat tracker interface.

Remove Records

In all record interfaces is the ability to Delete or Remove records. This grants you the ability to quickly and easily select and permanently delete any unwanted content from your Character or Rule Set / Campaign.

Once deleted these are no longer recoverable and would need to be recreated.

Item Templates

Item Templates are created and maintained at a Rule Set Level only. Item Templates are used as templates from which “Items” can be created and added to given character, monster, or loot in the same Rule Set.

EXP: Let’s say you created an “Arrow” Item Template for your “D&D” Rule Set. When you go into your character and select to “Add” an item, a list of all the item templates associated with the Rule Set this character is joined is displayed, from here you can select the “Arrow” Item Template you created previously. After selecting this Item Template you can also select a quantity of this item to be deployed, or accept the default ‘1’ and then and select “Add”. From this template, an “Arrow” Item is created and associated with your character.

A large number of metadata fields for an Item Template can be provided, there are over 20 fields of data which can be stored and copied to Added items. Those fields are:

  • Name – Stores a Name
  • Image – Stores an Image
  • Stats – Stores rich text data
  • Description – Stores rich text data
  • GM Only – Stores rich text data Players in a campaign can’t see
  • Command – Stores a command string, add multiple if you like
  • Rarity – Categorize the rarity of this item
  • Value – Numeric Field for tracking worth
  • Weight – Numeric Field for tracking weight
  • Volume – Numeric Field for tracking size
  • Consumable – Consumable indicator flag
  • Magical – Magical indicator flag
  • Container – Container indicator flag
  • Max Volume Capacity – Containers only, track the maximum size capacity of this container
  • Max Weight Capacity – Containers only, track the maximum weight capacity this container can carry
  • Container Weight Reduction – Containers only, Specify type (if any) of weight reduction
  • Percent Reduced – Used for containers with “Percent of Contents” weight reduction selected. Numeric field to determine the percentage of weight reduction that occurs for items placed within this container.
  • Total Weight with Contents – Used for containers with “Maximum Weight of” weight reduction selected. Numeric field to determine the total weight of this and all items placed within it.
  • Tags – Specify any terms or phrases to associate with this item. Can be used for search results and other features to be implemented later.
  • Associated Spell(s) – Allows this item to be associated with other spells in this Rule Set.
  • Associated Ability(ies) – Allows this item to be associated with other abilities in this Rule Set.

Items Bundles

Bundles allow you to create or manage a group item templates together for easy and rapid deployment. Perhaps in your game there is starting set of gear specific to your character’s role, you can create an Item Bundle and when the character is created simply add this one item bundle to their inventory, which would deploy all of the items listed in this bundle.

There are also the abilities to provide quantities to each item added to the bundle. For example, create a bundle with a gun and bullet item templates, you can leave the quanity of the gun to the default ‘1’, but specify the quantity of the bullets to ’20’ or some other number of your choosing.

Items (Inventory)

Items exist only at a character level. From within a character, the inventory screen displays all of their associated items. From the inventory screen, there are 2 methods to add an item to a character:

  • Add Item – This displays a searchable list of item templates created in the Rule Set for which this character is associated. From here you can select as many items to add to your character as you like. As you select an item template to add, a box with a default number ‘1’ will display on that item template, this is the quantity that will be added. Which allows you to add 10 darts to your character very quickly.
  • Create Item – This allows you to create a new item on the fly that doesn’t currently exist in the Rule Set. You would need to supply a name and any other optional information you like to create this item. When you initially create the item an Item Template will also be created and associated with the Rule Set. 

*NOTE* Changes or updates made to items post creation do not affect the Item Template. For instance if you “Add” a Long Sword from the Long Sword item template in the rule set, then edit the item to change it’s stats, description, or other fields, no updates will be made to the Item Template.

All fields of information noted in the Item Template section exist at the Item level also. In addition to these, there are a couple of additional fields associated to just items:

  • Quantity – With the quantity field you can specify how many of this object you have. For example instead of creating an entry for each “Arrow” in your inventory you can instead specify 1 Arrow item and increase the quantity to 20 or your desired amount
  • Total weight – this is not an adjustable field but a calculation of the weight for this item times the quantity. So if you have 20 arrows each weighing .2 lbs the “Total Weight” would be 4 lbs.
  • Contained in – Items can be marked as containers, items can also be flagged as being “Contained in” another container on this character, this field displays that information. Items that are “Contained In” another item are shown with a ‘bag’ icon from the grid/list view as well as the item details screen. See the Containers and Total Weight section for more info about this feature.
  • Contains – If this item is configured as a container, this section will show all the other items it contains. Again, see the Containers and Total Weight section for more info about this feature.

Containers

Inventory Weight

Items marked as containers have some great unique features and work well with the InventoryWeight variable. Read about the special functionality below.

Quantity Lock

When an item is added or created for a given character, if the item is flagged as a “Container”, the quantity of that container item is set to “1” and the field disabled. If you would like an 2nd identical container, use the duplicate item button from the inventory screen to create one.

*NOTE* If you duplicate an item which has other items marked to be “Contained in” it, those “Contained” items are not duplicated, just the container, the new container would have no associated “contained” items initially.

 

Item Total Weight for Containers

The “Total Weight” field for Items marked as containers not only includes the weight of this item, but also the sum of other items this contains.

EXAMPLE: If a backpack with a weight of 1 and (2) swords each weighing 10 pounds are contained in the backpack the total weight would be “21”.

 

InventoryWeight Variable

A special built-in variable exists in the form of [INVENTORYWEIGHT]. This variable displays the total amount of weight a character has in their inventory. This can be used in command and calculations as well if desired.

 

Container Weight Reductions

Items in a given character’s inventory may have special sub-properties where they have been designated to have some type of Weight Reduction. Either “Maximum Weight Of” or “Percent of Contents”. If a container has been identified with either of these options this may affect the calculation for “Total Weight” of this item and even the “[InventoryWeight]” variable for this Character.

 

Maximum Weight Of

If a container has a “Maximum Weight Of” designation then any items that have been marked to be “Contained In” in this container, may only have their weight counted if the combined weight is less than the value provided in the “Total Weight with Contents” field. If the combined weight of the “Contained In” items is more than the “Total Weight with Contents” field then the Max value provided is used.

EXP: Say a character has a backpack item with a weight of “1” that has been configured as a container with “Maximum Weight Of” Selected, and a “Total Weight with Contents” value of 15.  If the user has (2) swords each weighing “5” marked as being contained in this backpack then the “Total Weight” of the backpack and the contents would be 11 (1 for the backpack and 10 for the (2) swords).      1 + 10 < 15

If we change the weight of the swords to 10, then the weight would be calculated as 15 (as the total of 1 for the backpack and 20  for the 2 swords is greater than the set max of 15.)     1 + (20) > 15

 

Percent of Contents

If a container has a “Percent of Contents” designation then any items that have been marked to be “Contained In” in this container will have their weight value reduced by the percent provided in the ”Percent Reduced” field.

Consumable Items

Items flagged as being consumable have a special property. Many items have commands assocaited with them which produces a ‘use’ button to show on the details screen and other places. ‘Consumable’ items always display this use button even when no command is provided.

When a consumable item is used, the quantity of that item is reduced by 1. If the item is reduced to 0 and the use button is pressed again, RPGSmith will pop up a message noting this and ask if you would still like to use the item, as the quantity of an item can’t be reduced past 0 that quantity will remain at this value. Even when these consumable items have commands associated with them, executing that command will also reduce the quantity by 1. To remove this feature, simply remove the consumable flag from the item.

Auto-Delete Items

An additional configuration element for consumable items is present in the General Settings of a given Rule Set / Campaign.
When set to ‘ON’ the Auto-Delete Items feature will delete the item record from inventory when the quantity is reduced to 0. This allows the user to configure from game to game what happens to the item record when all of the arrows are ‘use’d up. Does the arrow item record remain with a quantity of 0, or does the arrow item record automatically get removed from inventory. The choice is yours.

Currency

Characters, Monsters, Random Loot, and Loot all now have a separate section to track currency used in your game. Through the ‘General Settings’ of the Campaign/Rule Set up to 10 different custom currency types can be designated with a name, value, & weight all specified.

Currency Configuration

When accessing the General Settings for a given Rule Set or Campaign, there is a Currency Types section where you can configure the currency used in this Game.

For Games created from scratch this will be empty with the option to add up to 10 different currency types.

The Base Unit is the currency for which all items have their value set against. When providing the value of an item, set the amount to this unit. This allows a consistent denomination for all items in your game and enabled functionality found in shops (future feature) to function correctly.

There are 3 fields for each Currency Type. Name, Value of Base, & Weight

The Name is how this currency type will be referred to in the various screens of the interface.

The Value of Base  is this currency types worth compared to the Base Unit. For Example, if you have a Base Unit of a Dollar, and additional currency types of a Quarter, Dime, & Nickel. You would want to set the Quarter’s Value of Base to .25, as it’s worth 1/4 of a dollar, a dime would be set to .1 and nickle would be set to .05. If you added a curerncy type of a 10 dollar bill, that Value would be 10.

The Weight is simply the weight for 1 of these items. For  characters, their inventory weight also adds the total calculated weight of all currency associated with that character. If you prefer to avoid applying this weight to characters, simply set the weight for each currency to ‘0’.

The Order for which the currency types are listed is the order used when these are shown elsewhere in the application. Once you have created characters and given our currency in the campaign, it is not advisable to change the order as this may incorrectly affect the amount of currency each character or monster posesses.

 

In the various Character and Campaign Interfaces the Currency elements have been integrated.

Character’s Inventory

Located across the top of a given Character’s inventory screen will be a listing of the defined currency types, the amount of each type this character currently posesses, and the total weight each of those types contributes to the inventory weight for this character.

To Add currency to a given character, select the ‘Add Items‘ option from the Actions menu located towards the top right. The top section of the Add Items screen will list the different currency types which allow you to input the amount of each currency you would like to add to this character. When the Add button is selected the input values are added to the current amount of currency present on this character. 

To Remove currency access the ‘Drop Items‘ interface and input the amount of a given currency type you would like to drop. This amount is subtracted from your character and the remainder is now set as your quantity for that currency type.

Monsters and Loot

Currency can also be configured for Random Loot, Loot Piles, Monster Templates, & Monsters. 

With Random Loot and Monster Templates, you can configure these records to have a random amount of a given currency type leveraging dice commands such as ‘d100’, or ‘(d1000 + 250) / 2’, etc. When those templates and deployed at Monsters/Loot, the random configuration is executed and a static amount of a given Currency type is set at that time.

Spells

When Spells are created, whether from a Character, Rule Set, or Campaign interface, they are created at the Rule Set / Campaign level. Like Items, “Spells” can be “Add”ed or “Created”ed with very similar interface. Spells do have some different fields than items:

  • Name – Stores a Name
  • Image – Stores an Image
  • School – Specify any terms or phrases to associate with this item. Can be used for search results later.
  • Level(s) – Specify any terms or phrases to associate with this item. Can be used for search results later.
  • Tag(s) – Specify any terms or phrases to associate with this item. Can be used for search results later.
  • Command – Stores a command string or multiple command strings.
  • Somatic – Flag to indicate if this spell requires a Somantic component
  • Verbal – Flag to indicate if this spell requires a Verbal component
  • Material – Flag to indicate if this spell requires Material components
  • Material Components – Rich text field to specify what components are needed for this spell
  • Description – Stores rich text data
  • Stats – Stores rich text data
  • GM Only – Stores rich text data Players in a campaign can’t see
  • Casting Time – Plain text field to store the amount of time needed to cast this spell
  • Hit Effect – Plain text field to store the effect when this spell hits
  • Miss Effect – Plain text field to store the effect when this spell misses
  • Effect Description – Plain text field to store the description of how the spells looks, or the results from the spell.

Abilities

Abilities are very similar to Spells. When Abilities are created they are also always created at a Rule Set / Campaign Level. The fields available for abilities are:

  • Name – Stores a Name.
  • Image – Stores an Image.
  • Level(s) – Specify any terms or phrases to associate with this item. Can be used for search results later.
  • Tag(s) – Specify any terms or phrases to associate with this item. Can be used for search results later.
  • Max Number of Uses – Numeric field to track the maximum number of uses allowed for this ability.
  • Current Number of Uses – Numeric field to track the current number of uses allowed for this ability.
  • Command – Stores a command string.
  • Description – Stores rich text data.
  • Stats – Stores rich text data.
  • GM Only – Stores rich text data Players in a campaign can’t see

Number of Uses

Unlike other ability fields the “Maximum Number of Uses” and “Current Number of Uses” can be changed from character to character. The number set a the rule set level acts as the default number that is created when an ability is associated with a given character. All other fields are stored at a Rule Set level.

Monster Templates

Monster Templates function much like Item Templates. They are the templates from which monsters can be deployed or added into your campaign. Having templates allows the GM the ability to deploy several monsters from a template at once right into the game. 

Single Number Result Commands

There are several numeric fields assocaited with a monster template that allow for a numeric formula to be supplied. These are referred to as ‘Single Number Result’ commands. This is just a command that can only result in a single number so some command features such as the “AND” function and any text features for commands are disallowed. These fields can be used to randomize a monsters health for example when deployed. Instead of providing a health value of ‘7’ in a given Monster Template Health field you can instead supply ‘2d6’. When a monster is deployed from this template that command is executed to determine this monster instaces unique health value, which could be a value any where from ‘2’ to ’12’.

Monster Template Fields

The fields associated with a Monster Template are:

  • Name – A simple text field used to name this monster. When multiple monsters are deployed from this template a increasing numeric value will be appended to the end of the name. Monster_1, Monster_2, and so forth.
  • Image – The image to be associated with this Monster Template and Monster when deployed.
  • Health – A numeric value given for health. When deployed as a monster this value is duplicated and used as the Current Health and Max Health values. Can also be a Single Number Result Command.
  • Armor Class – A numeric value given for Armor Class. Can also be a Single Number Result Command.
  • Challenge Rating – A numeric value given for this Monster’s CR. Can also be a Single Number Result Command.
  • XP Value – A numeric value given for Experience Points this Monster is worth. Within the combat tracker there are configuration options to dispurse this value to the characters active in the campaign. Can also be a Single Number Result Command.
  • Initiative – A numeric value given for initiative. When combat has been started this value is used to determine turn order for the monster. Can also be a Single Number Result Command.
  • Tag(s) -Like with other records tags are used to classify this Monster Template for search and potentially other future purposes.
  • Description – A rich text field for the purposes of providing a description of this monster.
  • Stats -A rich text field for the purposes of providing the stats of this monster.
  • GM Only – Stores rich text data Players in a campaign can’t see.
  • Commands -Supply several commands to the associated with this Monster. Typically these are attacks to be used during combat but can be used for other purposes as well.
  • Abilities – Allows you to assocaited any abilities in this Rule Set with this Monster.
  • Spells – Allows you to assocaited any spells in this Rule Set with this Monster.
  • Associated Monsters – Allows you to assocaited any other Monster Templates in this Rule Set with this Monster.
  • Buffs & Effects – Assign a Buff & Effect record to this Monster Template.
  • Items – Allows you to assign Item Templates with this Monster Template. When deployed as a Monster, an item is created from any Item Templates associated with this Monster Template. This can be configured with the Randomization Engine as well.

Monsters

Monsters are the records deployed from Monster Templates. Like Items, if needed GMs can also create a monster directly on the fly. When that occurs a new Monster Template will also be created for in the event the desire to deploy more of this monster type in the future occurs.

Monsters have most of the same fields as stated in the Monster Template above with some exceptions. While the numeric fields of Health, Armor Class, Challenge Rating, XP Value, and Initiative can be configured as a Single Number Result Command in the Monster Template, for the Monster, these formulas have been executed and a number is provided here.
If the Randomization Engine has been configured in the Monster Template, that radomization already occured when Monsters are created, so for monster they will have a static list of items.
 

Buffs & Effects

These records are designed to allow a GM or Player to assocaite a temporary effect with their character or monster. There is no reason these can’t be used long term but they are displayed promenently in the Combat Tracker to provide visibility to effects ailing a given combatant.

Buff & Effect Records function much like Spells & Abilities. The exist at the Rule Set / Campaign and can be associated with any and all characters and monsters.

Several fields exist for a Buff & Effect record.

  • Name – A simple text field used to name this Buff/Effect. 
  • Image – The image to be associated with this Buff/Effect.
  • Tag(s) -Like with other records tags are used to classify this Buff & Effect record for search and potentially other future purposes.
  • Commands -Supply several commands to the associated with this Buff/Effect. 
  • Description – A rich text field for the purposes of providing a description of this Buff/Effect.
  • Stats -A rich text field for the purposes of providing the stats of this Buff/Effect.
  • GM Only – Stores rich text data Players in a campaign can’t see.

Loot

Loot are items that exist in the campaign, but are not possessed by a character. The campaign could have thousands of Item Templates, but only items (typically created from item templates) can be possessed by a character. Loot is a great way for the GM to drop treasure which any character in the campaign then has the ability to take to add to their inventory.

Loot can also be “Given” by the GM and inserted directly into a character’s or deployed Monster’s inventory in this campaign.

The GM also has the ability to Hide or Show the loot to the characters. Hidden Loot is not seen by the characters and therefor can not be collected by them, but it can be given by the GM to any character.

Like items, a loot item can be added from an item template, or created from scratch on the fly.

Loot Piles &
Random Loot (Loot Pile Templates)

Loot Piles are a method to allow the GM to group loot together.

A great use case would be that the group has collected a bunch of treasure which they decide to store in their base. Associting these items with a specific character in the group would impeed the other character’s ability to access those items, and complicate the inventory for that character. By creating a loot pile named “Headquarter’s Stash” the group can collectively drop items and pick up items from that loot pile as they like.

Loot piles are also great for the GM to diffrenciate where treasure is available to be taken from. “Dragon Horde” vs. “Pile of Trash behind the tavern” may provide different levels of interest for the Players.

Types

There are 2 types of Loot Piles

  • GM Created – These are loot piles the GM of the campaign has created manually. These Loot piles can have ‘0’ loot items in them and still be availble to the player characters through the interface.
  • Auto-Generated – These are Loot Piles created automatically when a player character or monster drops an item, or a monster is killed, or when Random Loot is deployed. The Auto-generated loot piles are created  and named “MonsterName‘s Drops” or “CharacterName‘s Drops”, or the name provided of the Random Loot. Auto-Generated Loot Piles must have at least 1 loot item in them. Once all the loot is taken from an Auto-Generated loot pile, the pile iteself is automatically deleted.

The GM has the ability to mark entire loot piles as as visible which them makes those piles available for the Player Characters to explore and plunder as desired. The GM can also decide to leave them hidden from the Players so they can pre-stage the loot and quickly make available to the players at a later time.

Fields

Loot Piles have several fields:

  • Name – A simple text field used to name this Loot Pile. 
  • Image – The image to be associated with this Loot Pile.
  • Tag(s) -Like with other records tags are used to classify this Loot Pile record for search and potentially other future purposes.
  • Description – A rich text field for the purposes of providing a description of this Buff/Effect.
  • GM Only – Stores rich text data Players in a campaign can’t see.
  • Visible – This checkbox toggles whether the player character can see and take loot from this pile. 
  • Loot – These are the items that are presently in this Loot Pile.

Populating Loot Piles

 The GM has can add items to loot piles via a number of different methods. From the Loot Pile details screen or when editing the loot pile the GM can access the “Add Loot” screen, which provides 3 categories from which the GM can add loot.

  • Loot – These are existing loot items not currently assocaited wiht a Loot Pile
  • Item Templates – New loot can be created from item templates and added to this loot pile.
  • Loot Pile Templates – These are the Random Loot (Loot Pile Templates) for which the items configured within can be deployed into this loot pile. More details below.

Moving Loot

From the Loot interface there is an opion under the Actions menu to Move loot. This provides an interface where existing loot items even those associated within loot piles can be moved into a specified loot pile.

Random Loot/Loot Pile Templates

These are configurations of loot piles from which the GM can quickly deploy into their game. This allows the GM to prestage various item templates which can be used to create a loot pile very quickly.
Random Loot also have the capability to use the Randomization Engine much like Monsters Templates. The Randomization Engine provides the ability to quickly deploy randomized loot for the player characters to collect as desired.

Allies

Allies allow the GM to grant control of a monster to a Player in their campaign. There are a bunch of different use cases.

  • Did the player character hire a mercenary?
  • Did the player character befriend an NPC?
  • Did the PC polymorph into another creature?
  • Did the PC charm a creature?
  • Did the PC gain control of a vehicle or construct?
  • Did the PC amass an army?

All great cases in which the GM may want to assign 1 or multiple Allies to a Character.

To assign an Ally to a Player character you first need to creatre or deploy the monster you would like to assing.

Once created access the Monster details page, and a button labeled “Assign to Character” will be presented. Select this to get a popup which will allow you as the GM to select the character to assign control of this monster, as an ally.

After assigning the ally to a PC, the details interface is updated to show which character is controlling this monster, and a “Remove Ally’ button is presented to allow the GM to remove control of this monster from the PC.

On the player’s interface they can now access a new navigation area named “Allies”. From This interface matches interfaces of other records, here they are presented with all the allies assigned to them. They can access the ally details, even edit the monster to adjust the stats, commands, and even the name.

On the Combat tracker, when the ally is added to combat, the player has access to see all attributes for that ally regardless of how the GM has configured the combat tracker interface. They player also has instant access to information commands and more in the combatant pane for this ally.

Radomization Engine

A revolutionary feature of RPGSmith, the randomization engine may be used in several areas to inject more realistic monster and loot into your game automatically. 

An example would be if you are fighting 12 ‘Thugs’, would it be more likely for all 12 thugs to have the same weapons, armor, and gear…. or would it make more sense if they were all slightly different? Perhaps some carried knives, and others carried clubs.

There are 2 ‘Modes’ or methods which allow you to configure this on-the-fly randomization element to specific Record Types.

Target Mode

With ‘target’ mode you can configure specific items and the probability those items (and how many) will be associated with a deployed record.

 

When used in Monster Templates the randomization engine grants the GM the ability to provide an instruction set of possible items this Monster may posess when deployed. 
Shown in the example here, this Monster Template has been configured to have a 25% change of posessing 1 or 2 ‘Dagger’s, or 50% change of posessing 1 ‘Club’, or a 25% change of posessing 1 ‘Shortsword’. And there is also a 50% change of that monster posessing a ‘Sling’ in addition to the item(s) above.
When this monster is deployed to the campaign, this formula is executed for each monster created individually. Add 5 of these and you’re likely to get a variety of different posessions for each one.

Search Mode

With ‘search’ mode you can configure a search parameters to pull back potential matches and use that to associate items with a given deployed Loot Pile or Monster.

 

Again using a Monster Templates as the example, the search mode allow you to configure a keyword, to search a specific field or fields associated with all item templates. From that search result set the number of records returned will be the set from which a provided number (static or random) of configured items are randomly selected and deployed.

 

The 1st field allows you to set or randomize the number of items deployed from this search result set.

The 2nd field allows you to specify if you would like ‘All Unique’ items deployed from the result set, or if you ‘Allow Duplicate’ records to be deployed from this set.

The 3rd field is where you supply the search string to use when performing the search.

The 4th field is where you speficy which search fields you would like searched with the value provided in the 3rd field.

Depending upon the number of record in the result set it is possible not enough results exist to provide the amount of records selected in the 1st field. In these cases only the number availble will be returned. In the event no records are found to match the parameters given, no records are returned.