Editing Mano a Mano:Equipment Lists

Jump to: navigation, search

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 1: Line 1:
[[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]].)  
+
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.
 
  
  Item Name      CP Mass  Heft Power Features
+
  Item name and special modifiers  CP   Mass  Heft Pwr Lvg Shp Reach Cvr Abs
  ______________ ____ ____kg ____ __-__ __________________
+
  _______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
  ______________ ____ ____kg ____ __-__ __________________
+
  _______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
  ______________ ____ ____kg ____ __-__ __________________
+
  _______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
  ______________ ____ ____kg ____ __-__ __________________
+
  _______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
  ______________ ____ ____kg ____ __-__ __________________
+
  _______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
  ______________ ____ ____kg ____ __-__ __________________
+
  _______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
  ______________ ____ ____kg ____ __-__ __________________
+
  _______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
  ______________ ____ ____kg ____ __-__ __________________
+
  _______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
  ______________ ____ ____kg ____ __-__ __________________
+
  _______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
  ______________ ____ ____kg ____ __-__ __________________
+
  _______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
 
   
 
   
 
;CP (Character Points): The CP value of this item.
 
;CP (Character Points): The CP value of this item.
 +
;Mass: The item's mass in kg.
 +
;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, 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.
  
;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.
+
<table><tr><td width="15"></td><td valign="top">
 
+
Heft  Mass
{| style="text-align:center"
+
|-
+
  0     0 g  
| rowspan="14" style="text-align:left" valign="top" width="300" |
+
  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.
+
  2    10 g
 
+
  3    50 g
! Heft !! Mass !! width="10" | !! Heft !! Mass
+
  4  100 g
|-
+
  5  200 g
0 || 0 g   || || 13 || 100 kg
+
  6  300 g
|-
+
  7  400 g
|  1 || 30 g || || 14 || 200 kg
+
  8  500 g
|-
+
  9  700 g
|  2 || 100 g || || 15 || 300 kg
+
  10 1000 g
|-
+
  11  1500 g
|  3 || 300 g || || 16 || 500 kg
+
  12 2000 g
|-
+
  13 2500 g
| 4 || 500 g || || 17 || 1 tonne
+
  14  3000 g
|-
+
  15 4000 g
| 5 || 1 kg || || 18 || 2 tonnes
+
  16 5000 g
|-
+
</td><td valign="top">
| 6 || 2 kg || || 19 || 3 tonnes
+
  Heft Mass
|-
+
| 7 || 3 kg || || 20 || 5 tonnes
+
  17    7 kg
|-
+
  18    10 kg
|  8 || 5 kg || || 21 || 10 tonnes
+
  19    15 kg
|-
+
  20    20 kg
|  9 || 10 kg || || 22 || 20 tonnes
+
  21    25 kg
|-
+
  22    30 kg
| 10 || 20 kg || || 23 || 30 tonnes
+
  23    40 kg
|-
+
  24    50 kg
| 11 || 30 kg || || 24 || 50 tonnes
+
  25   70 kg
|-
+
  26  100 kg
| 12 || 50 kg || || 25 || 100 tonnes
+
  27  150 kg
|}
+
  28  200 kg
 
+
  29  250 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.
+
  30  300 kg
 
+
  31  400 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.)
+
  32  500 kg
 
+
  33  700 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.
+
</td><td valign="top">
 
+
Heft  Mass
;absorption: Absorption is a value which determines how much attack power is absorbed by this item when it blocks an attack.
+
 
+
  34    1 tons
;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.
+
  35  1.5 tons
 
+
  36    2 tons
;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.
+
  37 2.5 tons
 +
  38    3 tons
 +
  39    4 tons
 +
  40    5 tons
 +
  41    7 tons
 +
  42  10 tons
 +
  43  15 tons
 +
  44  20 tons
 +
  45  25 tons
 +
  46  30 tons
 +
  47  40 tons
 +
  48  50 tons
 +
  49  70 tons
 +
  50  100 tons
 +
</td></tr></table>
  
;sharp: sharp weapons do all damage instead of half damage and half stun.
+
;Pwr (Power): The weapon's damage modifier. A weapon's power is usually at least one-fourth of it's heft.
 +
;Lvg (Leverage): If a weapon's heft is more than four times it's power, the weapon's leverage is 0.  If the weapon's heft is not more than four times it's power, the weapon's leverage is four times the weapon's power minus the weapon's heft. Leverage reflects the difference between the weapon's attack power and the grip required to wield it.  Well-balanced hand weapons usually have no more than 8 leverage, but firearms can have much more.
 +
;Shp (Sharpness): Sharpness determines how much attack power is stun and how much is damage.
 +
;Reach: The item's reach if it is a hand weapon, or the item's effective range if it is a missile weapon.
 +
;Cvr (Cover): Cover determines how likely the item will block an attack.
 +
;Abs (Absorption): Absorption determines how much attack power is absorbed by this item when it blocks an attack.
  
;padded: padded weapons do all stun instead of half damage and half stun
+
Equipment can also have '''special modifiers''' which are written between the item's name and the CP value.
 +
A detailed equipment list may also include other information, 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.
 +
Weapons with low sharpness are usually blunt/bludgeoning weapons. 
 +
Weapons with high sharpness are usually cutting weapons - even if they are mainly used for stabbing. 
 +
To qualify as an impaling weapon, the weapon must be specially designed with a long narrow tip.
 +
Bullets are usually impaling weapons.
 +
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.
+
;Grp (Grapple): Improves a character's ability to use the weapon while grappling.
 +
;Atk (Attack): Improves a character's ability to successfully hit targets.
 +
;A/G (Attack and Grapple): This modifier applies to grappling and successfully hitting targets.
 +
;Par (Parry): Improves a character's ability to avoid hand to hand attacks.
 +
;Con (Conceal): Improves the character's ability to carry the weapon without it being noticed.
 +
;Cut (Cutting Resistance): Extra absorption when the item blocks a cutting weapon. Tough, flexible armor - such as leather and chainmail - resists cutting.
 +
;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.
 +
;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.
 +
;B/C (Bludgeoning and Cutting Resistance): Extra absorption when blocking bludgeoning or cutting weapons.
 +
;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.
 +
;C/I (Cutting and Impaling Resistance): Extra absorption when blocking cutting or impaling weapons.

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)