Mano a Mano:Inventory Management

From RPGnet
Revision as of 20:26, 9 July 2008 by SerpLord (talk | contribs) (Inventory Management or Acquiring and Losing Equipment)
Jump to: navigation, search

Inventory Management or Acquiring and Losing Equipment

When adding equipment to the character sheet, combine the quantity and name of the item and record that in the first column (Equipment & Natural Defenses). For example if a character has two weapons called "short sword" which have the same features and other values, then write "2 short swords" in this column. Copy the item's features and heft 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 Character Creation/Character Sheet and Game Design/Equipment.)

Mass
The item's mass in kilograms (kg) multiplied by the quantity. When a character gains or loses equipment, recalculate the character's equipment mass (the total mass of the character's equipment) and the character's encumbrance. If the character's encumbrance has changed, update the character's stride, water, air and climbing movement. (See Character Creation/Encumbrance and Movement.)
Power
Power is listed as two numbers: half power and full power. The full power of a bow or gun is the weapon's power. The full power of a natural weapon, hand weapon or thrown weapon is the character's power or the weapon's power, whichever is greater. The half power of a weapon is half of the full power rounded down.
Atk (Attack Modifier)
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.)
Def (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 character using it, the weapon is unwieldy. Unwieldy weapons may only be used to do one quick action per turn (and no powerful actions.) A heavy weapon also typically has a lot of mass, which may increase a character's encumbrance penalty, reducing the character's movement. (See mass above.)