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==
  
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]].)
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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 ''mass'' and other ''features'' in parentheses. Copy the item's ''features'' and ''heft'' from the equipment list to this list of features. Other features specific to this character will be determined by comparing the character and the item. (See [[Mano a Mano:Character Sheet|Character Creation/Character Sheet]] and [[Mano a Mano:Equipment|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 [[Mano a Mano:Character Creation#Encumbrance and Movement|Character Creation/Encumbrance and Movement]].)
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;Mass: The item's mass in kilograms (kg) multiplied by the quantity. 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]].)
  
 
;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.
 
;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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;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]].)
 
;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]].)
  
;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.) 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.)
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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.)

Revision as of 21:34, 16 January 2009

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 mass and other features in parentheses. Copy the item's features and heft from the equipment list to this list of features. Other features specific to this character will be determined by comparing the character and the item. (See Character Creation/Character Sheet and Game Design/Equipment.)

Mass
The item's mass in kilograms (kg) multiplied by the quantity. 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.)
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.)