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      Special Modifiers  CP   Mass  Heft Pwr Shp Reach Cvr Abs
 +
______________ _________________ ______ ____kg ____ ___ ___ ____m ___ ___
 +
______________ _________________ ______ ____kg ____ ___ ___ ____m ___ ___
 +
______________ _________________ ______ ____kg ____ ___ ___ ____m ___ ___
 +
______________ _________________ ______ ____kg ____ ___ ___ ____m ___ ___
 +
______________ _________________ ______ ____kg ____ ___ ___ ____m ___ ___
 +
______________ _________________ ______ ____kg ____ ___ ___ ____m ___ ___
 +
______________ _________________ ______ ____kg ____ ___ ___ ____m ___ ___
 +
______________ _________________ ______ ____kg ____ ___ ___ ____m ___ ___
 +
______________ _________________ ______ ____kg ____ ___ ___ ____m ___ ___
 +
______________ _________________ ______ ____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.
+
;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.
  
 
{| style="text-align:center"
 
{| style="text-align:center"
 
|-
 
|-
 
| rowspan="14" style="text-align:left" valign="top" width="300" |
 
| rowspan="14" style="text-align:left" valign="top" width="300" |
;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.
+
;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.
  
 
! Heft !! Mass !! width="10" | !! Heft !! Mass
 
! Heft !! Mass !! width="10" | !! Heft !! Mass
Line 55: Line 53:
 
|}
 
|}
  
;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.
+
;Pwr (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.
  
;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.)
+
;Shp (Sharpness): Sharpness determines whether the weapon causes lasting injury (damage) or only short term pain and injury (stun).
 +
:Padded ('''P''') weapons cause only stun. Padded weapons are usually the result of careful safety-oriented craftsmanship.
 +
:Blunt ('''B''') weapons cause some damage and some stun. Most objects are blunt and most sharp weapons have blunt parts that can be used instead of the sharp part of the weapon.
 +
:Sharp ('''S''') weapons cause nothing but damage. Only objects which are very useful for cutting or piercing are considered sharp.
  
;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.
+
;Reach: The item's reach if it is a hand weapon, or the item's effective range if it is a missile weapon.
  
;absorption: Absorption is a value which determines how much attack power is absorbed by this item when it blocks an attack.
+
;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.)
  
;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.
+
;Abs (Absorption): Absorption determines how much attack power is absorbed by this item when it blocks an attack.
  
;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.
+
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.  
  
;sharp: sharp weapons do all damage instead of half damage and half stun.
+
;Grp (Grapple): Improves a character's grappling attack rolls.
  
;padded: padded weapons do all stun instead of half damage and half stun
+
;Par (Parry): Improves a character's defense rolls against hand to hand attacks.
  
;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.
+
;Atk (Attack): Improves a character's attack rolls.

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)