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Equipment exists today only as page-faithful strings on the O.C.C. (standardEquipment, weapons, money in ley-line-walker.json) — captured, not modeled. This issue makes items first-class: a schema, character inventory, armor as a wearable pool, and a sheet panel. Note for the Rifts-curious: there is no AC in Palladium — armor is its own ablative layer with an A.R. (Armor Rating) threshold for S.D.C. armor, while M.D.C. armor is a Mega-Damage shell with no A.R. Strike-vs-A.R. combat mechanics are NOT this issue — they live with the attack resolver (see the companion issue). Page references verified by rendering at implementation (printed page = PDF page − 3).
Weapons: name, category (for future W.P. proficiency wiring), damage dice (structured, like spell healing — the engine must roll it), range/payload as printed strings where applicable.
Armor: name, A.R. (S.D.C. armor), armor S.D.C. pool (ablative), and an mdc field shape decided here but M.D.C. mechanics stay out of scope until the combat issue decides them.
Gear: name + printed notes (flavor tier — no mechanics).
Equipment exists today only as page-faithful strings on the O.C.C. (
standardEquipment,weapons,moneyinley-line-walker.json) — captured, not modeled. This issue makes items first-class: a schema, character inventory, armor as a wearable pool, and a sheet panel. Note for the Rifts-curious: there is no AC in Palladium — armor is its own ablative layer with an A.R. (Armor Rating) threshold for S.D.C. armor, while M.D.C. armor is a Mega-Damage shell with no A.R. Strike-vs-A.R. combat mechanics are NOT this issue — they live with the attack resolver (see the companion issue). Page references verified by rendering at implementation (printed page = PDF page − 3).Rules layer
schema/items.ts+content/items/*.json, page-stamped:healing— the engine must roll it), range/payload as printed strings where applicable.mdcfield shape decided here but M.D.C. mechanics stay out of scope until the combat issue decides them.characterSchemagainsitems(chosen item ids + per-instance state, e.g. which armor is worn) andcurrentgains the worn armor's remaining pool — the living-vitals pattern (feat: living vitals — current vs. max, P.P.E. spend on cast, damage tracking #40/Recovery rates & healing spells: rest/meditation/ley draw, treatment days, spell healing with targets #41): rolled/stated maximum on content, live remainder on the character, clamped writes.Backend
deriveSheetlike every write.applyDamagegrows an armor layer: worn S.D.C. armor absorbs before body S.D.C./H.P. when the hit strikes armor — but which hits strike armor (the A.R. threshold roll) is resolver scope; until then an explicittoArmorflag keeps it GM-adjudicated, same philosophy as elapsed time in Recovery rates & healing spells: rest/meditation/ley draw, treatment days, spell healing with targets #41.Web
current / max.Out of scope
Strike-vs-A.R. resolution and M.D.C. combat (companion issue + #16), W.P. proficiency bonuses (needs the skills tie-in), encumbrance, shops/credits bookkeeping beyond the printed starting money.