Difference between revisions of "Inventory"

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* EQUIP: Equip the weapon in order to have it ready at a moment's notice. Puts it in your hand to use.
* EQUIP: Equip the weapon in order to have it ready at a moment's notice. Puts it in your hand to use.
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Ammo
Weapons
Key Items
Pouches
Kits
Custom parts

Revision as of 13:06, 30 October 2021

Inventory Management is an aspect of adventuring that adventurers will need to learn and master quickly in order to stay equipped for the situation as well as minimize the amount of situations they lack the ability to pick up important items and treasures. The number of possible items that can be held by an adventurer, as well as the limits and penalties associated with fully-laden inventories, can be determined by adventurer size, outfit and the size of items handled. Weapons and held objects are treated as items for the purposes of the Inventory system. This is in contrast to worn equipment such as Outfits and Lifeguards whose item space is not factored into the Inventory system, although their weight does.

Outfits heavily determine an adventurer's Inventory space, whereas an adventurer's Carrying Capacity is affected by their physical attributes such as Strength and Endurance. Held items and equipment have an Item Size which determines how much space and weight is taken up in an adventurer's inventory. Item size may differ depending on the Intended Size of its weilder, there are different rules for handling equipment for differently sized creatures.

Inventory Rules

Inventory Slots
♦ An adventurer wearing an outfit starts with a default of 6 Inventory Slots. If they are not wearing an outfit or carrying bags, the adventurer can only hold items and cannot store items in their Inventory
 ♦ One slot can be split into 1/4 and 1/2 slots to allow small and tiny items to be held in the Inventory. There is no slot smaller than 1/4.
♦ All items that use the Inventory system have an Item Size which defines how much space the item takes up in the adventurer's inventory. All items that are not spaceless have an item size.
♦ Inventory slots can be increased by wearing Outfits with greater inventory space or attaching bags and containers that grant more inventory space.

♦ Certain items are capable of Stacking in the same slot they are placed in. This is particularly used for extremely tiny items such as ammunition and coins. Stack limits are dependent on Item Properties.
 ♦ If an Adventurer picks up a Stack of an item but reaches the limit on how many of that item can be stored in a lot: The remainder must be placed in another free slot or the rest will remain where they were found.
Item Sizing
♦ Descriptions for Equipment and Items on the wiki assume it is intended user is Medium-sized (Size 1). Items will be marked with an Intended user Size where appropiate.
 ♦ When rescaling Equipment and Items to another size: item space, weight value and other numerical properties of the item scale linearly from the original Item Properties.

♦ Item sizes usually go by name, from Tiny to Small to Medium then Large. These sizes translate to 0.25, 0.5, 1 and 2 slots for a Medium-sized creature.
♦ Held items, particularly Weapons are usually determined by the last three categories: Two-handed weapons take 2 slots, One-handed weapons take 1 slot and off-hand weapons take 0.5 slots or less.
 ♦ Medium-sized (Size 1) adventurers cannot normally wield a weapon or held item if the item is larger than 2 slots as part of a Weapon Size Limit.
  ♦ An adventurer's size linearly scales the maximum item/weapon size slots that they can wield.
Item/Equipment Weight and Encumbrance (Load)
♦ The default Load Points for an adventurer is 100. Load Points is affected by [[Size] and linearly scales with the character's current size stat.
♦ Encumbrance thresholds are determined by remaining load points from the adventurer's maximum Load Points, subtracting the weight from holdable items and their outfit.
    ♦ When an adventurer's remaining load is 70 points or greater: they are considered Unburdened, there are no penalties for this threshold.
    ♦ When remaining load is between 69 and 30 points: They are considered under Light Load, an adventurer's speed is lowered by 20% and suffer a -10 penalty to Athletics and Stealth skills.
    ♦ When remaining load is between 29 and 0 points: They are considered under Heavy Load, an adventurer's speed is lowered by 50% and suffers a -25 penalty to Athletics and Stealth skills.
♦ While adventurers can reduce their Load Points to less than 0 due to available inventory slots, the adventurer will become Overloaded lose 80% of their movement speed as well as a -25 penalty to all skills for as long as they remain over weight.

♦ An Adventurer's encumbrance limit for equipment/items increases by 10 points for each attribute point in Strength and Endurance they possess.
Spaceless Items
Some items do not require space in your inventory and have no weight, this is granted to certain categories of items as an anti-frustration measure.

Space and Weight exemptions
♦ Maps
♦ Written scripts, notes, clues; as long as it is virtually negligible and size like paper.

Space exemption only
♦ Worn-clothing items and armour.
♦ Hip-Pouches, Bags and other items designed to increase Inventory Space.

Item Commands

  • PICK-UP: The specific term for identifying found items and acquiring them. Typically an empty slot is required to take the item into your inventory.
    • As part of the Pick-up action, you may USE, COMBINE or EXAMINE the item first before it goes into the inventory. If you cannot or will not pick the item, it is left where you found it.
    • If the item found is a stack, the stack may combine with the same type of item in your inventory to store them. Overflow is either left in a new empty slot or the remainder is left where you found it.
  • USE: If the item can be used immediately without context, you trigger whatever effect happens when the item is used.
    • At times there will be contextual contact points where an item can be used, the correct item will cause something to happen (under the right conditions), the item may or may not be consumed upon use. (A Key can be used at a door but not by itself. A key may be left in your inventory but another key item may be left in the contact point and be removed from your inventory)
  • COMBINE: Whether you mix items together or use one item on another, this command makes the two items interact. You may be informed which items the first one can combine with.
    • While ammunition certainly does go alongside the weapons that use them, your character must perform a 'Reload' action rather than combine the ammo to the weapon in question.
  • EXAMINE: You can look at an item in greater detail than the initial description grants. Some items have secrets or different uses/interpretations by examining them properly.
    • If a secret or interactable aspect of an item is found while examining, it can alter the properties of the item, including its ability to be used or combined.
    • Some items are containers, examining the item to open it may reveal its contents and the container will be automatically discarded unless specified.
  • DISCARD: You can remove the item from your inventory, it will disappear. Key items cannot be discarded until they become useless.
  • GIVE: You willingly allow someone to take an item you specify from you. The item leaves your inventory and can be added to another.

Item List

Name Space Type Description Uses
Potion (Green) 0.5 Recovery "A small vitality potion that restores a small amount of health"
  • Heals 20 health upon USE.
    • G+G heals 50HP, G+G+G heals 80 HP.
  • Can be mixed with Green, Red and Blue Potions.
Potion (Red) 0.5 Recovery "A magical catalyst, it has no effect by itself but is used to enhance other potion types"
  • Has no effect by itself.
  • Mix with Green or Blue Potions to enhance their effect.
    • R+G fully heals the user.
    • R+B cures status ailments and protects the user's vitals for five minutes (50% damage resistance, poison/disease immunity, bleed immunity).
    • R+G+B fully heals the user, and protect's the user's vitals for five minutes.
Potion (Blue) 0.5 Recovery "A medicine that cleanses the user from debiliating effects and even revives them from a near-death state"
  • Cures status ailments, stops bleeding, revives user from dying status on USE.
  • Mix with Green or Red Potions.
    • G+B heals 30 HP as well as Blue Potion's effect, G+G+B heals 60HP and Blue's effect.
Mixed Potion (Colour) 1 Recovery "Mixture of Potions with effects greater than their components"
  • See Potion Mixing
Lockpicks 0.5 Tool "Set of Lockpicks used to circumvent the security features of locks"
  • CONTEXT-USE: Can be used on locks which do not require a specific key to unlock. The character can attempt to pick the lock.
Gunpowder 0.5 Resource "Gunpowder used in the creation of Firearm ammunition"
  • COMBINE: When used with Gunpowder, it creates Firearm Ammunition.
"Weapon" 0.5 or more Weapon "Description for a weapon"
  • EQUIP: Equip the weapon in order to have it ready at a moment's notice. Puts it in your hand to use.