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

From RPGnet
Jump to: navigation, search
m (Reverted edits by 124.105.78.102 (Talk); changed back to last version by 75.165.112.154)
(Inventory Management or Acquiring and Losing Equipment)
 
(15 intermediate revisions by 5 users not shown)
Line 1: Line 1:
 
==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]].)
+
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.
+
;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). When a character gains or loses equipment, recalculate the total mass of the character's equipment (Equip. Mass) and the character's encumbrance.  If the character's encumbrance has changed, update the character's Spd-Enc (speed - encumbrance) and 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.
  
;Cmb (Combat Modifier): The combat modifier for a hand weapon is the modifier of the ability the character uses with this weapon plus the character's agility. The combat modifier for a missile weapon is just the ability the character uses with the weapon. Combat modifier is added to the success of attacks with the weapon. When a character is attacked with a hand weapon they may add the combat modifier of any one weapon they are currently using to their defense roll. When a character is attacked with a missile weapon they use their agility instead of a combat bonus for their defense roll.
+
;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): 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.
+
;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.
+
;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.
+
;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.
 
 
 
;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 may increase a character's encumbrance penalty too, reducing speed and movement.
 

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.)