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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]].)
 
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.
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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. (See [[Mano a Mano:Character Equipment|Character Creation/Character 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===
 
===Item CP===
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===Mass===
 
===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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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.
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===Heft===
  
 
{| style="text-align:center"
 
{| style="text-align:center"
! mass !! CP !! style="width:2em" | !! mass !! CP
 
 
|-
 
|-
|     0.000 kg || 10 || ||          3-5 kg || -2
+
| rowspan="14" style="text-align:left" valign="top" width="300" |
|-
+
Heft is the power a character must have to wield the weapon easilyA 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 character using it, the weapon is '''unwieldy'''. Unwieldy weapons may only be used to do one quick action per turn (and no powerful actions.) A heavy weapon may increase a character's encumbrance penalty too, reducing speed and movement.
|    0.001 kg || 9 || ||          6-10 kg || -3
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|-
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! Heft !! Mass !! width="10" | !! Heft !! Mass
|    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 || 0 || || 13 || 100 kg
 
|-
 
|-
| 0.11-0.20 kg ||  2 || ||    1001-2000 kg || -10
+
|  1 || 30 g || || 14 || 200 kg
|-
 
| 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===
 
 
 
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.)
 
 
 
{| style="text-align:center"
 
! Heft !! Mass !! width="10" | !! Heft !! Mass
 
 
|-
 
|-
0 ||   0 kg || || 12 || 7 kg
+
2 || 100 g || || 15 || 300 kg
 
|-
 
|-
1 || 0.01 kg || || 14 || 10 kg
+
3 || 300 g || || 16 || 500 kg
 
|-
 
|-
2 || 0.1 kg || || 16 || 15 kg
+
4 || 500 g || || 17 || 1 tonne
 
|-
 
|-
3 ||  0.4 kg || || 18 || 20 kg
+
5 || 1 kg || || 18 || 2 tonnes
 
|-
 
|-
4 ||  0.7 kg || || 20 || 30 kg
+
6 || 2 kg || || 19 || 3 tonnes
 
|-
 
|-
5 ||   1 kg || || 25 || 50 kg
+
7 || 3 kg || || 20 || 5 tonnes
 
|-
 
|-
6 || 1.5 kg || || 30 || 70 kg
+
8 || 5 kg || || 21 || 10 tonnes
 
|-
 
|-
7 ||   2 kg || || 35 || 100 kg
+
9 || 10 kg || || 22 || 20 tonnes
 
|-
 
|-
| 8 || 2.5 kg || || 40 || 150 kg
+
| 10 || 20 kg || || 23 || 30 tonnes
 
|-
 
|-
| 9 ||   3 kg || || 45 || 200 kg
+
| 11 || 30 kg || || 24 || 50 tonnes
 
|-
 
|-
| 10 ||   5 kg || || 50 || 300 kg
+
| 12 || 50 kg || || 25 || 100 tonnes
 
|}
 
|}
  
 
===Power===
 
===Power===
  
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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The equipment list shows two numbers for power. The first number is half of the weapon's power, rounded down. The second number is the weapon's full power. Power is the weapon's maximum attack power. 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.
  
 
===Features===
 
===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.
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;range: Range is a value which is the weapon's maximum effective range in meters. 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 ''reach'' for some hand weapons (longer swords, staffs and polearms.)
  
;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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;cover: Cover is a value which determines how likely the item will block an attack. The chance that an attack will target the particular area protected by this item is as important as the amount of that area actually covered. For example, a helmet covering the head (a very important target) might have the same cover as armor completely protecting the feet and shins (more area, but not more important than the head.) Items with cover also have absorption.
  
;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.
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;absorption: Absorption is a value which determines how much attack power is absorbed by this item when it blocks an attack.
  
;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.
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;grapple: A weapon with ''grapple'' is especially effective at trapping limbs and weapons. Most flexible weapons have this feature. Add 1 to grappling attacks with this weapon.
  
;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.
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;reach: A weapon with ''reach'' is long but still easy to control. Add 1 to a character's combat modifier with this weapon. Flexible weapons usually have ''grapple'' instead of ''reach'' because they are more difficult to control.
  
;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.
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;sharp: sharp weapons do all damage instead of half damage and half stun.
 
 
;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.
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;padded: padded weapons do all stun instead of half damage and half stun
  
;noise (-10 CP): The weapon makes a loud, but not deafening, noise when fired, like the report of a gun.
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;two-handed: Two handed weapons are normally used with two hands. It is possible to wield a two-handed weapon in one hand, but then the weapon loses it's ''grapple'' or ''reach'' advantage.
  
;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}}
 
{{:Mano a Mano:Equipment List}}

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