# Lonelog: Resource Tracking Add-on
Roberto Bisceglie

# Resource Tracking Add-on

## Overview

Some games don’t care what’s in your pack. Others treat every torch, every ration, every last arrow as a decision that matters. This add-on is for the second kind.

Core Lonelog already handles light resource tracking — you can put `Gear:Flashlight,Notebook` inside a `[PC:]` tag and call it a day. That works fine when resources are flavor. But when your game makes resource management a *mechanic* — when running out of torches in a dungeon means something, when the Usage Die ticking down creates real tension, when you need to know exactly how many silver pieces you have left — you need more structure.

That’s what this add-on provides: a dedicated notation layer for tracking resources as they flow in and out of your game.

If your system handwaves supplies or resolves resource scarcity with a single oracle question, you don’t need this add-on. Core Lonelog’s `[PC:]` tag with a `Gear:` field is more than enough.

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### What This Add-on Adds

- `[Inv:Item|×N|props]` — Track individual items with a count and properties. Example: `[Inv:Torch|×3]`
- Supply notation — Abstract resource levels inside `[PC:]`. Example: `[PC:Kael|Supply d8]`
- `[Wealth:Owner|Currency N]` — Currency and trade tracking. Example: `[Wealth:Kael|Gold 45|Silver 12]`
- `[RESOURCES]` / `[/RESOURCES]` block — Snapshot of current resources at session boundaries. Example: See §5

**No new core symbols.** This add-on introduces no additions to `@`, `?`, `d:`, `->`, or `=>`.

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### Design Principles

**Track what the game tracks.** If your system uses Usage Dice, use the Usage Die notation. If it counts individual arrows, count individual arrows. If it handwaves supplies, don’t invent tracking that isn’t there.

**Separate what you carry from who you are.** The `[PC:]` tag describes your character — HP, stress, conditions, abstract resources that feel like stats. The `[Inv:]` tag describes your stuff — concrete, countable things that come and go. This separation keeps both tags readable as your campaign grows.

**Record changes at the point of fiction.** Don’t maintain a separate inventory spreadsheet you update silently. Show resources changing *when they change*, inline with the actions and consequences that cause it. Your log should tell the story of your resources, not just their current state.

**Block tags follow the core convention.** Structural blocks use `[BLOCK]` / `[/BLOCK]` bracket syntax — identical to `[COMBAT]` / `[/COMBAT]` in the Combat Add-on. For analog notebooks, use `--- BLOCK ---` / `--- END BLOCK ---` dashed separators instead.

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## 1. The Inventory Tag

The `[Inv:]` tag tracks a specific, concrete item or resource. It’s the thing you can pick up, use, drop, trade, or lose.

**Format:**

    [Inv:Item|×count|properties]

**Fields:**

- `Item` — the item name, unique enough to search for in a log
- `×count` — how many you have, written `×N` like any count in core Lonelog (§4.1); omit it for unique or singular items
- `properties` — freeform; use for weight, condition, magical status, ammunition type, or anything else your game cares about

**Examples:**

    [Inv:Torch|×3]
    [Inv:Rope|×1|50ft]
    [Inv:Healing Potion|×2|magical|restores d8 HP]
    [Inv:Rations|×5|days]
    [Inv:Arrow|×12]

**Unique or singular items** (no quantity needed):

    [Inv:Skeleton Key|unique]
    [Inv:Father's Compass|quest]
    [Inv:Map to the Ruins]

#### 1.1 Gaining Items

When you acquire something, introduce it with a full `[Inv:]` tag, just as you introduce an NPC with `[N:]`:

**Example — minimal:**

    => I find supplies! [Inv:Torch|×4] [Inv:Rope|×1|50ft] [Inv:Gold|×25]

**Example — expanded:**

    @ Search the chest
    d: Investigation d6=5 vs TN 4 -> Success
    => Inside: torches, rope, some coin.
    [Inv:Torch|×4] [Inv:Rope|×1|50ft] [Inv:Gold|×25]

    @ Loot the fallen guard
    => [Inv:Short Sword|×1|rusty] [Inv:Rations|×2|days]

    tbl: d100=67 -> "A strange amulet"
    => [Inv:Bone Amulet|×1|unknown|magical?]

**Multiple items at once** — list them; no special syntax needed:

    => The merchant's pack contains:
       [Inv:Torch|×6] [Inv:Rope|×2|50ft each] [Inv:Rations|×10|days]
       [Inv:Flint & Steel|×1] [Inv:Waterskin|×1|full]

#### 1.2 Consuming and Losing Items

Two approaches, same result — choose what fits your flow.

**Approach A: Inline with consequences**

Depletion happens inside the `=>` line, as part of the fiction:

    => The tunnel is pitch dark. I light a torch. [Inv:Torch|×3→2]
    => I bandage the wound with my last healing potion. [Inv:Healing Potion|×0]
    => Arrow flies true. [Inv:Arrow|×12→11]

**Approach B: Standalone update**

Depletion gets its own line, separate from narrative:

    => The tunnel is pitch dark. I light a torch.
    [Inv:Torch|×-1]

    => I bandage the wound.
    [Inv:Healing Potion|×-1]

**Which to use?** Approach A is more compact and keeps resource flow visible within the fiction. Approach B is clearer when multiple things change at once, or when you want to visually separate narrative from bookkeeping. Many players mix both depending on context.

**Quantity changes** follow core’s rules for counts:

- `[Inv:Torch|×-1]` — used one
- `[Inv:Torch|×+2]` — found two more
- `[Inv:Torch|×1]` — sets the count: one left
- `[Inv:Torch|×3>1]` — sets it, showing the old value too (`→` works as well)
- `[Inv:Torch|×0]` — none left

Keep `depleted` for things that run out without being counted, like a lantern’s oil or a flashlight’s battery.

#### 1.3 Item State Changes

Items don’t just appear and disappear — they break, get repaired, become cursed, run out of charges. Use properties to track this:

- `[Inv:Short Sword|×1|rusty]` — initial state
- `[Inv:Short Sword|rusty>repaired]` — one property replaced by another
- `[Inv:Short Sword|enchanted]` — a property added
- `[Inv:Short Sword|-rusty|sharpened]` — one removed, one added

**Condition shorthand:**

    [Inv:Lantern|×1|broken]
    [Inv:Shield|×1|cracked]
    [Inv:Rations|×3|spoiled]
    [Inv:Wand|×1|charges 2/5]

These are core Lonelog’s tag update rules (§4.1): properties accumulate, `-` removes one, `old>new` replaces one.

**Charges and uses** are always written `charges N/M`, whether the game calls them charges, uses or doses. Spend one with `charges-1`: `[Inv:Wand|charges-1]`.

#### 1.4 Reference Tags for Items

Just like NPCs, use `#` for items already established:

The first mention gives the full details:

    [Inv:Bone Amulet|×1|unknown|magical?]

    ... later in the log ...

    @ Examine the amulet more closely
    d: Arcana d6=6 vs TN 5 -> Success
    => [#Inv:Bone Amulet] — it's a ward against undead!
    [Inv:Bone Amulet|unknown>Ward of the Dead|identified]

#### 1.5 Grouped and Bulk Items

Some games track bundles or containers rather than individual items. Count the bundle, or list a container’s contents as a property:

    [Inv:Arrow|×20]
    [Inv:Adventuring Kit|×1|contains: rope, pitons, torch×2, rations×3]
    [Inv:Quiver|×1|contains: arrow×15]

For slot-based inventory systems:

    [Inv:Slot 1|Short Sword]
    [Inv:Slot 2|Shield|cracked]
    [Inv:Slot 3|Torch×3]
    [Inv:Slot 4|empty]

#### 1.6 Shared and Stored Gear

Not everything you own is on your back. Two categories cover it:

- `owner:` — who the item belongs to, when it isn’t the character whose log this is: `[Inv:Rope|×1|50ft|owner:Party]`. In group play, Partylog’s `[Party:Crew|…]` tag does the same job for shared resources.
- `where:` — where it is, when that isn’t on your person: `[Inv:Spare Torches|×6|where:base camp]`.

Both are categories, so moving an item replaces its location (core §4.1):

    => I stash the spare torches at the cave mouth.
    [Inv:Spare Torches|where:cave mouth]
    => Back for them on the way out.
    [Inv:Spare Torches|where:carried]

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## 2. Abstract Supply Tracking

Not every game counts individual items. Many solo systems use abstract mechanics to represent “how well-supplied are you?”—Usage Dice (Black Hack, Macchiato Monsters), Supply tracks (Ironsworn), or simple qualitative levels. These feel more like character stats than inventory, so they live in the `[PC:]` tag alongside HP, Stress, and other abstract attributes.

#### 2.1 Usage Dice

The Usage Die is a staple of OSR-adjacent solo play. You have a die representing supply level—roll it when you use a resource. On a 1–2, the die steps down. When it steps below d4, the resource is gone.

**Format:**

    [PC:Kael|Supply d8]
    [PC:Kael|Torchlight d6]
    [PC:Kael|Ammo d10]

**Example — minimal:**

    d: Supply d8=2 -> Step down!
    => [PC:Kael|Supply d8→d6]

**Example — expanded:**

    @ Make camp, use supplies
    d: Supply d8=2 -> Step down!
    => Supplies dwindling. [PC:Kael|Supply d8→d6]

    @ Fire another volley
    d: Ammo d6=1 -> Step down!
    => Running low on arrows. [PC:Kael|Ammo d6→d4]

    @ Light another torch
    d: Torchlight d4=2 -> Depleted!
    => Last torch sputters out. [PC:Kael|Torchlight depleted]

**The step-down chain:** `d12 → d10 → d8 → d6 → d4 → depleted`

#### 2.2 Supply Tracks

Some systems use numbered tracks for supply—similar to progress tracks but counting down as resources are spent.

**Format:**

    [PC:Kael|Supply 5/5]

**Example — minimal:**

    => I make camp and eat. [PC:Kael|Supply 5→4]

**Example — expanded:**

    => I make camp and eat. [PC:Kael|Supply 5→4]
    => I forage successfully. [PC:Kael|Supply 4→5]
    => Desperate — I eat the last of it. [PC:Kael|Supply 1→0|starving]

This is functionally the same as core Lonelog’s `[Timer:]` used for resources. The difference is semantic: a Timer is a narrative pressure device, while a Supply track inside `[PC:]` is a character stat. Use whichever framing matches your game.

#### 2.3 Qualitative Levels

For games that don’t use numbers at all — or when you want to track a resource loosely:

    [PC:Kael|supplies:abundant]
    [PC:Kael|supplies:adequate]
    [PC:Kael|supplies:low]
    [PC:Kael|supplies:critical]
    [PC:Kael|supplies:depleted]

**Updating:** because `supplies:` is a category, writing it again replaces the old level (core §4.1):

    => After three days in the wastes, food is scarce.
    [PC:Kael|supplies:low]

You can define your own levels. These aren’t hard-coded — use whatever vocabulary your game provides or that feels right.

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## 3. Wealth and Currency

Money behaves differently from gear. You don’t usually track each coin as an “item” — you track totals, and those totals change through spending, earning, looting, and trading.

#### 3.1 The Wealth Tag

For games with concrete currency, use the `[Wealth:]` tag. Its name is the owner — a character, the party, a ship’s purse — so each purse stays one element as its amounts change, and several characters can each have one:

**Format:**

    [Wealth:Kael|Gold 45|Silver 12|Copper 30]
    [Wealth:Kael|Credits 1500]
    [Wealth:Kael|Caps 87]

**Example — minimal:**

    => Good price! [Wealth:Kael|Gold+15]
    => [Wealth:Kael|Gold-8] [Inv:Rations|×5|days] [Inv:Rope|×1|50ft]

**Example — expanded:**

    @ Sell the jeweled dagger to the merchant
    d: Persuasion d6=5 vs TN 4 -> Success
    => Good price! [Wealth:Kael|Gold+15]

    @ Buy rations and a new rope
    => [Wealth:Kael|Gold-8] [Inv:Rations|×5|days] [Inv:Rope|×1|50ft]

**Full state vs. delta updates:**

- `[Wealth:Kael|Gold 45]` — explicit total
- `[Wealth:Kael|Gold+15]` — earned 15
- `[Wealth:Kael|Gold-8]` — spent 8
- `[Wealth:Kael|Gold 45→52]` — was 45, now 52

#### 3.2 Abstract Wealth

Some games don’t count coins — they use wealth levels or resource rolls:

- `[PC:Kael|wealth:comfortable]` — a qualitative level
- `[PC:Kael|Wealth d8]` — a Usage Die for wealth
- `[PC:Kael|Resources 3/5]` — a track

These live in `[PC:]` rather than `[Wealth:]`, because abstract wealth feels more like a stat than a ledger.

#### 3.3 Trade and Barter

For transactions, record both sides:

    @ Trade the amulet for passage
    => I hand over the amulet. [Inv:Bone Amulet|×0]
    => The captain agrees to take me north. [Thread:Passage to Northport|Open]

    @ Barter rations for information
    => [Inv:Rations|×-2] The fisherman tells me about the sea caves.

No special syntax needed — the existing consequence notation handles trades naturally. The key is recording *what left* and *what arrived*.

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## 4. Resource Events

Resources interact with the rest of your game. These patterns show how resources connect to actions, oracle questions, and ongoing pressures.

#### 4.1 Resource Checks

When the game asks “do you have enough?”:

    @ Cross the frozen river
    ? Do I have enough rope?
    -> Yes (checking: [#Inv:Rope] 50ft — river is ~30ft wide)
    => I anchor the rope and cross safely. [Inv:Rope|×1|50ft|frayed]

    @ Camp in the wilderness
    d: Supply d8=1 -> Step down!
    => Food's running low. [PC:Kael|Supply d8→d6]
    ? Do I find water nearby?
    -> No, but...
    => A dry streambed — if I follow it, maybe tomorrow.
    [Timer:Dehydration 2]

#### 4.2 Scarcity as Oracle Modifier

Some systems modify oracle likelihood based on resource state. Note it:

    ? Can I find more arrows in the ruins? (Unlikely)
    (note: remote area)
    d: d6=4 -> Yes, but...
    => I find a quiver with only 3 usable arrows. [Inv:Arrow|×+3]

    ? Is there food in this abandoned camp? (Very Unlikely)
    (note: the camp is old)
    d: d6=1 -> No, and...
    => The food is rotted and the smell attracts something. [Clock:Predator 1/4]

#### 4.3 Resources in Combat

When the Combat Add-on is in use, resource consumption integrates naturally:

    [COMBAT]
    Rd1
    @ Fire bow at Orc 1
    d: Ranged d6=5 vs TN 4 -> Success
    => Arrow hits! [F:Orc 1|HP-3] [Inv:Arrow|×-1]

    Rd2
    @ Throw last flask of oil
    d: Ranged d6=3 vs TN 4 -> Fail
    => Missed! The oil splatters uselessly. [Inv:Oil Flask|depleted]
    [/COMBAT]

#### 4.4 Resources in Dungeon Crawling

When the Dungeon Crawling Add-on is in use, resource depletion tracks alongside room exploration:

    [R:4|status:active|Fungal cavern|exits:E R5, W R2]

    @ Navigate the cavern carefully
    d: Survival d6=4 vs TN 4 -> Success
    => I find a path through. Torch is getting low.
    [Inv:Torch|×2→1] [Timer:Torchlight 3]

    @ Search for useful fungi
    tbl: d6=5 -> "Glowing moss — edible"
    => [Inv:Edible Moss|×3|restores 1 HP each]
    [R:4|status:cleared, looted]

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## 5. The Resource Status Block

For long sessions or campaigns where resources matter, a snapshot at session boundaries helps you pick up where you left off.

**Format:**

    [RESOURCES]
    [PC:Name|stats]
    [Wealth:Owner|currencies]
    [Inv:items...]
    [/RESOURCES]

**Example — digital:**

    [RESOURCES]
    [PC:Kael|HP 12/15|Supply d6|Stress 2]
    [Wealth:Kael|Gold 52|Silver 8]
    [Inv:Short Sword|×1|sharpened]
    [Inv:Shield|×1|cracked]
    [Inv:Torch|×2]
    [Inv:Rations|×3|days]
    [Inv:Rope|×1|50ft|frayed]
    [Inv:Healing Potion|×1|restores d8 HP]
    [Inv:Arrow|×9]
    [Inv:Bone Amulet|×1|Ward of the Dead]
    [/RESOURCES]

**Example — analog:**

    --- RESOURCES ---
    PC:  Kael | HP 12/15 | Supply d6 | Stress 2
    Wealth: Gold 52 | Silver 8
    Inv: Short Sword (sharpened), Shield (cracked)
         Torch ×2, Rations ×3 days
         Rope 50ft (frayed), Healing Potion ×1
         Arrow ×9, Bone Amulet (Ward of the Dead)
    --- END RESOURCES ---

**When to use it:**

- At the **end of a session** to freeze state
- At the **start of next session** as a recap
- **Before a major expedition** (dungeon dive, long journey, dangerous mission)
- After **significant loot or loss** — a natural checkpoint

**When to skip it:**

- Resources aren’t mechanically important in your game
- The session is short and changes are minimal
- You can reconstruct state easily from the log

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## Cross-Add-on Interactions

| Situation | Add-on(s) Used | Key Tags/Blocks |
|----|----|----|
| Dungeon exploration with supply pressure | Dungeon Crawling + Resource Tracking | `[R:]`, `[Inv:]`, `[Timer:]` |
| Combat with ammunition tracking | Combat + Resource Tracking | `[F:]`, `[COMBAT]`, `[Inv:]` |
| Trading in a settlement | Resource Tracking only | `[Inv:]`, `[Wealth:]`, `[N:]` |
| Full dungeon crawl with fights | All three add-ons | `[R:]`, `[COMBAT]`, `[Inv:]`, `[Wealth:]` |

**Combined example — all three add-ons:**

    [RESOURCES]
    [PC:Kael|HP 12/15|Supply d6]
    [Inv:Torch|×2] [Inv:Arrow|×9] [Inv:Healing Potion|×1]
    [Wealth:Kael|Gold 52]
    [/RESOURCES]

    S5 *Entering the crypt*
    [R:1|status:active|Entry hall, bones everywhere|exits:N R2, E R3]

    @ Light a torch and move in
    [Inv:Torch|×-1] [Timer:Torchlight 6]

    ? Are there enemies?
    d: d6=6 -> Yes, and...
    => Skeletons rise from the bone piles!

    [COMBAT]
    [F:Skeletons|×3|HP 3 each|pos:Close]

    Rd1
    @ Fire at the nearest skeleton
    d: Ranged d6=5 vs TN 4 -> Success
    => Arrow shatters its skull! [F:Skeletons|×2] [Inv:Arrow|×-1]

    @(Skeleton) Charge at me
    d: Attack d6=3 vs TN 4 -> Fail
    => Clumsy swing, I dodge.

    Rd2
    @ Draw sword, press the attack
    d: Melee d6=6 vs TN 4 -> Success
    => Cut clean through! [F:Skeletons|×1]

    @ Finish the last one
    d: Melee d6=4 vs TN 4 -> Success
    => The crypt goes quiet. [F:Skeletons|×0]
    [/COMBAT]

    @ Search the room
    tbl: d20=14 -> "A locked chest"
    ? Can I pick the lock?
    d: Lockpicking d6=5 vs TN 5 -> Success
    => Inside: [Inv:Gold Bracelet|×1|valuable] [Wealth:Kael|Gold+10]
    [R:1|status:cleared, looted]
    [Timer:Torchlight-1]

    @ Move north toward R2
    [R:2|status:active|Ritual chamber|exits:S R1, D R3]

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## System Adaptations

### The Black Hack / Usage Dice Systems

Usage Dice are the primary resource mechanic. Track them in `[PC:]`:

    [PC:Varn|Torches d8|Rations d6|Ammo d10|HP 14/18]

    @ Set up camp
    d: Rations d6=2 -> Step down!
    => [PC:Varn|Rations d6→d4]
    (note: one more step-down and they're gone)

### Ironsworn / Supply Track

Supply is a single stat from 0–5:

    [PC:Kael|Supply 4/5|Health 4/5|Spirit 3/5|Momentum 6/10]

    @ Sojourn at the settlement
    d: Sojourn d6+2=7 vs 3,8 -> Weak Hit
    => I resupply but time passes. [PC:Kael|Supply+2|Momentum-1]

### OSR / Encumbrance Systems

Slot-based inventory is common in OSR games:

    [Inv:Slot 1|Sword]
    [Inv:Slot 2|Shield]
    [Inv:Slot 3|Torch×3]
    [Inv:Slot 4|Rations×4]
    [Inv:Slot 5|Rope 50ft]
    [Inv:Slot 6-10|empty]
    (house: 10 slots max, STR-based encumbrance)

    @ Pick up the golden idol
    => [Inv:Slot 6|Golden Idol|heavy|occupies 2 slots]
    [Inv:Slot 7|occupied]
    (note: at 7/10 slots — movement penalty at 8+)

### Fate / Narrative-First Systems

Resources are aspects or stress tracks, not inventories:

    [PC:Sable|Aspect:Well-Provisioned]
    [PC:Sable|Aspect:Well-Provisioned→Running Low]
    [PC:Sable|Aspect:Running Low|invoked against me]

Or simply note it in prose and skip `[Inv:]` entirely. If your game doesn’t mechanize resources, neither should your notation.

### Survival Horror / Scarcity Games

When every bullet counts:

    [Inv:9mm Round|×7]
    [Inv:First Aid Kit|×1|charges 2/3]
    [Inv:Flashlight|×1|battery d4]

    @ Fire at the creature
    d: Firearms d6=4 vs TN 4 -> Success
    => Hit! [Inv:9mm Round|×-1]

    @ Patch up the wound
    => [Inv:First Aid Kit|charges-1] [PC:Casey|HP+3]

    @ Check the flashlight
    d: Battery d4=1 -> Step down!
    => Flickering badly. [Inv:Flashlight|×1|battery d4→depleted]
    => Darkness. [Clock:Panic 1/4]

------------------------------------------------------------------------

## Best Practices

**Do: Record resource changes at the point of fiction**

    ✔ @ Light a torch to see
      => The cavern reveals a narrow passage. [Inv:Torch|×-1]

**Don’t: Silently update resources outside the log.** If you subtract three arrows, write it down, even briefly:

    ✔ [Inv:Arrow|×-3]

**Do: Use the Resource Status Block at session boundaries**

    ✔ [RESOURCES]
      [PC:Kael|HP 12/15|Supply d6]
      [Inv:Torch|×2] [Inv:Arrow|×9]
      [/RESOURCES]

**Don’t: Let bookkeeping overwhelm the fiction.** Track what matters this beat, and batch the rest in a status block.

    ✗ => I fight the orc.
      [Inv:Arrow|×-1] [Inv:Arrow|×11] [PC:Kael|HP-2] [PC:Kael|HP 13]
      [F:Orc|HP-4] [Clock:Alert+1] [Timer:Torch-1]
      (note: this is a spreadsheet, not a story)

    ✔ => Arrow finds its mark — the orc staggers.
      [Inv:Arrow|×-1] [F:Orc|HP-4]

**Do: Match your notation to your system’s resource model**

    ✔ Usage Die game:    [PC:Kael|Supply d8]
    ✔ Counting game:     [Inv:Arrow|×12]
    ✔ Narrative game:    [PC:Sable|Aspect:Well-Provisioned]

**Don’t: Track resources the game doesn’t care about** (unless your game literally tracks bootlaces)

    ✗ [Inv:Bootlaces|×2|leather]

    ✔ Only track what creates meaningful decisions or tension.

**Do: Separate concrete items (`[Inv:]`) from abstract stats (`[PC:]`)**

    ✔ [Inv:Healing Potion|×2]
    ✔ [PC:Kael|Supply d6]

**Don’t: Put an inventory list inside a character stat tag**

    ✗ [PC:Kael|HP 12|Torch 3|Arrow 9|Rations 5]

    ✔ [PC:Kael|HP 12|Supply d6]
      [Inv:Torch|×3] [Inv:Arrow|×9] [Inv:Rations|×5]

------------------------------------------------------------------------

## Quick Reference

### New Tags

- `[Inv:Item|×N|props]` — Concrete inventory item. Example: `[Inv:Torch|×3]`
- `[#Inv:Item]` — Reference previously established item. Example: `[#Inv:Bone Amulet]`
- `[Inv:Item|×+N]` / `[Inv:Item|×-N]` — Quantity change (gain/lose). Example: `[Inv:Arrow|×-1]`
- `[Inv:Item|×N>M]` — Explicit quantity transition. Example: `[Inv:Torch|×3>2]`
- `[Inv:Item|depleted]` — Item fully consumed or gone. Example: `[Inv:Oil Flask|depleted]`
- `[Wealth:Owner|Currency N]` — Concrete currency total. Example: `[Wealth:Kael|Gold 45]`
- `[Wealth:Owner|Currency+N]` — Currency earned. Example: `[Wealth:Kael|Gold+15]`
- `[Wealth:Owner|Currency-N]` — Currency spent. Example: `[Wealth:Kael|Gold-8]`

### Abstract Resources in `[PC:]`

- `Supply d8` — Usage Die resource. Example: `[PC:Kael|Supply d8]`
- `Supply d8→d6` — Usage Die step-down. Example: `[PC:Kael|Supply d8→d6]`
- `Supply 4/5` — Supply track. Example: `[PC:Kael|Supply 4/5]`
- `supplies:low` — Qualitative level. Example: `[PC:Kael|supplies:low]`
- `Wealth d8` — Abstract wealth as Usage Die. Example: `[PC:Kael|Wealth d8]`
- `Aspect:Running Low` — Narrative resource state. Example: `[PC:Sable|Aspect:Running Low]`

### Structural Blocks

| Block | Opens When | Closes When |
|----|----|----|
| `[RESOURCES]` / `[/RESOURCES]` | Session start/end, before major expeditions | After all current `[Inv:]` and `[PC:]` tags are listed |

### Usage Die Step-Down Chain

    d12 → d10 → d8 → d6 → d4 → depleted

### Complete Example

    [RESOURCES]
    [PC:Kael|HP 10/15|Supply d6] [Wealth:Kael|Gold 52]
    [Inv:Torch|×2] [Inv:Arrow|×9] [Inv:Healing Potion|×1]
    [/RESOURCES]

    @ Light a torch
    [Inv:Torch|×-1] [Timer:Torchlight 6]

    @ Fire at the orc
    d: Ranged d6=5 vs TN 4 -> Success
    => [F:Orc|HP-4] [Inv:Arrow|×-1]

    => I bandage up after the fight. [Inv:Healing Potion|×-1] [PC:Kael|HP+5|HP 15]

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## FAQ

**Q: When should I use `[Inv:]` vs. just putting gear in `[PC:]`?** A: If resources are mechanically important and change often, use `[Inv:]`. If they’re background flavor or you’re only tracking one or two things, `[PC:Name|Gear:Sword,Shield]` is fine. There’s no wrong answer — use what keeps your log clear.

**Q: Do I need the `[Wealth:]` tag, or can I put money in `[Inv:]`?** A: Either works. `[Wealth:]` is cleaner for multi-currency systems (gold/silver/copper) and for money that flows frequently. `[Inv:Gold|×45]` works fine for simpler games or if you’re already using `[Inv:]` for everything.

**Q: Should I write a Resource Status Block every session?** A: Only if it helps you. If resources are central to your game (dungeon crawls, survival horror), a block at session start and end saves you from scrolling back. If resources rarely change or aren’t mechanically important, skip it.

**Q: What if I’m playing a game with no resource mechanics at all?** A: Then you probably don’t need this add-on. Core Lonelog’s `[PC:]` tag with a `Gear:` field is more than enough. This add-on exists for games where resources create tension and decisions.

**Q: Can I combine `[Inv:]` with the Dungeon Crawling Add-on’s `[R:]` tags?** A: Absolutely — they’re designed to work together. Tag loot in the room where you find it: `[R:3|status:+looted] [Inv:Gold Ring|×1|valuable]`. The `[R:]` tag tracks what happened to the room; the `[Inv:]` tag tracks what happened to the loot.

**Q: How do I handle containers, bags of holding, saddlebags?** A: Either nest descriptively — `[Inv:Bag of Holding|contains: Wand, Scrolls×3, Gold 100]` — or track the container and contents separately. For slot-based systems, just mark which slots are “in the bag.” Don’t over-engineer it.

**Q: The `×` symbol is hard to type. Can I use `x` instead?** A: Yes. `[Inv:Arrow|×12]` and `[Inv:Arrow|x12]` are both fine. Readability over formality.

**Q: How does this work in an analog notebook?** A: The Resource Status Block works well in analog — write it in a box or across the top of the page. For inline changes, use shorthand in the margin: `Torch ×-1`, `Arrow ×9→8`. The `+`/`-` notation is fast enough that it doesn’t slow down handwriting.

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## Credits & License

© 2025 Roberto Bisceglie

This add-on extends [Lonelog](https://zeruhur.itch.io/lonelog) by Roberto Bisceglie.

**Version History:**

- v 1.2.0: Charges are always `charges N/M`; new §1.6 on shared and stored gear (`owner:`, `where:`). Aligned with Lonelog v1.7: `[Wealth:]` is named after its owner (`[Wealth:Kael|Gold 45]`); named `[PC:]` tags, standard `d:` line for Ironsworn rolls. Quantities are `×N` counts (`[Inv:Torch|×3]`, `[Inv:Torch|×-1]`); qualitative levels use a `supplies:` category; likelihood on the question; explanations moved out of code blocks.
- v 1.1.0: Block tags unified with `[BLOCK]`/`[/BLOCK]` convention; design principles updated
- v 1.0.0: Rewritten as a compliant add-on (previously “Resource Tracking Module”)

This work is licensed under the **Creative Commons Attribution-ShareAlike 4.0 International License**.

You are free to share and adapt this material, provided you give appropriate credit and distribute adaptations under the same license. Session logs and play records created using this add-on’s notation are your own work and are not subject to this license.
