Inventory
Inventory#
this is a very hard thing to create.
to strike a balance between, well balanced and not tedious is near impossible.
personally I dislike Weight based inventory, its annoying to track every item in a games weight and in a game like ours where the GM needs to create items and not everything is provided directly, it would cause unneeded strain on a GM.
How does it work#
While we do have the D.I.M as the in universe explanation of inventory for players with a background tied to the facilities most of that anomalies entry is just flair
A player will Get a few slots for items that they can wear, once those are out they will need to acquire a d.i.m or a backpack of sorts.
| Primary weapon | x/1 |
| Secondary | x/1 |
| Melee | x/1 |
| Armor | x/5 |
This is a table Showing the inventory of a player with No backpack.
They get One primary weapon, A rifle, or something of that nature, it doesn't need to be specific,
One Secondary, a handgun, something small, could even be a knife.
One melee weapon, A pipe? A bat? Up to the GM and player.
And 5 armour slots, This can be condensed depending how the GM wants to do armour, A helmet, A chest piece, Pants, footwear.
| Primary Weapon | x/3 |
| Secondary | x/3 |
| Melee | x/2 |
| Armor | x/7 |
| Consumable | x/5 |
| Healing | x/5 |
| Wood | x/10 |
| Metal | x/10 |
| Binding | x/20 |
| Paper | x/30 |
Here we have the inventory for a player with a basic Backpack Or D.I.M
Allowing for 3 Primary, 3 Secondary, 2 Melee, 7 Armor,
5 Consumables, this can be food or water.
5 Healing, Bandages, First aid kits.
10 Wood, used for crafting or Safe site building
10 Metal used for the same purposes
20 binding, This can be rope, Glue, etc also used in crafting or Safe site building
30 Paper, same purposes.