Inventory

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Inventory Space and Rules

The inventory system is roughly grid-based and determines how many items a character can hold. While there are a few exceptions, every functional item a character carries will take up at least one slot of their inventory to carry and use. A character's size determines how many items they can hold at the start, acquiring bags, pouches and kits can help item management further.

Character Size Inventory Slots (Base) Hip-Pouch Value (Max 4) Bag Value (Max 1)
Medium 8 (4x2) +2 +8
Small 6 (3x2) +2 +6
Large 12 (6x2) +3 +12
Giant 32 (8x4) +4 +16

Item Size/Space

  • Items usually require at least 1 slot in the inventory to pick up.
    • Larger items may require 2 or more slots to do so.
    • Items that require more slots than the horizontal length of a character's inventory are too large to carry. (For a medium, this is any item larger than 4-slots)

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 Type Action Description Uses
Potion (Green) Recovery
  • USE
  • COMBINE
"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) Recovery
  • COMBINE
"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) Recovery
  • USE
  • COMBINE
"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.

Lockpick Gunpowder Ammo Weapons Key Items Pouches Kits Custom parts

Spaceless Items

Some items do not require space in your inventory, it could be that they're immaterial documentation or utility/key items so important that anti-frustration policies are put in place to allow characters to keep them regardless of their loadout.

Typical Spaceless Items

  • Maps
  • Written scripts, notes, clues; as long as it is virtually negligible in weight and size like paper.
  • Worn-clothing items and armour.