Editing Mano a Mano:Equipment
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.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 3: | Line 3: | ||
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. | + | 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=== | ||
Line 14: | Line 14: | ||
{| style="text-align:center" | {| style="text-align:center" | ||
− | ! mass !! CP !! style="width:2em" | !! mass !! CP | + | ! mass !! CP !! style="width:2em" | !! mass !! CP !! style="width:2em" | !! mass !! CP |
|- | |- | ||
− | | | + | | 1 g || -1 || || 1 kg || -10 || || 1 tonne || 19 |
|- | |- | ||
− | | | + | | 2 g || -2 || || 2 kg || -11 || || 2 tonnes || 20 |
|- | |- | ||
− | | | + | | 5 g || -3 || || 5 kg || -12 || || 5 tonnes || 21 |
|- | |- | ||
− | | | + | | 10 g || -4 || || 10 kg || -13 || || 10 tonnes || 22 |
|- | |- | ||
− | | | + | | 20 g || -5 || || 20 kg || -14 || || 20 tonnes || 23 |
|- | |- | ||
− | | | + | | 50 g || -6 || || 50 kg || -15 || || 50 tonnes || 24 |
|- | |- | ||
− | | | + | | 100 g || -7 || || 100 kg || -16 || || 100 tonnes || 25 |
|- | |- | ||
− | | | + | | 200 g || -8 || || 200 kg || -17 || || 200 tonnes || 26 |
|- | |- | ||
− | | | + | | 500 g || -9 || || 500 kg || -18 || || 500 tonnes || 27 |
− | | | ||
− | | | ||
− | | | ||
− | | | ||
− | |||
− | |||
|} | |} | ||
===Heft=== | ===Heft=== | ||
− | Each point of Heft is worth -10 CP. Heft is the power a character | + | {| style="text-align:center" |
+ | |- | ||
+ | | rowspan="14" style="text-align:left" valign="top" width="300" | | ||
+ | Each point of Heft is worth -10 CP. Heft is the power a character must have 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 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. | ||
− | |||
! Heft !! Mass !! width="10" | !! Heft !! Mass | ! Heft !! Mass !! width="10" | !! Heft !! Mass | ||
|- | |- | ||
− | | 0 || | + | | 0 || 0 g || || 13 || 100 kg |
|- | |- | ||
− | | 1 || | + | | 1 || 30 g || || 14 || 200 kg |
|- | |- | ||
− | | 2 || | + | | 2 || 100 g || || 15 || 300 kg |
|- | |- | ||
− | | 3 || | + | | 3 || 300 g || || 16 || 500 kg |
|- | |- | ||
− | | 4 || | + | | 4 || 500 g || || 17 || 1 tonne |
|- | |- | ||
− | | 5 || | + | | 5 || 1 kg || || 18 || 2 tonnes |
|- | |- | ||
− | | 6 || | + | | 6 || 2 kg || || 19 || 3 tonnes |
|- | |- | ||
− | | 7 || | + | | 7 || 3 kg || || 20 || 5 tonnes |
|- | |- | ||
− | | 8 || | + | | 8 || 5 kg || || 21 || 10 tonnes |
|- | |- | ||
− | | 9 || | + | | 9 || 10 kg || || 22 || 20 tonnes |
|- | |- | ||
− | | 10 || | + | | 10 || 20 kg || || 23 || 30 tonnes |
+ | |- | ||
+ | | 11 || 30 kg || || 24 || 50 tonnes | ||
+ | |- | ||
+ | | 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. | + | Each point of power is worth 10 CP. 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=== | ||
Line 79: | Line 79: | ||
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. | 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 | + | ;range (1 CP per meter): Range is a numbers 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.) |
− | ;cover and absorption (5 CP × cover | + | ;cover and absorption (5 CP × cover × 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. For example a piece of equipment with 5 cover and 2 absorption has 50 CP worth of absorption and cover. |
− | ; | + | ;grapple (10 CP): A weapon with ''grapple'' is especially effective at trapping limbs and weapons. Most flexible weapons have this feature. Add 2 to grappling attacks with this weapon. |
− | ; | + | ;reach (20 CP): A weapon with ''reach'' is long but still easy to control. Add 2 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. | ;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. | ||
Line 91: | Line 91: | ||
;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. | ;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 | + | ;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 the weapon loses it's ''grapple'' or ''reach'' advantage. This feature is worth -10 CP. |
− | ;shots ( | + | ;shots (-20 to 0 CP): Shots is the number of times a character can fire a bow or gun without reloading. A shot can represent a single bullet, a burst of bullets or a full turn of continuous automatic fire. If a weapon can be fired 10 or more times without reloading the CP value of it's shots is 0, otherwise use this table: |
{| style="text-align:center" | {| style="text-align:center" | ||
− | ! | + | ! CP !! shots |
|- | |- | ||
− | | | + | | -1 || 9 |
|- | |- | ||
− | | | + | | -2 || 8 |
|- | |- | ||
− | | | + | | -3 || 7 |
|- | |- | ||
− | | | + | | -4 || 6 |
|- | |- | ||
− | | || 5 | + | | -6 || 5 |
|- | |- | ||
− | | || | + | | -8 || 4 |
|- | |- | ||
− | | || | + | | -10 || 3 |
|- | |- | ||
− | | || | + | | -15 || 2 |
|- | |- | ||
− | | | + | | -20 || 1 |
− | |||
− | |||
− | |||
− | |||
− | |||
− | ; | + | ;turns (-2 CP per turn): Turns is the number of turns required to reload a weapon after all of it's shots have been fired. The CP value of turns is the number of turns multiplied by -2 CP, but not less than -20 CP even if a weapon takes more than 10 turns to reload. |
− | + | ===Equipment List=== | |
{{:Mano a Mano:Equipment List}} | {{:Mano a Mano:Equipment List}} |