That's some really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really good advice folks.
So, right now I'm considering using a combination of the grand unified random junk table (d1000 for junk), combined with some kind of abstract resource system. Think of categories like chemical compounds, mechanical items, electronic items etc. This way you would both get specific item, sat like (rolls d1000) - a badly outdated map of the world, and something like "2 units of construction materials" - used to build rudimentary items sucha as sandbags, baseball bats, knives, shovels etc.
As far as skills, maybe it is a case of one simple search skill, or maybe this will be separated into abasic search skill for those specific items, and one more crafting related search skill (though im not super satisfied with either).
The crafting system would have to be composed of different skills - maybe something along the lines of Shadowruns crafting system, but perhaps more specialized - aka one craftin skill for melee weapons, firearms, beamweapons, biotech and so on. The risk about this kind of system is the skill bloat.
What say you codex? Any suggestions?