Editing Mano a Mano:Equipment Lists
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=== Equipment Lists === | === Equipment Lists === | ||
− | Equipment lists show the | + | 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]].) |
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+ | Item Name Modifiers/Features CP Mass Heft Pwr Cmb Cvr Abs | ||
+ | ______________ __________________ ______ ____kg ____ ___ ___ ___ ___ | ||
+ | ______________ __________________ ______ ____kg ____ ___ ___ ___ ___ | ||
+ | ______________ __________________ ______ ____kg ____ ___ ___ ___ ___ | ||
+ | ______________ __________________ ______ ____kg ____ ___ ___ ___ ___ | ||
+ | ______________ __________________ ______ ____kg ____ ___ ___ ___ ___ | ||
+ | ______________ __________________ ______ ____kg ____ ___ ___ ___ ___ | ||
+ | ______________ __________________ ______ ____kg ____ ___ ___ ___ ___ | ||
+ | ______________ __________________ ______ ____kg ____ ___ ___ ___ ___ | ||
+ | ______________ __________________ ______ ____kg ____ ___ ___ ___ ___ | ||
+ | ______________ __________________ ______ ____kg ____ ___ ___ ___ ___ | ||
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;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. 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 !! Mass !! width="10" | !! Heft !! Mass | ! Heft !! Mass !! width="10" | !! Heft !! Mass | ||
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− | ; | + | ;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. |
− | ; | + | ;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. 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.) |
− | ; | + | ;Abs (Absorption): Absorption determines how much attack power is absorbed by this item when it blocks an attack. |
− | ; | + | ;special modifiers: Equipment can also have special modifiers, such as bonuses to certain types of rolls. 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. |
+ | :* Grappling modifier (Grp) improves a character's grappling attack rolls. | ||
+ | :* Parry modifier (Par) improves a character's defense against hand to hand attacks. | ||
+ | :* Attack modifier (Atk) improves a character's attack rolls with this weapon. | ||
− | + | ====Features==== | |
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+ | "Features" are qualities which are only for natural weapons and equipment: | ||
;sharp: sharp weapons do all damage instead of half damage and half stun. | ;sharp: sharp weapons do all damage instead of half damage and half stun. | ||
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;padded: padded weapons do all stun instead of half damage and half stun | ;padded: padded weapons do all stun instead of half damage and half stun | ||
− | ;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 '' | + | ;hand: Each hand allows you to wield one weapon. Each pair of hands allows you to wield one two-handed weapon. Two-handed weapons may have a better power, parry or attack modifier because two-handed is a feature of artificial weapons with a negative CP value. |
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+ | ;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 all of it's positive special modifiers (attack, parry, etc.) | ||
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+ | ;range: Range is measured in whole meters, like movement. 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 a '''+1 Combat Modifier (Cmb)''' for some hand weapons (longer swords, staffs and polearms.) |