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[[Category:Mano a Mano]]
 
 
=== Equipment Lists ===  
 
=== Equipment Lists ===  
 
   
 
   
Equipment lists show the features of items in the game: CP value, mass, heft, power and so forth. These are similar to the features in the equipment section of a character sheet, except that they are independent of the character using them. (See [[Mano a Mano:Character Equipment|Character Creation/Character Equipment]].)  
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Equipment lists show the modifiers of each item in the game. These modifiers are similar to the modifiers in the equipment section of a character sheet, except that these modifiers are independent of the character using them. (See [[Mano a Mano:Character Equipment|Character Creation/Character Equipment]].)
Most equipment will have CP and mass, and most weapons will have heft and power. Other features are listed in the ''Features'' column of the equipment list. 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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Item name and special modifiers  CP Mass  Hft Agi Reach Cvr Abs Pwr Shp
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_______________________________ ____ ____kg ___ ___ ____m ___ ___ ___ ___
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_______________________________ ____ ____kg ___ ___ ____m ___ ___ ___ ___
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_______________________________ ____ ____kg ___ ___ ____m ___ ___ ___ ___
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_______________________________ ____ ____kg ___ ___ ____m ___ ___ ___ ___
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_______________________________ ____ ____kg ___ ___ ____m ___ ___ ___ ___
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_______________________________ ____ ____kg ___ ___ ____m ___ ___ ___ ___
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_______________________________ ____ ____kg ___ ___ ____m ___ ___ ___ ___
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_______________________________ ____ ____kg ___ ___ ____m ___ ___ ___ ___
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_______________________________ ____ ____kg ___ ___ ____m ___ ___ ___ ___
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_______________________________ ____ ____kg ___ ___ ____m ___ ___ ___ ___
  
Item Name      CP  Mass  Heft Power Features
 
______________ ____ ____kg ____ __-__ __________________
 
______________ ____ ____kg ____ __-__ __________________
 
______________ ____ ____kg ____ __-__ __________________
 
______________ ____ ____kg ____ __-__ __________________
 
______________ ____ ____kg ____ __-__ __________________
 
______________ ____ ____kg ____ __-__ __________________
 
______________ ____ ____kg ____ __-__ __________________
 
______________ ____ ____kg ____ __-__ __________________
 
______________ ____ ____kg ____ __-__ __________________
 
______________ ____ ____kg ____ __-__ __________________
 
 
 
;CP (Character Points): The CP value of this item.
 
;CP (Character Points): The CP value of this item.
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;Mass: The item's mass in kg.
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;Hft (Heft): Heft is the grip 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, will usually have heft closer to four times the weapon's power modifier.
  
;mass: 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 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.
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<table><tr><td width="10"></td><td valign="top">
 
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Heft  Mass
{| style="text-align:center"
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|-
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  0     0 g  
| rowspan="14" style="text-align:left" valign="top" width="300" |
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  1    1 g
;heft: 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.
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  2    3 g
 
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  3    10 g
! Heft !! Mass !! width="10" | !! Heft !! Mass
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  4    25 g
|-
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  5    50 g
0 || 0 g   || || 13 || 100 kg
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  6  100 g
|-
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  7  200 g
|  1 || 30 g || || 14 || 200 kg
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  8  300 g
|-
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  9  400 g
|  2 || 100 g || || 15 || 300 kg
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  10  500 g
|-
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  11  700 g
|  3 || 300 g || || 16 || 500 kg
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  12 1000 g
|-
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  13  1500 g
| 4 || 500 g || || 17 || 1 tonne
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  14 2000 g
|-
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  15 2500 g
| 5 || 1 kg || || 18 || 2 tonnes
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</td><td valign="top">
|-
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  Heft Mass
| 6 || 2 kg || || 19 || 3 tonnes
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|-
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  16    3 kg
|  7 || 3 kg || || 20 || 5 tonnes
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  17    4 kg
|-
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  18    5 kg
|  8 || 5 kg || || 21 || 10 tonnes
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  19    7 kg
|-
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  20    10 kg
|  9 || 10 kg || || 22 || 20 tonnes
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  21    15 kg
|-
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  22    20 kg
| 10 || 20 kg || || 23 || 30 tonnes
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  23   25 kg
|-
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  24    30 kg
| 11 || 30 kg || || 24 || 50 tonnes
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  25    40 kg
|-
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  26    50 kg
| 12 || 50 kg || || 25 || 100 tonnes
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  27    70 kg
|}
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  28  100 kg
 
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  29  150 kg
;power: 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.
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  30  200 kg
 
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  31  250 kg
;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.)
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  32  300 kg
 
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  33  400 kg
;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.
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  34  500 kg
 
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  35  700 kg
;absorption: Absorption is a value which determines how much attack power is absorbed by this item when it blocks an attack.
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  36 1000 kg
 
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  37  1500 kg
;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.
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  38  2000 kg
 
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  39  2500 kg
;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.
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</td><td valign="top">
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Heft  Mass
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  40    3 tons
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  41    4 tons
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  42    5 tons
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  43    7 tons
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  44  10 tons
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  45  15 tons
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  46  20 tons
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  47  25 tons
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  48  30 tons
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  49  40 tons
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  50  50 tons
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  51  70 tons
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  52  100 tons
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  53  150 tons
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  54  200 tons
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  55  250 tons
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</td></tr></table>
  
;sharp: sharp weapons do all damage instead of half damage and half stun.
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;Agi (Agility): Agility determines how easily a weapon can be aimed.A hand weapon's agility is usually close to the agility of the template of the characters  intended to use the weapon, or eight minus one-fifth of the weapon's heft. A well-balanced hand weapon, such as a sword, might have a little extra agility, while a poorly balanced weapon, such as a chair, may have less agility. Lighter hand weapons, such as knives, have more agility but less power. The agility of a missile weapon has more to do with the accuracy of the weapon than it's heft.
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;Reach: The item's reach if it is a hand weapon, or the item's effective range if it is a missile weapon.
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;Cvr (Cover): Cover determines how likely the item will block an attack.
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;Abs (Absorption): Absorption determines how much attack power is absorbed by this item when it blocks an attack.
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;Pwr (Power): The weapon's damage modifier. A hand weapon's power is usually one-fourth of it's heft, but a weapon which maximizes the power of an attack without being unwieldy, such as a mace, might have less heft than other weapons with the same power. Missile weapons with more mass and heft tend to be more powerful, but there are many exceptions.
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;Shp (Sharpness): Sharpness determines how much attack power is stun and how much is damage.
  
;padded: padded weapons do all stun instead of half damage and half stun
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Equipment can also have '''special modifiers''' which are written between the item's name and the CP value.
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A detailed equipment list may also include other information, such as the reduced pull required to keep a compound bow drawn,
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the procedure for operating firearms (cocking, reloading, burst fire, etc.) or the type of damage inflicted by weapons.
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Weapons with low sharpness are usually blunt/bludgeoning weapons. 
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Weapons with high sharpness are usually cutting weapons - even if they are mainly used for stabbing. 
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To qualify as an impaling weapon, the weapon must be specially designed with a long narrow tip.
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Bullets are usually impaling weapons.
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Natural weapons are often impaling weapons so they can penetrate vital organs, punch through bone, and kill quickly.
  
;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.
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;Grp (Grapple): Improves a character's ability to use the weapon while grappling.
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;Atk (Attack): Improves a character's ability to successfully hit targets.
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;A/G (Attack and Grapple): This modifier applies to grappling and successfully hitting targets.
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;Par (Parry): Improves a character's ability to avoid hand to hand attacks.
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;Con (Conceal): Improves the character's ability to carry the weapon without it being noticed.
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;Pul (Pull): The force required to draw a bow or crossbow and keep a bow drawn.
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;Cut (Cutting Resistance): Extra absorption when the item blocks a cutting weapon. Tough, flexible armor - such as leather and chainmail - resists cutting.
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;Imp (Impaling Resistance): Extra absorption when the item blocks an impaling weapon. Hard, smooth, angled, springy and stretchy armor deflects piercing attacks.  Armor with more resistance to impaling than other attacks might include some lamellar armors or kevlar with the clay backing removed.
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;Blu (Bludgeoning Resistance): Extra absorption when the item blocks a bludgeoning weapon. Padded or ablative armor - such as a bicycle helmet - absorbs more damage from blunt trauma, explosions, collisions and so on.
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;B/C (Bludgeoning and Cutting Resistance): Extra absorption when blocking bludgeoning or cutting weapons.
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;B/I (Bludgeoning and Impaling Resistance): Extra absorption when blocking bludgeoning or impaling weapons. Bulletproof Kevlar armor is made from strong tightly woven fibers that catch bullets, and a clay backing that ablatively absorbs kinetic energy.
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;C/I (Cutting and Impaling Resistance): Extra absorption when blocking cutting or impaling weapons.

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