Edged Coins, Part IV, Money, Equipment, Load
Lets continue edging the coins, its time for
Money, Equipment, and Load
I confess here is where the first struggle appeared, specifically on the money part, but I'm comfortable with the chosen rules.
Belongings
Characters will carry their equipment, which may consist of weapons, armor, rations, torches, and other utilitarian items.
There's no need to detail every single object the character carries, only the main ones such as weapon and armor are noted, the character is assumed to carry adventuring essentials and the tools needed to use their skills.
A character's load will give and indication of how much is the character carrying, when an object is needed the player can "add it" to their items as long as has available load space.
Load
Each character has a limit on the number of items they can carry, their load space, equal to their HC value. The maximum value is used; damage does not affect the character's carrying capacity.
Each object has a load value based on its size and weight. The player decides how much the character is carrying, this value sets the amount of items is carrying but it can change during the game course as the character acquired and leave or looses objects.
The value of all equipment is used to determine the character's load and its effects. These effects are not cumulative; only the effect corresponding to the current load type is applied.
Lightly: The load does not exceed 25% of the character's HC (Stamina), causing no penalty.
Medium: The load does not exceed 50% of the character's HC, causing the character to lose 1EC (Medium Energy).
Heavy:
The load does not exceed 75%, causing the
character to lose 1EC and to suffer a -1 penalty to any physical action.
Extreme:
The load does not exceed 100% of the character's HC, causing the
character to lose 2EC and suffer a -1 penalty to any physical action.
Overloaded: The load exceeds 100% of the character's HC. This weight renders the character unable to move and also
causes them to lose 3EC.
No matter the amount of HC a character has, use common sense on what is possible to be carried.
The lost EC cannot be recovered unless the character first improves their load type.
Item Weight
Most items counts as 1 load, some bigger or heavier ones counts as 2 loads, those big and heavy or awkward to carry counts as 3 loads, objects with a load of 4+ represent huge, very heavy ones.
Kits and Equipment
A kit contains the tools necessary for a job or objective. Its exact contents are decided by the CM at the time of use; normally, a Light Kit counts as 1 object and contains small tools and trinkets, a Medium Kit counts as 2 load and can have some medium but light objects, Kits having a load of 3 have the most amount of items.
Consumables
Some kits contain items that must be replaced after used such as torches, . As the characters goes using those items the CM can rule that the kit's load value decreases by 1.
Kit Examples
Here are some possible kits, note that the list of included items isn't closed and the CM and player can come up with other reasonable items, every kit weights 1 load, most kits can be carried multiple times multiplying the contained items or adding new ones.
Adventuring: Consist of rope, waterskin and one week rations, 10 torches (each one last close to one hour), tinder and flint.
Cooking: Butchering knife, frying pan, small cauldron (food for up to 6 portions).
Forager: Pruners, 10 small containers.
Healing: 5 medicines.
Sleeping: Tent and sleeping bag for one, small basic cooking utensils for one.
Thieving: Lock-smiting tools, 10 small mirrors, 10 wooden wedges.
Resources
Coin Pouch
A character's purchasing power is measured by their Coin Pouch, with a value similar to a skill rank. The Pouch contains a mix of differently valued coins. Whenever the character attempt a purchase of a significant mundane object a coin Pouch toss will be done.
As the character acquires material goods, their Coin Pouch will decrease. To replenish it, the character will use their Funds.
Funds
While the Coin Pouch indicates the money a character carries, Funds indicate their accumulated and stored purchasing power. Characters tend to have their Funds on one safe place, but they can divide them on several locations or travel with them making the Funds handy but putting them at risk from bandits and other dangers.
Funds are used to replenish the Coin Pouch and to purchase extraordinary items, those that can't be bought even with a full Coin Pouch.
The Downtime section has more data on how to use purchase objects, restoring the Coin Pouch, and Funds fluctuation.
Equipment
Armors
Armors are divided into 3 types: Main, Secondary, and Extra, each type has its own Power between 1 and 3, and their own Disadvantages.
The type indicates the general body parts that will be struck on a successful hit, the Power is used to modify the damage Potency, finally the possible penalties are:
Counting as an extra object
-1 to physical actions outside of attack and defense
-1 attack tosses
-1 defense tosses
-1EC
Shields
Shields have a size: Small, Medium, Large, a Power between 1 and 3, a Sturdiness between 0 and 3, and one or more Disadvantages.
Weapons
Weapons are the simpler ones, they can be Melee or Ranged, a Power between 1 and 3, and may have Advantages and Disadvantages.
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