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==Equipment==
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{{:Mano a Mano:Equipment List}}
 
 
Decide what equipment will be included in the game, and who may use it. If the shapes or sizes of the templates are very different, each template might have a separate equipment list. Also decide what equipment characters should have when they start the game. Starting equipment may depend on a character's occupation.  A character could start with a certain amount of CP in equipment or money to buy equipment. (See [[Mano a Mano:Occupations|Game Design/Occupations]].)
 
 
 
Equipment lists show the features of items in the game, mass, heft, power and CP value, similar to the equipment section of a character sheet, except that the equipment list is independent of the character using the equipment. A detailed equipment list may include details such as the reduced pull required to keep a compound bow drawn, the procedure for operating firearms (cocking, reloading, burst fire, etc.) or the type of damage inflicted by weapons.
 
 
 
===Item CP===
 
 
 
Some items, especially weapons and armor, have a CP value based on the item's features, mass, heft and power. This value could be used to determine equipment prices or to limit the amount of equipment a character can have.
 
 
 
===Mass===
 
  
This is the item's mass in kilograms. Weapon mass is based on heft (see below.) The mass of medieval armor is typically the wearer's mass multiplied by the armor's cover and absorption divided by 200. Some armor is heavier, especially scale armor and brigandine which are held together by a heavy cloth or leather backing. Modern armor can be lighter. An item's mass also modifies its CP:
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=== Character Equipment ===
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When rules mention the character's modifiers with an item, they refer to the modifiers in the equipment section of the character sheet. These are determined by comparing the character's modifiers to the item's modifiers, so they may be different from the values listed on the equipment list for that item. (See [[Mano a Mano:Character Sheet|Characters/Character Sheet]].)
  
{| style="text-align:center"
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  EQUIPQty Mas Agi Cmb Rch Cvr Abs Pwr Shp Tgh Spec.
! mass !! CP !! style="width:2em" | !! mass !! CP
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  _______ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______
|-
 
|    0.000 kg || 10 || ||          3-5 kg || -2
 
|-
 
|    0.001 kg ||  9 || ||          6-10 kg || -3
 
|-
 
|    0.002 kg ||  8 || ||        11-20 kg || -4
 
|-
 
|    0.005 kg ||  7 || ||        21-50 kg || -5
 
|-
 
|      0.01 kg ||  6 || ||        51-100 kg || -6
 
|-
 
|      0.02 kg ||  5 || ||      101-200 kg || -7
 
|-
 
| 0.03-0.05 kg ||  4 || ||      201-500 kg || -8
 
|-
 
| 0.06-0.10 kg || 3 || ||      501-1000 kg || -9
 
|-
 
| 0.11-0.20 kg || 2 || ||    1001-2000 kg || -10
 
|-
 
| 0.21-0.50 kg ||  1 || ||    2001-5000 kg || -11
 
|-
 
| 0.51-1.00 kg || 0 || ||  5001-10,000 kg || -12
 
|-
 
| 1.01-2.00 kg || -1 || || 10,001-20,000 kg || -13
 
|}
 
  
===Heft===
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*'''Qty''' (Quantity) is the number of these items a character has.
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*'''Mas''' (Mass) is the item's weight in pounds or mass in kg, multiplied by the quantity (Qty).
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*'''Rch''' (Reach) is character reach + weapon reach (hand weapons) or just weapon reach (missile weapons.)
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*'''Agi''' (Agility) is the character's agility or the weapon's agility, whichever is lower.
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*'''Cmb''' (Combat Modifier) in the case of hand to hand weapons is the character's Agility + applicable ability. This is a general modifier to attacking with the weapon (and parrying with a hand weapon.)  In the case of a projectile weapon, use only the applicable ability (without the agility bonus.)
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*'''Cvr''' (Cover) determines how likely the item will block an attack.  The chance of an attack targeting the area protected by this item is as important as the amount of that area actually covered.
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*'''Abs''' (Absorb) determines how much damage is absorbed by this item when it blocks an attack.
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*'''Pwr''' (Power) is the character's power or the weapon's power, whichever is greater. Heavier weapons are more powerful, so the power of a weapon is usually -2 multiplied by it's Agility modifier or slightly higher if the weapon is well balanced.
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*'''Shp''' (Sharpness) determines how many damage points go into stun and lasting pools.  (See Action Rules/Damage.)
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*'''Tgh''' (Toughness) determines how difficult the item is to break
  
Each point of Heft is worth -10 CP. Heft is the power a character's limb must have (including leverage,) to wield the weapon easily.  A weapon's heft is usually based on it's mass, but a hand weapon weighted for extra attack power, such as a mace, may have a little more heft. The heft of a bow reflects it's pull rather than it's weight. A firearm with a strong kick may have extra heft to reflect it's kick. If a weapon's heft is greater than the power of the limb holding it, the weapon is ''unwieldy''. Unwieldy weapons may only be used to do one quick action per turn (and no strenuous actions.)
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'''Special modifiers''' - Some weapons and armor will have modifiers not already listed on the character sheet. Write the modifier here along with the abbreviation for the special modifier:
  
{| style="text-align:center"
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*'''Atk''' (Attack) is the character's combat modifier with this weapon plus the weapon's attack modifier. This modifier is used instead of combat modifier when attacking.
! Heft !! Mass !! width="10" | !! Heft !! Mass
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*'''Grp''' (Grapple) is the character's combat modifier with this weapon plus the weapon's grapple modifier. This modifier is used instead of combat modifier when manipulating.
|-
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*'''A/G''' (Attack and Grapple) is the character's combat modifier with this weapon plus the weapon's attack and grapple modifier. This modifier is used instead of combat modifier when attacking or manipulating.
|  0 ||    0 kg || || 12 || 7 kg
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*'''Par''' (Parry) is the character's combat modifier with this weapon plus the weapon's parry modifier. This modifier is used instead of combat modifier when parrying.
|-
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*'''Pul''' (Pull) is the weapon's pull.
|  1 || 0.01 kg || || 14 || 10 kg
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*'''Con''' (Conceal) is the weapon's conceal modifier.
|-
 
|  2 ||  0.1 kg || || 16 || 15 kg
 
|-
 
|  3 ||  0.4 kg || || 18 || 20 kg
 
|-
 
|  4 ||  0.7 kg || || 20 || 30 kg
 
|-
 
|  5 ||    1 kg || || 25 || 50 kg
 
|-
 
|  6 ||  1.5 kg || || 30 || 70 kg
 
|-
 
|  7 ||    2 kg || || 35 || 100 kg
 
|-
 
|  8 ||  2.5 kg || || 40 || 150 kg
 
|-
 
|  9 ||    3 kg || || 45 || 200 kg
 
|-
 
| 10 ||    5 kg || || 50 || 300 kg
 
|}
 
  
===Power===
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{{:Mano a Mano:Armor}}
  
Each point of power is worth 10 CP. A weapon's power is almost never less than it's heft. A well balanced hand weapon might have more power than it's heft, and a firearm can have much more power than heft.
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{{:Mano a Mano:Hand Weapons}}
  
===Features===
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{{:Mano a Mano:Missile Weapons}}
  
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.
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{{:Mano a Mano:Making Equipment}}
  
;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.)
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{{:Mano a Mano:Make an Item}}
 
 
;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" | !! &nbsp;shots before&nbsp;<br>reloading !! CP value
 
|-
 
| || 1 || -2 &times; the reload time
 
|-
 
| || 2 || &nbsp;5 - 2 &times; the reload time
 
|-
 
| || 3 || 10 - 2 &times; the reload time
 
|-
 
| || 4 || 12 - 2 &times; the reload time
 
|-
 
| || 5 || 14 - 2 &times; the reload time
 
|-
 
| || 6 || 16 - 2 &times; the reload time
 
|-
 
| || 7 || 17 - 2 &times; the reload time
 
|-
 
| || 8 || 18 - 2 &times; the reload time
 
|-
 
| || 9 || 19 - 2 &times; the reload time
 
|-
 
| || 10 or more || 20 - 2 &times; 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}}
 

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