Difference between revisions of "Mano a Mano:Inventory Management"

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(Inventory Management or Acquiring and Losing Equipment)
(Inventory Management or Acquiring and Losing Equipment)
 
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==Inventory Management or Acquiring and Losing Equipment==
 
==Inventory Management or Acquiring and Losing Equipment==
  
A character's modifiers when using an item (or the item's modifiers when used by a character) are listed in the equipment section of the character sheet. When adding equipment to the character sheet, copy the '''heft''', '''cover''', '''absorption''' and '''sharpness''' from the equipment list to the character sheet.  The rest of the values are determined by comparing the character's modifiers to the item's modifiers, and may be different from the values listed on the equipment list for that item. (See [[Mano a Mano:Character Sheet|Character Creation/Character Sheet]] and [[Mano a Mano:Equipment|Game Design/Equipment]].)
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When adding equipment to a character sheet, the ''quantity'' and ''name'' of the item is usually followed by the item's ''features'' in parentheses. Copy the item's ''features'' from the equipment list. Some features are specific to this character will be determined by comparing the character and the item. (See [[Mano a Mano:Equipment|Game Design/Equipment]].)
  
;Qty (Quantity): The number of these items a character has. When a character loses an item, reduce it's quantity (Qty) by 1 and reduce it's mass by the mass of one item.  If the character has no more of that item (it's quantity is zero) you may remove it from the character sheet.
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;Mass: If the total mass of a character's equipment is too high for his strength, the character may be encumbered or unable to carry the equipment. (See [[Mano a Mano:Movement|Action/Movement]].)
  
;Mass: The item's mass in kilograms (kg) multiplied by the quantity (Qty).
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;Power: The power of a bow or gun is the weapon's power. The power of a natural weapon, hand weapon or thrown weapon is the highest power of any hand used to wield the weapon or the weapon's power, whichever is greater.
  
;Cmb (Combat Modifier): The modifier of the ability the character uses with this weapon. For hand to hand weapons add the character's agility or the weapon's agility whichever is lower. For missile weapons the combat modifier may not be higher than the weapon's agility. This is a general modifier to attacking with the weapon (and parrying with a hand weapon.)
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;Attack: The attack modifier for a hand weapon is the character's agility plus the ability the character uses with that weapon. The attack modifier for a missile weapon is just the ability the character uses with that weapon. Attack modifier is added to the success of attacks with the weapon. The ''offense'' and ''control'' features improve a weapon's attack modifier. (See [[Mano a Mano:Equipment#Features|Game Design/Equipment/Features]].) If a hand used to wield the weapon has the ''offense'' feature, add the highest offense value of any hand used to wield the weapon to the weapon's attack modifier. (See [[Mano a Mano:Templates#Natural Weapons|Game Design/Templates/Natural Weapons]].)
  
;Pwr (Power): The character's power or the weapon's power, whichever is greater.
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;Throw: Thrown weapons have a throw modifier which is added to attack rolls instead of the weapon's attack modifier when the weapon is thrown. The throw modifier is the character's throwing ability plus the character's agility.
  
;Rch (Reach): The reach of a hand weapon is the reach of the hand wielding the weapon plus the weapon's reach modifier. The reach of a missile weapon is just the weapon's reach modifier.
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;Defense: The defense for a hand weapon is the character's agility plus the ability the character uses with that weapon plus 10. Missile weapons do not have defense. When a character is attacked with a hand weapon they may use the defense of any one weapon they are currently using as the difficulty of the attack. The ''control'' feature improves a weapon's defense. (See [[Mano a Mano:Equipment#Features|Game Design/Equipment/Features]].)
  
'''Special modifiers''' are listed with the abbreviation for the special modifier between the name of the item and the quantity. Some special modifiers are copied directly from the equipment list to the character sheet.  Others are determined by combining the character's modifiers and the item's modifiers.
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;Unwieldy: If a weapon's heft is greater than the power of the limb holding it, the weapon is ''unwieldy''. Unwieldy weapons may only be used to do one quick action per turn (and no powerful actions.)
 
 
;Atk (Attack): Combat modifier plus the weapon's attack modifier. This modifier is used instead of combat modifier when attacking.
 
 
 
;Grp (Grapple): Combat modifier plus the weapon's grapple modifier. This modifier is used instead of combat modifier when grappling.
 
 
 
;A/G (Attack and Grapple): Combat modifier plus the weapon's attack and grapple modifier. This modifier is used instead of combat modifier when attacking or grappling.
 
 
 
;Par (Parry): Combat modifier plus the weapon's parry modifier. This modifier is used instead of combat modifier when the character is attacked by a hand-to-hand attack.
 

Latest revision as of 17:13, 19 January 2009

Inventory Management or Acquiring and Losing Equipment[edit]

When adding equipment to a character sheet, the quantity and name of the item is usually followed by the item's features in parentheses. Copy the item's features from the equipment list. Some features are specific to this character will be determined by comparing the character and the item. (See Game Design/Equipment.)

Mass
If the total mass of a character's equipment is too high for his strength, the character may be encumbered or unable to carry the equipment. (See Action/Movement.)
Power
The power of a bow or gun is the weapon's power. The power of a natural weapon, hand weapon or thrown weapon is the highest power of any hand used to wield the weapon or the weapon's power, whichever is greater.
Attack
The attack modifier for a hand weapon is the character's agility plus the ability the character uses with that weapon. The attack modifier for a missile weapon is just the ability the character uses with that weapon. Attack modifier is added to the success of attacks with the weapon. The offense and control features improve a weapon's attack modifier. (See Game Design/Equipment/Features.) If a hand used to wield the weapon has the offense feature, add the highest offense value of any hand used to wield the weapon to the weapon's attack modifier. (See Game Design/Templates/Natural Weapons.)
Throw
Thrown weapons have a throw modifier which is added to attack rolls instead of the weapon's attack modifier when the weapon is thrown. The throw modifier is the character's throwing ability plus the character's agility.
Defense
The defense for a hand weapon is the character's agility plus the ability the character uses with that weapon plus 10. Missile weapons do not have defense. When a character is attacked with a hand weapon they may use the defense of any one weapon they are currently using as the difficulty of the attack. The control feature improves a weapon's defense. (See Game Design/Equipment/Features.)
Unwieldy
If a weapon's heft is greater than the power of the limb holding it, the weapon is unwieldy. Unwieldy weapons may only be used to do one quick action per turn (and no powerful actions.)