Core Equipment
From Bean Me! Pedia
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Equipment
The Core does not deal with the individual kinds of equipment, this section is for the ‘standard’ rules of equipment, individual Templates might use their own. There are certain general rules involving Weapons, Shields, and Armour.
Weapons
To use a weapon you choose a Melee or Ranged Attack and then the style (Light, Medium or Heavy for melee, Hasty, Regular or Steady for ranged).
The attack’s success is determined using your base AB and usually a bonus from a Major Skill against the target’s Cover, AR if they attempt a 3D, and possibly your Distance Increment (see Combat System, Ranged Attack for details).
Then, if you hit, you deal damage based on what is says it deals (i.e. 3d6 Pierce) and if melee plus the Strength bonus of whatever attack type you chose (Light, Medium, or Heavy), Major Skills, Abilities, and any special rules a weapon might have.
Ranged weaponry also deals with its Range Increment based on supposed ‘max range’, usually losing -1damage per 1/10 of this range it travels.
Most of the information is basic components of combat and weapons are integrated into the Core as is.
Armour
Armour has a few extra rules in comparison to weapons. It deals with a passive increase to Damage Reduction, Reflex Stat Penalty, and in some cases Armour Protection Points and/or Durability Points.
Damage Reduction
Damage Reduction (DR) is the amount of cushioning armour provides the wearer, essentially softening each blow to reduce and potentially eliminate the impact they feel. Each type of armour will list how much DR it provides and this possibly adds to other DR (certain body parts can have more DR than others, keep this in mind).
While wearing the armour, every time they are hit they subtract the DR from the damage that should be dealt (i.e. if the armour has 10DR and a person deals them 15damage, then they instead take 5damage, 15-10=5).
Certain Damage Types or effects (i.e. Death/Life damage) can bypass armour DR and will list as such (see Random Rules, Damage Types for details).
Reflex Stat Penalty
While wearing armour with Reflex Stat Penalty (RSP), the wearer’s Reflex counts as being lowered by the RSP (cannot go below 1, if the person has 10Ref while wearing a 10RSP armour they count as having 1Ref).
Remember, Ref affects DAP/NAR per Round, AC, Dodging, Init, Ref Checks, and affects such as Defensive Stance, losing at least 1 of each per 2RSP (Dodge can lose more).
If you are wearing multiple styles/types of armour the highest RSP of them is used.
Helmets will not provide RSP unless the style states otherwise.
In standard settings the RSP is one half the DR, the more protective and insulating the armour is, the more difficult it is to move in.
Most Templates will include a Skill to lower the RSP.
Some Templates may include Coord or Str penalties in addition to or instead of RSP. If CSP or SSP are included their effect is the same as RSP except instead applying to the appropriate Attribute.
Armour Protection Points
Armour Protection Points (APP) is difficult to explain. Unlike DP or HP, it does not have to do with being alive or an object, it has to do with how much of your armour being beaten by bad people has to be done before you start to slow down. Damage has to reduce APP to 0 before it can damage HP. Although APP ‘comes back’ like HP, it is only there as long as you are wearing the armour.
The Template will state how a person acquires APP but the standard is Skill base (usually 1APP per Skill Point) + armour’s listed APP bonus.
APP gains the bonus of DR unless listed otherwise.
If armour has a listed DP it takes from the APP first, the wearer rolling with or outright avoiding attacks to protect themselves and their armour.
APP recovers at a rate of 1 per 6seconds (2 per Round, 10 per minute) after you have not received damage for 1minute.
Durability Points
Durability Points (DP) are the ‘HP’ of items. When armour specifically lists that it has DP it means that before an attacker can damage the wearer they must destroy the armour or at least put a big enough hole in it before the wearer can even be damaged – they must deal enough damage to reduce DP to 0 before they will damage the wearer’s HP.
Although all items and objects have DP based on their material and design, a suit of armour with a listed DP protects the user more than most as it most likely completely encases them or will otherwise absorb blows so the wearer does not.
One DP listing is for each portion, thus if someone damages the target through a normal attack then makes an Aimed Shot at a limb other than the torso that body part still has full DP; area of effect attacks damage all portions at the same time.
DP gains the bonus of DR unless listed otherwise.
If armour has a listed DP it takes from the APP first, the wearer rolling with or outright avoiding attacks to protect themselves and their armour.
When the armour runs out of DP the wearer loses the armour’s DR bonus.
Shields
Shields come with more things to consider than any of the other ‘standard equipment’; Block Rating, Block Skill Modifier, Durability Points, Reflex Stat Penalty, Parry Skill Modifier, and even a Defensive Stance.
As mentioned in Armour, RSP is a passive effect that modifies a person’s base Reflex. A shield generally provides 1RSP per 5%BlRa.
The Block and Parry Skill Modifiers (BSM and PSM) increase your chances to use the 3D’s as listed (i.e. a shield has 3PSM, when you attempt to Parry you gain +3 on your roll if you Parry with the shield).
Block Rating (BlRa) is the Cover provided by the shield and will list a BlRa% (the chances they have to hit it rather than you, follows standard Physical Cover rules). The icing on the cake of shields is the Defensive Stance you can enter while using one which can double its BlRa% (see Combat System, Actions). Regardless of shield size and Defensive Stance a shield cannot exceed 90%BlRa and be used while attacking/Blocking/Parrying (i.e. can only exceed 90%BlRa when holding it up and running away).
Being items shields have DP. When damaged sufficiently it will no longer be useable in its intended purpose. If a shield lists a DP then every time it Blocks/Parries or its BlRa takes an attack the shield itself takes the damage. If it is reduced to 0DP it breaks and no longer provides any bonuses and is no longer useable. Remember, if it also lists a DR to subtract the listed amount from each source of damage.
If more than one shield is worn at once unlike normal rules each BlRa% is rolled individually, RSP is totalled from the shields (and thus any Skill that reduces shield RSP deducts from the total once, not from each of them individually), and if a person has Skills that raise BlRa/BSM/PSM it applies to only one shield of their choice each use.
The user can ‘split’ their Ranks over their shields if desired (i.e. you have 7Ranks in Shield Use that gives +1BSM/PSM/BlRa and -1RSP, the right shield has 6BSM/3PSM/30%BlRa and the left 3BSM/6PSM/15%BlRa and you are better at Parrying but want higher BlRa so you decide to increase the right by +3Ranks and the left by +4Ranks for a total of the right having 9BSM/6PSM/33%BlRa and left 7BSM/10PSM/19%BlRa).
| Core |
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| Attributes | Skill System | Parts of Every Character | Character Progression | Combat System |
| DREAD | Equipment | Morale | Materials | Random Rules |

