Equipment
Equipment makes the adventurer, or at least helps them along.
While anyone can wield a pistol or wear armour, not everyone can do it well. A character needs to have Proficiency with a weapon or armour to use it without penalty. Most of the time, Proficiency will come from simply picking up the first Talent for a certain weapon or armour type.
If you do now have proficiency with a weapon, that weapon costs an additional AP to use and you use only half your Weapon Skill or Ranged Skill.
If you do not have proficiency with armour, it reduces your AP total by 2 and any penalties it inflicts are doubled.
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Carrying Capacity
Keeping track of every nut and bolt that a character carries is an exercise in frustration which, while realistic, tends to detract from what the players want to do. Only in scenarios where what they are carrying and how much of a hindrance it is becomes essential do these rules even tend to be looked up.
Instead, we use a slightly simpler system to keep an eye on things.
Each character will have a number of item slots equal to half there Physical Prowess attribute. Each item will list how many slots it takes up - a small weapon might only take up one, where as a large weapon could be two or three, and armour between 2 and 4.
Many smaller items won't be big enough to take a slot themselves. If an item does not list a number of slots it takes, then it will be one such item. Five of these items will take up a single slot.
Instead, we use a slightly simpler system to keep an eye on things.
Each character will have a number of item slots equal to half there Physical Prowess attribute. Each item will list how many slots it takes up - a small weapon might only take up one, where as a large weapon could be two or three, and armour between 2 and 4.
Many smaller items won't be big enough to take a slot themselves. If an item does not list a number of slots it takes, then it will be one such item. Five of these items will take up a single slot.