Mano a Mano:Inventory Management

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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 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.)
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.)