Editing Mano a Mano:Equipment CP

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[[Category:Mano a Mano]]
 
 
=== Equipment CP ===
 
=== Equipment CP ===
  
;power CP: The CP of power is 10 times it's modifier. (So for example, a power of 3 would be worth 30 CP.)
+
<table><tr><td valign="top" width="300">
 +
The CP for most weapon modifiers is similar to the ability CP scale.
 +
*The default CP scale is used '''concealment''' (Con) and '''leverage''' (see below.)
 +
*The double CP scale is used for '''parry''' (Par) and '''grapple''' (Grp).
 +
*The triple CP scale is used for '''attack''' (Atk).
  
;heft CP: The CP of heft is -10 times it's modifier.  (So for example, a heft of 3 would be worth -30 CP.) 
 
  
;absorption and cover CP: Absorption and cover CP is 5 multiplied by cover and absorption. For example a piece of equipment with 5 cover and 2 absorption has 30 CP worth of absorption and cover.
+
The CP of armor is the CP value for the armor's '''absorption''' (Abs) on the default CP scale multiplied by the armor's '''cover''' (Cvr).
 +
The CP of special armor absorption types, such as '''bludgeoning''' (Blu), '''cutting''' (Cut) and '''impaling''' (Imp) are calculated the same way, using the special armor modifier instead of absorption.
  
;special modifier CP: +1 parry (Par) or grapple (Grp) is worth 10 CP. +1 attack (Atk) is worth 10 CP.
 
  
;sharpness CP: Most items can be used as a blunt weapon, so the CP of "blunt" sharpness is 0. Padding a weapon so that it only does stun damage is difficult and actually increases it's CP value by 5 CP.  Making a useful cutting or piercing tool is more difficult and makes the item a deadlier weapon, so "sharp" sharpness is worth 20 CP.
+
The CP of '''power''' and '''heft''' is based on the difference between them.  This difference is also called '''leverage'''. Subtract a weapon's heft from it's power to get the weapon's leverage.  The CP of the weapon's leverage is found using the default CP scaleAside from determining leverage, power and heft have no CP value.
  
;Range CP: Each meter range is worth 1 CP.
+
</td><td valign="top">
 +
{| style="text-align:center"
 +
! rowspan="2" | Modifier
 +
| rowspan="23" width="2" |
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! colspan="5" | CP
 +
|-
 +
! Default
 +
| rowspan="22" width="5" |
 +
! Double
 +
| rowspan="22" width="5" |
 +
! Triple
 +
|-
 +
| -4 || -1000 || -2000 || -3000
 +
|-
 +
| -3 ||  -600 || -1200 || -1800
 +
|-
 +
| -2 ||  -300 ||  -600 ||  -900
 +
|-
 +
| -1 ||  -100 ||  -200 ||  -300
 +
|-
 +
|  0 ||    0 ||    0 ||    0
 +
|-
 +
1 ||  100 ||  200 ||  300
 +
|-
 +
|  2 ||  300 ||  600 ||  900
 +
|-
 +
|  3 ||  600 ||  1200 ||  1800
 +
|-
 +
|  4 ||  1000 ||  2000 ||  3000
 +
|-
 +
|  5 ||  1500 ||  3000 ||  4500
 +
|-
 +
|  6 ||  2100 ||  4200 ||  6300
 +
|-
 +
|  7 ||  2800 ||  5600 ||  8400
 +
|-
 +
|  8 ||  3600 ||  7200 || 10800
 +
|-
 +
|  9 ||  4500 ||  9000 || 13500
 +
|-
 +
| 10 ||  5500 || 11000 || 16500
 +
|-
 +
| 11 ||  6600 || 13200 || 19800
 +
|-
 +
| 12 ||  7800 || 15600 || 23400
 +
|}
 +
</td></tr></table>
  
;Two Handed: A weapon being two-handed is worth -10 CP.
 
  
;Combat Bonus: Some weapons give an extra combat bonus (Cmb). An additional combat bonus modifier of 1 is worth 20 CP.
+
The CP of '''sharpness''' is 1000 minus 200 times the weapon's sharpness, but never less than 0.
 +
If a weapon is padded so that it has no sharpness at all and only causes stun, then it's sharpness CP is 0.
  
The number of shots a bow or gun can fire without reloading and the number of turns required to reload the weapon can reduce the weapon's CP:
+
{| style="text-align:center"
 +
! align="left" | Sharpness
 +
| rowspan="2" width="5" |
 +
| 0
 +
| rowspan="2" width="5" |
 +
|  1 || 2 || 3 ||  4 || None
 +
|-
 +
! align="left" | CP  
 +
| 1000 || 800 || 600 || 400 || 200 ||  0
 +
|}
  
 +
 +
Each tenth of a meter (0.1 m, 10 cm or about 4 inches) of '''reach''' is worth 20 CP.
 +
 +
<table><tr><td>
 +
{| style="text-align:center"
 +
! Reach
 +
| rowspan="11" width="5" |
 +
!  CP
 +
|-
 +
|  0 m  ||    0
 +
|-
 +
| 0.1 m ||  20
 +
|-
 +
| 0.2 m ||  40
 +
|-
 +
| 0.3 m ||  60
 +
|-
 +
| 0.4 m ||  80
 +
|-
 +
| 0.5 m ||  100
 +
|-
 +
| 0.6 m ||  120
 +
|-
 +
| 0.7 m ||  140
 +
|-
 +
| 0.8 m ||  160
 +
|-
 +
| 0.9 m ||  180
 +
|}
 +
</td><td width="20"></td><td>
 +
{| style="text-align:center"
 +
! Reach
 +
| rowspan="11" width="5" |
 +
!  CP
 +
|-
 +
| 1.0 m ||  200
 +
|-
 +
| 1.1 m ||  220
 +
|-
 +
| 1.2 m ||  240
 +
|-
 +
| 1.3 m ||  260
 +
|-
 +
| 1.4 m ||  280
 +
|-
 +
| 1.5 m ||  300
 +
|-
 +
| 1.6 m ||  320
 +
|-
 +
| 1.7 m ||  340
 +
|-
 +
| 1.8 m ||  360
 +
|-
 +
| 1.9 m ||  380
 +
|}
 +
</td><td width="20"></td><td>
 +
{| style="text-align:center"
 +
! Reach !!  CP
 +
|-
 +
| 2.0 m ||  400
 +
|-
 +
| 2.5 m ||  500
 +
|-
 +
| 3.0 m ||  600
 +
|-
 +
| 3.5 m ||  700
 +
|-
 +
| 4.0 m ||  800
 +
|-
 +
| 5.0 m ||  1000
 +
|-
 +
| 6.0 m ||  1200
 +
|-
 +
| 7.0 m ||  1400
 +
|-
 +
| 8.0 m ||  1600
 +
|-
 +
| 9.0 m ||  1800
 +
|}
 +
</td><td width="20"></td><td>
 
{| style="text-align:center"
 
{| style="text-align:center"
!  CP !!  shots    !! style="width:3em" | !! CP !! reload time
+
! Reach !!  CP
 +
|-
 +
|  10 m || 2000
 
|-
 
|-
|   0 || 10 or more || ||    0 ||  1 turn
+
| 12 m ||  2400
 
|-
 
|-
-1 ||    9      || ||    -4 ||  2 turns
+
14 m ||  2800
 
|-
 
|-
-2 ||    8      || ||    -6 ||  3 turns
+
16 m ||  3200
 
|-
 
|-
-3 ||    7      || ||    -8 ||  4 turns
+
18 m ||  3600
 
|-
 
|-
-4 ||    6      || ||  -10 ||  5 turns
+
20 m ||  4000
 
|-
 
|-
-6 ||    5      || ||  -12 ||  6 turns
+
25 m ||  5000
 
|-
 
|-
-8 ||    4      || ||  -14 ||  7 turns
+
30 m ||  6000
 
|-
 
|-
| -10 ||    3      || ||  -16 ||  8 turns
+
| 40 m ||  8000
 
|-
 
|-
| -15 ||     2      || |-18 ||  9 turns
+
| 50 m || 10000
 +
|}
 +
</td></tr></table>
 +
 
 +
The ideal mass of medieval armor is the wearer's mass multiplied by the armor's cover and absorption divided by 100. Some armor is heavier, especially scale armor and brigandine which are held together by a heavy cloth or leather backing. Modern armor and armor that only protects a vital area, such as a helmet or breastplate, can be lighter.
 +
 
 +
{| style="text-align:center"
 
|-
 
|-
| -20 ||     1      || ||  -20 || 10 or more
+
| rowspan="14" width="20" |
 +
|
 +
Armor        Cvr x Abs x wearer / 100 = ideal  actual
 +
 +
Padded Coat    4  x  1 x 100 kg / 100 =  4 kg  4 kg
 +
Leather Armor  4  x  2  x 100 kg / 100 =  8 kg  8 kg
 +
Scale Armor    3  x  3  x 100 kg / 100 =  9 kg  15 kg
 +
Chainmail     4  x  3  x 100 kg / 100 = 12 kg  15 kg
 +
Brigandine    3  x  4  x 100 kg / 100 = 12 kg  15 kg
 +
Lamellar      4  x  4  x 100 kg / 100 = 16 kg  15 kg
 +
Full Plate    5  x  5  x 100 kg / 100 = 20 kg  25 kg
 +
Half Plate    3  x  5  x 100 kg / 100 = 15 kg  15 kg
 +
Breastplate    2  x  5  x 100 kg / 100 = 10 kg  6 kg
 +
Leather Jacket 3  x  1  x 100 kg / 100 =  3 kg  2 kg
 +
Ballistic Vest 2  x  3  x 100 kg / 100 =  6 kg  2 kg
 +
Rifle Plate    1  x  5  x 100 kg / 100 =  5 kg  3 kg
 
|}
 
|}
  
An item's mass also modifies its CP:
+
An item's mass reduces it's CP:
  
 
{| style="text-align:center"
 
{| style="text-align:center"
! mass !! CP !! style="width:2em" | !! mass !! CP !! style="width:2em" | !! mass !! CP
 
 
|-
 
|-
| 1 g   || -1 || ||   1 kg || -10 || || 1 tonne || 19
+
| rowspan="14" width="20" |
 +
!    mass  !!   CP
 +
| rowspan="14" width="10" |
 +
!    mass  !!   CP
 +
| rowspan="14" width="10" |
 +
!    mass  !!  CP
 
|-
 
|-
| 2 g   || -2 || ||  2 kg || -11 || || 2 tonnes || 20
+
|   0 g   || 1000 || 1.0-1.9 kg || -300 || 1.0-1.9 tons || -1500
 
|-
 
|-
| 5 g   || -3 || ||  5 kg || -12 || || 5 tonnes || 21
+
|   1 g   || 900 || 2.0-3.4 kg || -400 || 2.0-3.4 tons || -1600
 
|-
 
|-
| 10 g  || -4 || ||  10 kg || -13 || || 10 tonnes || 22
+
|   2-3 g   || 800 || 3.5-5.9 kg ||  -500 || 3.5-5.9 tons || -1700
 
|-
 
|-
| 20 g  || -5 || || 20 kg || -14 || || 20 tonnes || 23
+
|   4-5 || 700 || 6.0-9.9 kg || -600 || 6.0-9.9 tons || -1800
 
|-
 
|-
| 50 g || -6 || ||  50 kg || -15 || || 50 tonnes || 24
+
|   6-9 g   || 600 ||  10-19 kg || -700 || 10-19 tons  || -1900
 
|-
 
|-
| 100 g || -7 || || 100 kg || -16 || || 100 tonnes || 25
+
| 10-19 g || 500 || 20-34 kg || -800 || 20-34 tons  || -2000
 
|-
 
|-
| 200 g || -8 || || 200 kg || -17 || || 200 tonnes || 26
+
| 20-34 g || 400 || 35-59 kg || -900 || 35-59 tons  || -2100
 
|-
 
|-
| 500 g || -9 || || 500 kg || -18 || || 500 tonnes || 27
+
| 35-59 g  ||  300 ||  60-99 kg  || -1000 ||  60-99 tons  || -2200
 +
|-
 +
|  60-99 g  ||  200 || 100-199 kg || -1100 || 100-199 tons || -2300
 +
|-
 +
| 100-199 g ||  100 || 200-299 kg || -1200 || 200-349 tons || -2400
 +
|-
 +
| 200-349 g ||   0 || 350-599 kg || -1300 || 350-599 tons || -2500
 +
|-
 +
| 350-599 g || -100 || 600-999 kg || -1400 || 600-999 tons || -2600
 +
|-
 +
| 600-999 g || -200 ||            ||       ||             ||
 
|}
 
|}
 
;Easily Detected weapons: A weapon having a flash is worth -5 CP (the weapon makes a bright, but not blinding, flash when fired, like a gun.)  A weapon having a report is worth -10 CP (the weapon makes a loud, but not deafening, noise when fired, like a gun.)  A weapon having smoke is worth -20 CP (the weapon makes a lot of smoke when fired, which impairs aiming and stealth, like a black powder gun)
 

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