The purpose of this system is to try and keep things relatively ‘realistic’ in regards to how much a person can carry, as the purpose is to encourage strategic decisions about resource management.
All objects have a SIZE and a WEIGHT value.
Size determines how many slots the object takes up. Larger items take up more slots than smaller items.
Weight determines how heavy the object is. The player can carry a certain amount of weight without being burdened. An overburdened player will fatigue faster and movement will be severely decreased or disabled until the item is removed.
The player has inventory slots determined by LOCATION and CAPACITY.
Body locations are used to show injuries, cosmetic changes like hairstyle and makeup, and items like clothes, accessories and armour.
|Head||Face Covering on/off (An item or injury with face covering on will affect all face locations)||Helmet, Balaclava, Baseball Cap|
|Left Eye||Affects Vision||Glasses, Sunglasses, Monocle|
|Right Eye||Affects Vision|
|Left Ear||Affects Hearing|
|Right Ear||Affects Hearing|
|Nose||Affects Smell and Breathing|
|Mouth||Affects Eating, Breathing and Speech|
|Left Upper Arm|
|Left Hand||Left Glove, Weapons, Tools|
|Right Upper Arm|
|Right Hand||Right Glove, Weapons, Tools|
|Torso||When an item is set with this flag, it covers Back, Chest, Abdomen and Waist locations|
|Legs||When an item is set with this flag, it covers all leg locations|
|Left Lower Leg|
|Left Foot||Left Shoe|
|Right Lower Leg|
|Right Foot||Right Shoe|
Items degrade over time. Items can be maintained and repaired.