Equipped Inventory Slots

System Mechanics: Equipped Inventory:

Unlike most RPG systems, MaL allows players to equip multiple items to the same location type so long as they fit and combined with overall carried items do not overwhelm an individual's speed to drop below 1. The more that one wears, of course, the slower one may become, but sometimes sacrificing speed may be of benefit to defensive characters. Each of 6 equipment sections has 4 slots that may be used. An individual must use 1/2 a turn per item change from one slot to another or from outside the slots if done in combat. If someone adds an item that has a special ability, they must wait at least 2 turns before they can use that special ability in combat unless it was previously in another slot. For every 3 special abilities slotted items have, 1 FP must be expended at the start of the day if they are equipped to ensure one can use it immediately when able, or they will have to spend 1 turn per 3 special abilities at the first combat of the day before they can use any item with special abilities, being only able to use items or other attacks that do not have special abilities. Below are the different slots, and a list showing examples of items that use that slot.

Head: Any equipment that goes on the head, face or neck. This includes amulets, blindfolds, crowns, chokers, collars, glasses, goggles, hats, headbands, helmets, hoods, leashes, jewelry, necklaces, masks, pendents, scarfs, shades, tiaras, and other items.

Front Body: Any equipment that goes on the shoulders, chest, or either arm. This includes arm armor, breastplates, capes, coats, cloaks, epaulettes, jackets, jewelry, shirts, shoulder pads,and other items.

Back Body: Any equipment that goes on the back, shoulders or spine. (Yes, Shoulder items can go on the front or back of the body as one sees fit to slot them.) This includes back armor, backpacks, capes, cloaks, epaulettes, secondary weapons, shields, shoulder bags, shoulder pads, tail weapons, tail jewelry, tertiary weapons, and other items.

Hands: Any equipment that goes on the hands or forearms. This includes bracelets, bracers, bucklers, gauntlets, gloves, primary weapons, rings, secondary weapons, shields, and other items.

Lower Body: Any equipment that goes on the stomach, waist, hips, rear, or upper legs. This includes armor, belts, jewelry, pants, shorts, small bags and other items.

Feet: Any equipment that goes on the feet or shins. This includes books, shin guards, shoes, and other items.

1 - Head & Neck - 4 slots

2 - Face - 4 slots

3 - Thorax - 4 slots

4 - Back - 4 slots

5 - Abdomen - 4 slots

6 - Pelvic - 4 slots

7 - Left Upper Limb(s) - 4 slots

8 - Right Upper Limb(s) - 4 slots

9 - Left Lower Limb(s) - 4 slots

10 - Right Lower Limb(s) - 4 slots

https://en.wikipedia.org/wiki/Template:Human_regional_anatomy

System Mechanics: Attack Land Locations

As stated in a prior post, in MaL where a specific attack lands can affect gameplay in addition to the damage being dealt. A chop to the back of the neck is going to be more debilitating than one to the shoulder. A character intending to render a golem incapable of moving but still able to stay animate for study or interrogation would be better suited to attack its limbs rather than its chest. All attacks can be specifically decided to try for, and unless LP is burned to alter its landing location, the attack will hit where selected. If one is not selected, it will be chosen at random by dice roll. The list is below, rolled with 1 d20 if done at random. All potential locations are supposing that the location chosen is either possible to directly attack, or have a chance to hit while an opponent is in motion depending on their direction. An opponent directly facing their attacker cannot be hit in the back by that attacker unless they are distracted and turn, or the attacker can rapidly move to the opponent's back in order to strike it instead of the side originally facing the attacker.

01: Forehead/Top of Head.
02: Face.
03: Back of Head.
04: Front of Neck.
05: Back of Neck.
06: Chest (general).
07: Chest or Back (species's heart or other upper vital organ if known or by chance.)
08: Back.
09: Right or Left Shoulder.
10: Right Arm.
11: Right Hand or Wrist.
12: Left Arm.
13: Left Hand or Wrist.
14: Abdomen.
15: Rear.
16: Groin.
17: Right Leg.
18: Right Foot.
19: Left Leg.
20: Left Foot.

Depending on where an attack lands and the type, if may affect how an individual character or creature reacts. If a character or creature has more than one of a potential land location, such as characters that have four arms, then which of the two left hands is chopped off, for example, is done with a flip of a coin. This brings up a way attack landing locations affect combat and gameplay. Any attack that lands with enough power to kill off an opponent either strikes a vital organ or causes them to bleed out or otherwise be mortally wounded. If an opponent's attack lands without any defense on a character, then that specific attack landing location is dealt with as if it destroyed or detached that area. If a character's hand or wrist receives full damage to it and the character isn't killed from it, then that character has their hand lopped off. An attack to a shoulder may likewise have the associated arm lopped off or incapacitated depending on the character's intent. Due to the nature of various technologies, magics and other abilities, such injuries can be healed if dealt with properly in time, or the body part may be regrown, or replaced. A pixie with its wings ripped off may find that it can't fly until it uses magic or another ability to heal the wings, or a different method of flying. Regardless of which body part is injured or removed, there are always individuals or groups that will perform the needed healing, repair or replacement, usually for a price, and not always with satisfactory results…

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