Difference between revisions of "Mano a Mano:Equipment Lists"

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(Equipment Lists)
(Equipment Lists)
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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: 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.
  
<table><tr><td width="15"></td><td valign="top">
+
{|
 +
|-
 +
|
 
  Heft  Mass
 
  Heft  Mass
 
   
 
   
   0     0 g  
+
   0   0 g  
   1     1 g
+
   1   10 g
   2   10 g
+
   2   30 g
   3   50 g
+
   3 100 g
   4   100 g
+
   4 300 g
   5   200 g
+
   5   1 kg
   6   300 g
+
   6   2 kg
   7   400 g
+
   7   3 kg
   8   500 g
+
   8   5 kg
   9  700 g
+
   9  10 kg
   10 1000 g
+
   10   20 kg
   11 1500 g
+
   11   30 kg
   12 2000 g
+
   12  50 kg
   13  2500 g
+
|-
  14  3000 g
+
|
  15  4000 g
 
  16  5000 g
 
</td><td valign="top">
 
 
  Heft  Mass
 
  Heft  Mass
 
   
 
   
   17    7 kg
+
   13  100 kg
  18    10 kg
+
   14  200 kg
  19    15 kg
+
   15  300 kg
  20    20 kg
+
   16  500 kg
  21    25 kg
+
   17   1 tons
  22    30 kg
+
   18   2 tons
  23    40 kg
+
   19   3 tons
  24    50 kg
+
   20   5 tons
  25    70 kg
+
   21   10 tons
  26  100 kg
+
   22   20 tons
   27  150 kg
+
   23   30 tons
  28  200 kg
+
   24   50 tons
   29  250 kg
+
   25 100 tons
  30  300 kg
+
|}
   31  400 kg
 
  32  500 kg
 
   33  700 kg
 
</td><td valign="top">
 
Heft  Mass
 
 
  34   1 tons
 
   35  1.5 tons
 
  36   2 tons
 
   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>
 
  
;Pwr (Power): The weapon's damage modifier. A weapon's power is usually at least one-fourth of it's heft.
+
;Pwr (Power): The weapon's damage modifier. A weapon's power is almost never less than it's heft. Power is the maximum damage the weapon can cause in a single attack. 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 powerA weapon with 9 power has a half power of 4, so it's power would be listed as the range "4-9".
;Lvg (Leverage): If a weapon's heft is more than four times it's power, the weapon's leverage is 0If 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.
+
;Lvg (Leverage): A weapon's leverage is it's power minus it's heft or 0, whichever is greater. Leverage is 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.
+
;Shp (Sharpness): Sharpness determines whether the weapon causes stun or damage. (See [[Mano a Mano:Damage|Action/Damage]].)
 
;Reach: The item's reach if it is a hand weapon, or the item's effective range if it is a missile weapon.
 
;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.
 
;Cvr (Cover): Cover determines how likely the item will block an attack.

Revision as of 18:32, 12 August 2007

Equipment Lists

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 Character Creation/Character Equipment.)

Item name and special modifiers   CP   Mass   Heft Pwr Lvg Shp Reach Cvr Abs 
_______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
_______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
_______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
_______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
_______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
_______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
_______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
_______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
_______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___
_______________________________ ______ ____kg ____ ___ ___ ___ ____m ___ ___

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.
Heft  Mass

  0    0 g 
  1   10 g
  2   30 g
  3  100 g
  4  300 g
  5    1 kg
  6    2 kg
  7    3 kg
  8    5 kg
  9   10 kg
 10   20 kg
 11   30 kg
 12   50 kg
Heft  Mass

 13  100 kg
 14  200 kg
 15  300 kg
 16  500 kg
 17    1 tons
 18    2 tons
 19    3 tons
 20    5 tons
 21   10 tons
 22   20 tons
 23   30 tons
 24   50 tons
 25  100 tons
Pwr (Power)
The weapon's damage modifier. A weapon's power is almost never less than it's heft. Power is the maximum damage the weapon can cause in a single attack. 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".
Lvg (Leverage)
A weapon's leverage is it's power minus it's heft or 0, whichever is greater. Leverage is 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 whether the weapon causes stun or damage. (See Action/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.

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. Natural weapons are often impaling weapons so they can penetrate vital organs, punch through bone, and kill quickly. Bullets are usually impaling weapons.

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 modern ballistic vests and helmets covered with strong, tightly woven fibers that catch bullets.
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.