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==Inventory Management or Acquiring and Losing Equipment==
 
==Inventory Management or Acquiring and Losing Equipment==
  
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]].)
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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 [[Mano a Mano:Character Sheet|Character Creation/Character Sheet]] and [[Mano a Mano:Equipment|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 [[Mano a Mano:Movement|Action/Movement]].)
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;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 [[Mano a Mano:Character Creation#Encumbrance and Movement|Character Creation/Encumbrance and 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.
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;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.
  
;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]].)
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;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.  
  
;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.
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;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.
  
;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]].)
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;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.)
 
 
;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.)
 

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