Every Day Carry

Logic IndexAps CombatActions RoutineEvery Day CarryRest & Recovery

Development Notes: EDC, What our Characters have on them item and equipment wise falls within the Every Day Carry weight limits.

The EDC is a massive tracking system which may be encumbering at the table. Use our sample quick drop copy at the bottom of this page to make a quick and easy template. Our upcoming application release will do wonders for this inventory tracking system.


Every Day Carry Weight

The base Every Day Carry Weight Load is 50% of Strength.
When we track our carry weight we should keep our equipped items and packed items separate, and identify where items are packed.
We track our Currency in our Packed Every Day Carry. We may also track Currency we have stashed in our domiciles in the Domiciles section.


Exceeding Every Day Carry Weight

Encumbrance begins when you exceed your Every Day Carry Weight.

  1. Up to 2x Every Day Carry Weight, you incur 1 Action Debt every time you gain Action Slots or Bonus Action Slots.

  2. Up to 3x Every Day Carry Weight, you incur 2 Action Debt every time you gain Action Slots or Bonus Action Slots.

  3. Up to 4x Every Day Carry Weight, you incur 3 Action Debt every time you gain Action Slots or Bonus Action Slots.

  4. Exceeding 4x Every Day Carry Weight (Max Lift), you incur 3 Action Debt every time you gain Action Slots or Bonus Action Slots and the only action you may take is attempting to remove the weight or discarding your remaining Action Slots until you are less than 4x your Every Day Carry Weight. All actions become Movement: Restricted.

  5. Exceeding 5x Every Day Carry Weight, you begin taking Blunt Force Trauma at each re:Cycle equal to 10% of the total load weight carried, you incur 4 Action Debt every time you gain Action Slots or Bonus Action Slots, and the only action you may take is attempting to remove the weight or discarding your remaining Action Slots until you are less than 5x your Every Day Carry Weight. All actions become Movement: Restricted.


Inventory Management

Complex storage done right makes for easy inventory management. Itemization is extremely powerful. The realistic application of Every Day Carry Weight and Equipment Slots are the main mechanical balance tools available to us.


Item Types & Loadout Equipped Slots

Item Types directly relate to what Loadout Equipped the items apply to when worn.
The Loadout may only have 1 item per Equipped Slot.
Some items have multiple types, therefore take up multiple Equipped Slots.

Clothing

Accessories • Belt • Outfit • Gloves

Body Armor

Under Armor • Body Armor • Over Armor • Headwear • Wristwear • Footwear

Storage

Backpack • Carryall • Strap • Pockets


Enhancements

Most enhancements provided by equipped Items do not stack with other equipped items, and only benefit from the highest valued source.

Static Adjustments

Static Adjustments always override base and bonuses.

For instance, if a suit of armor changes the Strength Score to 130, this Static Adjustment overrides the base Strength Score and any other Bonuses.

Only the weakest instance of a Static Adjustment applies. For instance, if the suit of armor changes the Strength Score to 130, and a ring changes the Strength to 210, then the suit of armor’s adjustment is used. A Static Adjustment which is lower than the base value of an Attribute Score effectively lowers the Attribute Score. Static Adjustments may be affected by Equipment Penalties.

Equipment Penalties

All Penalties from equipment stack but can not exceed -95% to any Attribute or other Vital Statistic.
If a flat value would reduce a Vital Statistic by 115, and you only have 100, it only reduces the 100 to 5.


Equipment Rules and Restrictions

Accessories: Accessories are a within reason slot total. A character may wear as many Accessories as they want, though they count against the Every Day Carry Load. Accessories generally grant one time use actions and effects or are a way to store wealth through expensive items worth trading.

Belt: 4 Strap Links. Holsters, sheaths, or extra pack space. Items which may be attached to a belt state how many Belt Strap Links they take.

Outfit: 4 Slots. Outfit: Top, Outfit: Pants, Outfit: Underwear, and Outfit: Socks may be mix and matched in most cases, but some outfits, such as dresses and one pieces may claim multiple parts of the four Outfit Slots. The Outfit pieces often grant a number of pockets.

Gloves: 2 Slots. Glove: Left and Glove: Right. Most glove pairs require both for any of their effects to be active.

Under Armor: 1 Slot. Under Armor is worn underneath the Outfit.

Body Armor: 1 Slot. Your main source for Mitigation. Most heavier Body Armors take both the Body Armor and Over Armor Slots.

  • Body Armor provides Physical Damage Mitigation.

  • Once Body Armor is reduced to 0 Durability the Over Armor is destroyed.

Over Armor: 1 Slot. Coats, Robes, Cloaks, Tabards, Surcoats, and Jupons are all Over Armor.

  • Over Armor provides Mystical Damage Mitigation.

  • Once Over Armor is reduced to 0 Durability the Over Armor is destroyed.

Headwear: 1 Slot. Hat? Helmet? You have 1 Headwear Slot.

Wristwear: 2 Slots. Wristwear: Right and Wristwear: Left. From bangles to bracers, most wristwear pairs require both for any of their effects to be active.

Footwear: 2 Slots. Footwear: Right and Footwear: Left. Most footwear requires both being of a pair for their effects to be active. Mix and matching shoes? Are you mad? It’s possible though.

Storage Rules

Characters are limited by their storage options for the majority of items they carry with them. There are no extra dimensional spaces, though the Domicile System does create a function for storing excess and even summoning stored items. There are also modular items which change shape and function. To cover the Storage Rules, first we need to cover Item Description Format.

Backpack: Most Backpacks are unique.

  • A Generic Backpack has +10 Pockets and +2 Strap Links.

  • Backpacks usually increase the activation time for items stored in them.

  • Items which take up multiple pockets may be placed in a Backpack.

Belt: A Generic belt has +4 Strap Links.

Carryall: A Generic Carryall has 20 Pockets.

  • Not every character carries a Carryall.

  • A Carryall generally is strapped over the shoulder.

  • Specific Carryalls may have penalties if they’re not put down.

  • The Generic Carryall does not, but it also offers the least number of pockets for Carryalls.

  • Items which take up multiple pockets may be placed in a Carryall.

  • Carryalls increase activation time for the items stored in them, and if you set them down, you must spend at least 1 of your movement for an action within 1 Reach of the Carryall.

Strap: Specialized Containment for specific items. Generic Backpacks and Generic Belts have Strap Links. An item in a Strap does not incur Activation Celerity penalties, even if stored on a Backpack.

Granted Pockets: Many Loadout Equipment feature a number of pockets.

  • Granted Pockets are considered accessible and do not incur Activation Celerity penalties.

  • Granted Pockets will only hold items with a pocket size of 1.

All Characters begin the game with a Generic Backpack, a Generic Belt, and a Generic Carryall.


Item Descriptions


Loadout Equipment Entries

Type: Body Armor, Under Armor, Backpack, etc.

Durability: 175

Cost: c275

Load Weight: 3.5

Loadout Equipment Slot: Body Armor, Under Armor, and Backpack.

Granted Containment: +4 Pockets, +1 Strap.

Function: There are several different functions for Loadout Equipment.

The Item Type shows us which actions and effects the item may be used for in general and also which Loadout Equipped Slots the item uses. Many items will take up multiple Loadout Equipment Slots.

Crafting: The final entry for an item is its crafting requirements. This is usually a generic form, but occasionally an item will have special requirements or even Effect Trees attached to their creation.


Consumable Item Entries

Type: Accessory, Ammunition, Confection, Grenade, Liquid, Patch, or Powder.

Stack: X/10 (Number of Uses per Storage Count.)

Cost: c1 Unit, c8 Stack

Sometimes buying a full stack is cheaper than buying one or two.

Load Weight: 0.3

Containment: X Pockets, Strap, or Loadout Equipment Slot.

There may be additional requirements or restrictions for containment. The maximum stack size fits in whatever Containment is expressed. Each additional stack will require more containment. In most cases, stacks may be combined up to the stack size.

Description: Consumables may have flavor and lore text or suggested application text before their mechanical entries.

Requirements: If there are any requirements this will also be placed before the mechanical entries.

Activation: Consumables will have Activation requirements and effect descriptions.

Crafting: Crafting Requirements. (This section will also show what crafts materials are used in.)

Note: It is assumed Consumable Items have the appropriate container. There are specialized containers which may also serve.


Consumable Item Types

Accessory: Consumable Accessories Activation Requirements declare usage.

Ammunition: Ammunition is required to activate certain items and equipment. Ammunition typically requires a special Strap.

Confection: Confections must be eaten to gain their effects. Confections in general have Shelf Life.

Grenade: Grenades are self contained and generally require the Prime and Toss or Throw actions.

Liquid: Applying, drinking, splashing, spilling, pouring, or otherwise. Liquid Activation Requirements declare usage.

Powder: Powders have different application intensities and are often affected by wind.

Material: Material Items are usually stored in a Domicile, but there are a few which are requirements to activate certain Actions and Effects, especially crafting on the go. There are items which fall into other categories which function as materials, this item type will only be assigned if the material only functions as a material.


Reusable Item Entries

Type: Tool, Trinket, Drone, Survival Gear

Durability: 100

Cost: c199

Load Weight: 8 Load

Containment: Strap or Pocket

Reusable items may not be combined like Consumables.

Description: Reusable Items function the same as consumables but instead of stacking them we use Durability to track the number of uses left.

Requirements: If there are any requirements this will also be placed before the mechanical entries.

Activation: Reusables will have Activation requirements and effect descriptions.

  • Reusables have a Durability Cost, just like weapons, to activate their action.

Repair: Repairing Requirements.

Crafting: Crafting Requirements.


Storage Inventory Template

We’re currently working on a shining application for tracking all this in a beautiful way.


Loadout Equipped

Current Everyday Carry Load Weight: 2.1 Load.

Clothing

Accessories:

Outfit: (2 Load) Generic Shirt, Generic Pants (+4 Pockets), Generic Socks & Generic Underwear.

Gloves:

Body Armor

Under Armor:

Body Armor:

Over Armor:

Headwear:

Wristwear:

Footwear:

Granted Pockets

Pants Pocket: (0.1 Load) CRM CARD
Pants Pocket:
Pants Pocket:
Pants Pocket:

Generic Belt

Belt Description:

Straps: (4)

  1. A

    • Variable Item List

  2. B

    • Variable Item List

  3. A

    • Variable Item List

  4. B

    • Variable Item List

Generic Backpack

Backpack Description: Retrieving an item from the Generic Backpack increases Activation Celerity for these items by +2.

Straps: (2)

  1. A

    • Variable Item List

  2. B

    • Variable Item List

Pockets: (10)

  1. 1

  2. 2

  3. 3

  4. 4

  5. 5

  6. 6

  7. 7

  8. 8

  9. 9

  10. 10

Carryall

Carryall Description: Retrieving an item from the Generic Carryall increases Activation Celerity for these items by +3.

Pockets: (20)

  1. 1

  2. 2

  3. 3

  4. 4

  5. 5

  6. 6

  7. 7

  8. 8

  9. 9

  10. 10

  11. 11

  12. 12

  13. 13

  14. 14

  15. 15

  16. 16

  17. 17

  18. 18

  19. 19

  20. 20


The Developer

If you stumbled here by accident, that’s all gravy. We use these pages in our archives as templates, style guides, reference content, and reusable assets. I’m also getting to write the FAQ, which is fun.

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