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. 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 Spaces (Base) STR-Requirement
(Outfit)
STR-Requirement
(Light Armour)
STR-Requirement
(Medium)
STR-Requirement
(Heavy)
Medium 4 Spaces 1 2 3 4
Smaller -1 Spaces per size below Small (min 1)
Larger x2 per size

Item Size/Space

  • The size of an item inside a character's inventory is determined by 'Space'. Items can take fractions of one Space (0.25, 0.5) or multiple Spaces (1, 2, 3...ect) or a combination of both (1.5, 2.5...etc) The character can only hold items in their Inventory if the total sum does not exceed their maximum carrying Capacity (If a character has 8 Spaces, they cannot pick up items if it exceeds this total). 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.

Items Resized for Larger/Smaller users

  • Item Space values for items are given as if it were designed for Medium-sized creatures. The Space that item fills is halved for each size category smaller (min. 0.25) or doubled for every size larger than the default size.
  • If an item requires more Spaces than the character's 'Max Item Size', it cannot be picked up and stored in their inventory, it will remain to be manipulated by external means.

Item Stacking

  • Normally Items have one entry in the inventory at a time. But other small-but-numerous objects can be stored in a single Space, this is known as an Item-Stack. Items that stack have a 'Max Stack' number which when filled, must require a new empty Space to store the overflow. If you don't have the space to store overflowed Items, the remainder stays where you picked up the item.

Item Combining

  • Some items are designed to be mixed, fixed or combined together to produce another item. The general rule is that items that combine cannot be larger than the sum of both parts. If two 0.5 Space items combine, it will either produce another 0.5 Space item or 1 Space item. This ensures that combinations do not create items that cause you to hold more items than you have space for.

Strength and Carry-Loads

  • As a rule, your character has no Load when carrying no items. The character's Strength stat determines how many Item Spaces worth of items they can carry before each state of weight encumberances known as 'Loads'.
  • Strength and Load thresholds are linear. For example if you have 4 Strength, you may carry up to 4 Spaces worth of items at Light Load. Between 5-8 Spaces worth of items, the character has Medium Load. And 9-12 Spaces worth of items, they are now at Heavy Load. They cannot take more items than the upper limit of Heavy Load as they would collapse.
  • The more Strength a character has, the less likely they are to encounter heavier Encumbrance Loads and can effectively carry more items.

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.