RPG:Inventory

Each character has an equipment and an inventory. The earlier is the a map of equipment slots and items equipped on those respective slots, while the latter is a list of items that the character is currently carrying, but not wearing or using.Items include weapons, clothing, armour, currency, food, beverages, potions, keys, books, scrolls, and various other articles of tangible personal property. A character's weight-carrying capacity depends on their endurance, while their maximal inventory capacity depends on equipped items, such as backpacks and bags. Equipment slots include:


 * Hands: Most races have two, though some may have more, or none at all. Some negative status effects may also reduce their numbers for each characters, like for a human whose left hand was cut off. Weapons and shields occupy hands. Some weapons the majority of ranged weapons for example may occupy two hands at once. The hands may be occupied by various other items too, such as instruments of work or music.
 * Fingers: Their number depends on the number of hands, and the race's number of fingers per hand, with most races having five fingers per hand. Potentially occupied by rings. All fingers belonging to a hand may also be occupied by gloves or gauntlet.
 * Head: Occupied by potentially multiple stacking layers of headwear (for example, a gambeson cap, combined with a chainmail coif, and finally a bascinet).
 * Face: Occupied by potentially multiple stacking layers of jewelry that can cover the face, the ears, mouth, etc.
 * Torso: Occupied by potentially multiple stacking layers of clothing or armour (for example, an undershirt at the bottom, followed by a gambeson, then chainmail, and finally a breastplate).
 * Shoulders: Potentially occupied by pauldrons.
 * Arms: Potentially occupied by jewelry (such as torcs) or protective armbands.
 * Neck: Potentially occupied by jewelry (such as necklaces or torcs).
 * Legs: Occupied by potentially multiple stacking layers of clothing or armour (for example, a loincloth at the bottom, followed by a pants, then chainmail and some leg-protecting plates).
 * Feet: Occupied by potentially multiple stacking layers of clothing or armour (for example, socks followed by boots).
 * Back: Capes or backpacks. The earlier are purely aesthetic (and can potentially impede movement), while the latter increase carryweight/inventory capacity.

Weapons
Weapons are tools occupying the hands that are used to inflict damage on hostile combatants. They come in many flavours: one-handed and two-handed, ranged and melee, primitive and complex. In the World of Artograch system, each weapon can inflict multiple different types of damage simultaneously. To sum it all up, a weapon's attributes include:


 * 1) Handedness: Whether the weapon can be physically wielded in one hand or not. For all intents and purposes, hand-a-half swords / bastard swords will be classified as one-handed, even if they aren"t very practical for one-handed use by weaker swordsmen. The majority of ranged weapons are two-handed.
 * 2) Rangedness: Whether the weapon is a melee weapon or a ranged weapon / projectile-based weapon.
 * 3) Group: In addition to the previous four potential groups, (one-handed, two-handed, melee, projectile), a weapon can be part of various other groups as well. Think of it as a tag. This is primarily used to keep track of which kind of weapons do the various feats augment. Modules can introduce whole new weapon groups and corresponding feats.
 * 4) Damage: A list of damages the weapon applies to its targets. Do keep in mind that most weapons simultaneously apply two kinds of damage, albeit at a different ratio.

A typical weapon template will look like this:

Armour
Armour occupies various parts of the body, and can often be combined to constitute multiple stacking layers. The primary goal of armour is to provide resistance against attacks, primarily physical ones (tho enchanted armour may offer magic resistance). If we assume that a character's outfit - excluding jewellry - consists of a maximum of 6 slots/layers (underwear, shirt, sweater, coat or gambeson, chainmail or leather armour, and finally a breastplate), then we can neatly divide types of armour into these main categories:


 * Gambeson: Occupying the fourth outfit slot, it is effectively a padded jacket, it doubles as both a piece of armour and a winter coat, protecting its user from slashing damage and cold thermal damage. It doesn"t offer much resistance against piercing and crushing damage. Gambeson is typically worn under other types of armour, thus combined with leather armour, chainmail, plate mail, etc.
 * Leather Armour: Occupying the fifth outfit slot, it is boiled and hardened leather processed into a piece of armour, it is typically worn over a gambeson, providing additional protection.
 * Chainmail: Occupying the fifth outfit slot, it is a series of metal chains linked together, it is pretty much always worn over a gambeson, augmenting it with resistance against slashing damage.
 * Scalemail: Occupying the fifth outfit slot, also known as Lamellar Armour, it is a type of body armour, made from small rectangular plates (scales or lamellae) of iron, leather (rawhide), or bronze laced into horizontal rows; it is pretty much always worn over a gambeson, augmenting it with resistance against slashing damage, and to a lesser extent, piercing damage.
 * Breastplate: Occupying the sixth outfit slot, it is typically multiple joined solid metal pieces - plates - that wrap around the wearer's chest, it offers protection against both slashing and piercing damage. It is typically worn over chainmail, or at the very least gambeson.
 * Platemail: Occupying both the fifth and sixth outfit slots, it is similar to a breastplate, but expanded to cover the whole body. A full suit of plate armour offers good protection against both piercing and crushing damage. It is always worn above a gambeson.

A typical armour template will look like this: