Mano a Mano:Inventory Management

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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 Character Creation/Character Sheet and 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
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 Character Creation/Encumbrance and Movement.)
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.
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.
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.

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.

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.