Inventory and Storage

In the sprawling and intricate world of Echelon, inventory and storage are not just mere facets of gameplay; they are pivotal elements for survival in the adventurer's journey. Here, every item carried, every piece of equipment stored, tells a story of past conquests, hard-earned treasures, and preparedness for the unknown.

In Echelon, the adventurers' inventory is a carefully curated collection of items, ranging from essential survival gear to rare artifacts. Each item, be it a simple torch or an arcane relic, serves a purpose, contributing to the character's ability to navigate the perils and mysteries of the world.

Through inventory and storage, Echelon players experience the tangible elements of adventure, where every decision about what to keep and what to leave behind weaves into the larger tapestry of their epic saga.

Inventory Slots

Carrying an item requires a space for it to be stored. These spaces are called Inventory Slots. Each item in the game has an associated number that represents the amount of Inventory Slots that item requires to be stored safely and transported without encumbering the Character that carries these items. All characters have a minimum of six Inventory Slots available to them. This number can and should be increased to ease the burden of adventuring.

Containers vs Storage

Containers are items that can increase a Character’s max Inventory Slots and can be worn or otherwise affixed on their person in some way making it desirable for adventuring. A Character cannot wear two containers of the same type.

a.    Eg. hand carts, bags, pouches, sacks, etc.

Storage is a permanent location where Characters can safely house their Inventory and is a long term option for safe keeping. Counter to Containers, Storage cannot be carried on a Character’s person.

b.    Eg. vaults, safes, chests, lockers, etc.

Encumbered

Every two Inventory Slots utilized over a Character’s max Inventory Slotsr educes a Character’s SPD Rating by -1

Crafting

In Echelon, crafting allows players to create a wide array of items and equipment that may enhance their adventure. Players can use their Character's Crafting skill to fabricate valuable objects, tools, or even magical items. The complexity and success of crafted items in Echelon are determined in a collaborative effort between the Game Master and the Player choosing to Craft.Crafting in Echelon not only provides practical benefits but may also add depth to a character’s story, reflecting their creativity and resourcefulness.

Crafting is fluid and often intangible. For that reason it is up to both the Player that is Crafting and the Game Master to both determine the opportunities. This section serves as a guide for Crafting opportunities. While opportunities may be endless it is ultimately up to the Game Master to determine the feasibility and possibilities of the resulting object considering balance, availability and difficulty among others.

To initiate the Crafting of an object a Player must:

2.    Have all the elements necessary to Craft their object

a.    (Eg. tools, ingredients and possibly instructions to name a few)

3.    Meet requirements prescribed by the Game Master

4.    Do so in a Training and Studying Scene.

5.    Begin a Crafting Challenge

Determining difficulty

Difficulty is ultimately determined by the Game Master, largely in consideration of balance and feasibility. Below are a few considerations to guide the Game Master in determining difficulty.

a.    Reusable: +1 Tier

b.    Equipable: +1 Tier

c.     Magical property: +1 Tier

d.    Intricate: +1 Tier

e.    High Value: +1 Tier

f.     Improvised tools: +1 Tier

g.    Has instruction: -1 Tier

h.    Has workstation: -1 Tier

i.     Is disposable: -1 Tier

Milestone Crafting, Improving and Repairing

Sometimes Crafting may be done in segments based upon complexity or may be applied to existing objects that want to be improved or repaired. Milestone Crafting, Improving, or Repairing assumes that there is already an object that is the base for future Crafting. In these instances, objects that have begun this process cannot be used until the Crafting of the object is fully completed.