Inventory

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Revision as of 18:58, 1 May 2022 by Makros (talk | contribs) (Minor adjustments, needs more work.)
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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 wielder, 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 appropriate.
 ♦ 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 / TAKE: Move an item from the world and add it to the adventurer's inventory.
    • As part of the Pick-up action, you may USE, COMBINE or EXAMINE the item first before it goes into the inventory.
    • The adventurer must have enough room to carry the item, or else the item will be left where it was found or in the adventurer's free hand.
    • 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 they found it.
  • USE: If the item can be used immediately without context, you trigger whatever effect happens when the item is used.
    • Some items are not used for their own effect, but to USE WITH specific places, such a key to a door. The item will not be useful until the condition of the item's use is met.
  • 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: Look at an item in greater detail than the initial description grants. Some items have secret or different uses/interpretations by examining them properly.
    • If a secret or intractable aspect of an item is found while examining, it can alter the meaning of the item, including the way it can be used or combined.
    • Some items are containers: EXAMINE or OPEN the container reveal its contents. The container will be automatically discarded unless specified.
  • DISCARD: Remove the item from your inventory, it will dropped or placed somewhere within the adventurer's reach. Key items cannot be discarded until they become useless.
  • GIVE: Gift another creature a specific item from the adventurer's inventory to someone else. The item will leave the adventurer's inventory and be added to other's if they accept.