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 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]].)
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      CP  Mass  Heft Power Features
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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.
 
;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.
  
;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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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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;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 a '''+1 Combat Modifier (Cmb)''' for some hand weapons (longer swords, staffs and polearms.)
  
 
;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.
 
;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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;absorption: Absorption is a value which determines how much attack power is absorbed by this item when it blocks an attack.
 
;absorption: Absorption is a value which determines how much attack power is absorbed by this item when it blocks an attack.
  
;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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;grapple: This weapon is especially effective at trapping limbs and weapons. Most flexible weapons have this feature. Add 1 to grappling attacks with this weapon.
  
;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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;reach: This weapon 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.
  
 
;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.
  
 
;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
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;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.
  
 
;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.
 
;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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