Inventory

From Viridian TTRPG Wiki
Revision as of 14:01, 25 February 2019 by Makros (talk | contribs)
Jump to navigation Jump to search

Inventory Space and Rules

The inventory system is roughly grid-based and determines how many items a character can hold. The effective carrying capacity of a character is determined by the combination of their character size, their strength value and their carry-capacity. Especially small or large items may take less than or more than a single slot.

Character Size Inventory Slots (Base) Max Item Size (in Spaces)
Medium 4 Spaces Max. 4 Spaces
Smaller -1 Space Max. 2 Space
Larger x2 Spaces Max. 8 Spaces

Item Size/Space

  • The size of an item inside a character's inventory is determined by 'Space'. The total Space of items held cannot exceed the character's Max-Space value. Max-Space is determined by the character's base size and then by the means to carry items such as their clothing, bags and containers.
  • The item will usually describe how much Space it takes up if Picked Up by a character. Although Items are measured in Spaces, they can be multiples or fractions depending on their overall size and encumbrance.
    • Especially small items will often be fractions of an Item space to carry, such as 0.5 or even 0.25 (though no smaller than 0.25, even if it should technically be less).
    • Especially large items will be multiples of an Item space to carry, such as 1.5, 2.0, 3.0...ect.
      • For very large items, take note if your character is capable of picking the item up, if the item's Space exceeds your character's size category it can only be manipulated externally and they will not be able to carry it as part of their inventory.

Item Stacking

  • Some items such as ammunition, currency and other 'small but numerous' objects may have the quality to be stacked in one entry in your character's inventory, not only saving space but also keeping the same item grouped up in one place. But not all items can stack and even the ones that do have a limit to how many can be stacked into a single Space before another Space is needed to handle the overflow.
  • All stackable items have a stack limit, when the limit is exceeded, the remainder is either put into another item Space or left where it was Picked-up.
    • Ex: If a stack has a maximum of 60, you have 40 and pick up a stack of 40. The first stack will max out at 60 and then you must have Space available to take the other remaining 20.
  • The 3-stack rule: An item that is normally 0.5 Spaces can become a stack of 3 that takes up 1 Space. Normally you would have to use 1.5 Spaces if this exception did not exist. This only applies to items with '3-Stack' as a property.

Item's 'Intended User' Size

  • Because characters range from human size down to Small and Giant. Not all items are intended to be used for differently sized users. When items scale up or down, the item's Space also changes.
    • For every size category smaller than the item's normal Space, its Space is halved (conforming to the nearest increment of 0.25). When an item has a Space of 0.25, it cannot become smaller.
    • For every size category larger than the item's normal Space, its Space is doubled.

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.

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.
  • Hip-Pouches, Bags and other items designed to increase Inventory Space, not consume it.