Editing Mano a Mano:Equipment Lists

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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      Special Modifiers  CP   Mass  Heft  Power  Shp Reach Cvr Abs
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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.
  
;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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;Mass: The item's mass in kg. 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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;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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;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.
 
 
 
! Heft !! Mass !! width="10" | !! Heft !! Mass
 
! Heft !! Mass !! width="10" | !! Heft !! Mass
 
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;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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;Power (and half power): Power is the maximum damage the weapon can cause in a single attack. A weapon's power is almost never less than it's heft. A well balanced hand weapon might have a few more power than it's heft, but a firearm can have much more power than heft. A weapon's '''half power''' is the weapon's power divided by 2, rounded down. Power is always listed as a range from the weapon's half power to it's full power.  A weapon with 9 power has a half power of 4, so it's power would be listed as the range "4-9".
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;Sharpness: There are three levels of sharpness -
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*Padded ('''P''') - All of the power from padded weapons becomes stun after getting past any applicable armour absorption.  Usually Padded is a result of careful safety-oriented craftsmanship.
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*Blunt ('''B''') - Half of the power from blunt weapons becomes stun and the other half becomes damage, after getting past any applicable armour absorption. If the power getting past any armour absorption is an odd number, the larger half is stun.  For example, 5 power getting through the target's armour absorption would become 2 damage and 3 stun to the target.  Most objects are blunt, and most sharp weapons have blunt parts on them that can be used instead of the sharp part of the weapon.
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*Sharp ('''S''') - All of the power from Sharp weapons becomes damage after getting past any applicable armour absorption.  Only objects that are very useful for cutting or piercing should be counted as "sharp."
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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. 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.)
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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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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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To qualify as an impaling weapon, the weapon must be specially designed with a long narrow tip.
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Natural weapons are often impaling weapons so they can penetrate vital organs, punch through bone, and kill quickly.
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Bullets are usually impaling weapons.
  
;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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;Grp (Grapple): Improves a character's ability to use the weapon while grappling.
  
;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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;Atk (Attack): Improves a character's ability to successfully hit targets.
  
;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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;A/G (Attack and Grapple): This modifier applies to grappling and successfully hitting targets.
  
;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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;Par (Parry): Improves a character's ability to avoid hand to hand attacks.
  
;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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;Con (Conceal): Improves the character's ability to carry the weapon without it being noticed.
  
;sharp: sharp weapons do all damage instead of half damage and half stun.
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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.
  
;padded: padded weapons do all stun instead of half damage and half stun
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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 modern ballistic vests and helmets covered with strong, tightly woven fibers that catch bullets.
  
;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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;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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