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===Heft===
 
===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.)
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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.
  
 
{| style="text-align:center"
 
{| style="text-align:center"
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|  2 ||  0.1 kg || || 16 || 15 kg
 
|  2 ||  0.1 kg || || 16 || 15 kg
 
|-
 
|-
|  3 ||  0.4 kg || || 18 || 20 kg
+
|  3 ||  0.5 kg || || 18 || 20 kg
 
|-
 
|-
 
|  4 ||  0.7 kg || || 20 || 30 kg
 
|  4 ||  0.7 kg || || 20 || 30 kg
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===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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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===
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;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.)
 
;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.
+
;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.
  
 
;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.
 
;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.
+
;control (10 or 20 CP): control is a number (1 or 2) which is added to a character's attack modifier 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.
 
;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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