Item System
Throughout their adventures in Arpeggio, the player characters might encounter various types of
useful (or not so useful) items. An item is distinct from a field object in
that the latter is... well... an object in the field that generally has a
Weight stat, and therefore requires an equivalent Strenth stat
in order to pick up and carry around. Anything that would be classified as an item instead of an
object would generally have a Weight of 0 and can not only be carried by anyone,
but stored in anyone's Inventory. A normal character will have an inventory that can
hold 10 items, and when items are stored in the inventory, the character does
not have to worry about them getting damaged or encumbering their movement; they are effectively
stored in your own private pocket dimension, even though it is conceptually merely your actual
pockets. One inventory slot can hold one item, and one item is one item, regardless of size or
shape. Furthermore, a normal item has a specific use, such as perhaps healing some HP or
inflicting a Status Problem on an enemy in battle, and once used, the item
disappears with no trace left behind (this makes sense for food items where use
takes the form of eating them, but is just as true for more conceptually abstract items), making
most items single-use in nature. Using an item like this
in mid-battle uses up a character's turn. In contrast to item
use, a field object typically cannot be destroyed, or would leave behind rubble or whatnot if it
were. That being said, when an item is discarded (i.e. thrown away) instead of used,
it remains sitting where it was tossed, and can potentially be found and used by other
characters, including opponents of the person who discarded it; this is true even in
mid-battle.
Some items function differently than the normal single-use kind. A held item typically
grants a certain effect to whoever holds it so long as it occupies their inventory, and is never
"used up." Other items may only be "used" under certain circumstances—for example, a key to a
door might be used up in order to open that door, but until that door is found, the key continues
to occupy a slot in the inventory of whoever had it. Such an item may appropriately be labeled a
key item, but Arpeggio does not give characters a separate "key item inventory,"
requiring them to lug around such items in the regular inventory. For the most
part, this is also true of other special item types: things like suits of armor (other
than the one currently being worn) or ammunition packs for projectile weapons are all
stored in the regular item inventory, so must compete for space with normal items, whether
single-use or held. The primary exception to this is weapons: in addition to the
normal 10-slot inventory, every character has a separate Weapon Inventory, which
normally has 4 slots, and can only hold weapons, never any other kinds of items.
Of these four weapons, only one can be equipped at once, so the other three are spares
or alternate choices.
When the player characters defeat a team of enemy characters, they may loot the
dead/unconscious bodies in order to acquire any items that the enemies had in their possession,
including weapons. Because of this, the Maestro has to be careful about giving powerful items,
weapons, armor, and so on to enemies, since the players can always acquire these if they manage
to defeat the foe(s). There are some ways around this: an enemy may explode upon
death, leaving no body and destroying all of the items that had been in that body's possession. A
boss, miniboss, or otherwise recurring enemy may not actually
die upon defeat, merely fleeing to reappear in the story later, and as such gets to keep
their items. I've created a particular item called a Death Shroom which has the
explosive effect, exploding automatically upon the death of the person holding it and destroying
all of their other items. Whether by Death Shroom or natural bodily function, however, these
kinds of explosions would be unable to destroy key items that are vital to the
game's plot (unless the Maestro prefers to make that destruction part of the plot). It
would also be possible to use a random item drop system where, instead of the players
being able to take the specific items that the enemies were holding, they are denied these but
awarded with some particular items based on some particular calculation run by the Maestro,
simulating item drops in many RPG video games. I personally avoid this to maintain a better sense
of realism—which is to say, to preemptively address the potential player's question of why they
can't just take the item that they saw the guy holding.
But speaking of taking items, stealing is a possibility. There exists no default means
for just any old character to steal an opponent's item in mid-battle, but a character may have a
special attack based around doing so. This can more or
less take whatever form the designer of the attack pleases, but a few hard rules apply. Firstly,
attempting to steal from a target who is currently Defending will
result in the chances of a successful theft being cut in half (just as Defending
halves the chance of inflicting Status Problems), regardless of what the normal chances are.
Secondly, under any circumstances, the chances of successfuly stealing a target's
currently equipped weapon are also halved, and this stacks with
Defending, meaning that stealing the equipped weapon of a Defending target is only
25% as likely as usual to work. Finally, a target's currently worn suit
of armor simply, under any circumstances, cannot be stolen. It would be
possible to create a special attack specifically designed to steal the currently worn suit of
armor, but this would cost much more VP or MP than a normal stealing ability. Outside of battle,
however, stealing would take a more role playing-based form, where things are more variable.
Along with weapons and armor, other particularly special categories of items
include badges, cards, and (in a sense) vehicles. Of these,
vehicles generally cannot be stored in any inventory, but the others are kept in
the normal inventory as opposed to the weapon one; badges, as I've written them,
don't take up inventory slots when worn, but do when not worn. Weapons, badges,
and cards are not single-use in nature and cannot be destroyed, while armor and
vehicles have their own HP stats and are destroyed when these run out. Check the
links below for more information on these special item types.