Editing
Mano a Mano:Equipment
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Features=== Some features are numbers and some are not. To show that an item has a feature which is not a number, just list the feature's name. If an item has a feature which is a number, such as range, cover, absorption, shots or turns, list the number followed by the name of the feature. ;range (1 CP per meter): Range is a number which is the weapon's maximum effective range in meters. To save space, range can be listed as the number and an "m" (for meters) instead of the word "range". Most natural weapons and hand weapons have no range. Small amounts of reach which make a big difference in combat are reflected by higher template agility and combat abilities or ''control'' for some hand weapons (longer swords, staffs and polearms.) ;cover and absorption (5 CP × cover × absorption or 50 CP × absorption): Cover and absorption are numbers which describe the effectiveness of armor, helmets and shields. Absorption is the amount of attack power blocked by a piece of armor. Cover increases the difficulty of hitting a part of the body which isn't armored. Items with cover always have absorption and item's with absorption always have cover. The CP value of absorption and cover is 5 multiplied by cover and absorption, or 50 multiplied by absorption if the cover is ''complete''. For example, a piece of equipment with 5 cover and 2 absorption has 50 CP worth of absorption and cover, and a piece of equipment with complete cover and 6 absorption has 300 CP worth of absorption and cover. ;offense (5 or 10 CP): Offense is a number (1 or 2) which is added to a character's attack modifier with this weapon. Most flexible weapons have this feature because they are difficult to parry and help grappling attacks by trapping limbs and weapons. 1 offense is worth 5 CP and 2 offense is worth 10 CP. ;control (10 or 20 CP): control is a number (1 or 2) which is added to a character's attack and defense with this weapon. Weapons which have extra reach but are still easy to control have this feature. 1 control is worth 10 CP and 2 control is worth 20 CP. ;sharp (20 CP): sharp weapons do all damage instead of half damage and half stun. Making a useful cutting or piercing tool is more difficult and makes the item a deadlier weapon, so this feature is worth 20 CP. ;padded (5 CP): padded weapons do all stun instead of half damage and half stun. Padding a weapon so that it only does stun damage is difficult and actually increases the weapon's CP value by 5 CP. ;two-handed (-10 CP): Two handed weapons are normally used with two hands. It is possible to wield a two-handed weapon in one hand, but then there is some penalty: If the weapon has the ''control'' or ''offense'' advantage, it loses those advantages. If the weapon does not have ''control'' or ''offense'' then it's heft is increased by 50% when wielded in one hand, possibly making the weapon unwieldy. This feature is worth -10 CP. ;shots (up to 20 CP): Shots describes a weapon's rate of fire. Weapons without the shots feature, such as hand weapons and most thrown weapons, never need reloading. ''Not having the shots feature is worth 20 CP.'' This feature has two numbers. The first number is the number of times a character can fire the weapon without reloading (shots before reloading.) The second number is the number of turns required to reload a weapon after all of it's shots have been fired (reload time.) Each shot can represent a single bullet, a burst of bullets or a full turn of continuous automatic fire. {| style="text-align:center" ! width="20" | !! shots before <br>reloading !! CP value |- | || 1 || -2 × the reload time |- | || 2 || 5 - 2 × the reload time |- | || 3 || 10 - 2 × the reload time |- | || 4 || 12 - 2 × the reload time |- | || 5 || 14 - 2 × the reload time |- | || 6 || 16 - 2 × the reload time |- | || 7 || 17 - 2 × the reload time |- | || 8 || 18 - 2 × the reload time |- | || 9 || 19 - 2 × the reload time |- | || 10 or more || 20 - 2 × the reload time |} ;flash (-5 CP): The weapon makes a bright, but not blinding, flash when fired, like a gun. ;noise (-10 CP): The weapon makes a loud, but not deafening, noise when fired, like the report of a gun. ;smoke (-20 CP): the weapon makes a lot of smoke when fired, which impairs stealth and future aiming, like a black powder gun. {{:Mano a Mano:Equipment List}}
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information