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

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[[Category:Mano a Mano]]
 
=== Equipment CP ===
 
=== Equipment CP ===
  
<table><tr><td valign="top" width="300">
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;power CP: The CP of power is 10 times it's modifier.  (So for example, a power of 3 would be worth 30 CP.)  
The CP for most weapon modifiers is similar to the ability CP scale.
 
*The default CP scale is used '''concealment''' (Con) and '''leverage''' (see below.)
 
*The double CP scale is used for '''parry''' (Par) and '''grapple''' (Grp).
 
*The triple CP scale is used for '''attack''' (Atk).
 
  
 +
;heft CP: The CP of heft is -10 times it's modifier.  (So for example, a heft of 3 would be worth -30 CP.) 
  
The CP of armor is the CP value for the armor's '''absorption''' (Abs) on the default CP scale multiplied by the armor's '''cover''' (Cvr).
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;absorption and cover CP: Absorption and cover CP is 5 multiplied by cover and absorption. For example a piece of equipment with 5 cover and 2 absorption has 30 CP worth of absorption and cover.
The CP of special armor absorption types, such as '''bludgeoning''' (Blu), '''cutting''' (Cut) and '''impaling''' (Imp) are calculated the same way, using the special armor modifier instead of absorption.
 
  
 +
;special modifier CP: +1 parry (Par) or grapple (Grp) is worth 10 CP. +1 attack (Atk) is worth 10 CP.
  
The CP of '''power''' and '''heft''' is based on the difference between them.  This difference is also called '''leverage'''. Subtract a weapon's heft from it's power to get the weapon's leverageThe CP of the weapon's leverage is found using the default CP scale.  Aside from determining leverage, power and heft have no CP value.
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;sharpness CP: Most items can be used as a blunt weapon, so the CP of "blunt" sharpness is 0. Padding a weapon so that it only does stun damage is difficult and actually increases it's CP value by 5 CPMaking a useful cutting or piercing tool is more difficult and makes the item a deadlier weapon, so "sharp" sharpness is worth 20 CP.
  
 +
;Range CP: Each meter range is worth 1 CP.
  
The CP of '''sharpness''' is 1000 minus 200 times the weapon's sharpness, but never less than 0.
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;Two Handed: A weapon being two-handed is worth -10 CP.
If a weapon is padded so that it has no sharpness at all and only causes stun, then it's sharpness CP is 0.
 
  
{| style="text-align:center"
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;Combat Bonus: Some weapons give an extra combat bonus (Cmb). An additional combat bonus modifier of 1 is worth 20 CP.
! align="left" | Sharpness
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| rowspan="2" width="5" |
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The number of shots a bow or gun can fire without reloading and the number of turns required to reload the weapon can reduce the weapon's CP:
| 0
 
| rowspan="2" width="5" |
 
| 1 || 2 || 3 ||  4 || None
 
|-
 
! align="left" | CP  
 
| 1000 || 800 || 600 || 400 || 200 ||  0
 
|}
 
  
</td><td valign="top">
 
 
{| style="text-align:center"
 
{| style="text-align:center"
! rowspan="2" | Modifier
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! CP !!  shots    !! style="width:3em" | !! CP !! reload time
| rowspan="23" width="2" |
 
! colspan="5" | CP
 
 
|-
 
|-
! Default
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|   0 || 10 or more || ||    0 ||  1 turn
| rowspan="22" width="5" |
 
! Double
 
| rowspan="22" width="5" |
 
! Triple
 
 
|-
 
|-
| -4 || -1000 || -2000 || -3000
+
| -1 ||    9      || ||   -4 || 2 turns
 
|-
 
|-
| -3 || -600 || -1200 || -1800
+
| -2 ||    8      || ||   -6 || 3 turns
 
|-
 
|-
| -2 || -300 || -600 ||  -900
+
| -3 ||    7      || ||   -8 ||  4 turns
 
|-
 
|-
| -1 || -100 || -200 ||  -300
+
| -4 ||    6      || ||   -10 ||  5 turns
 
|-
 
|-
0 ||    0 ||     0 ||     0
+
-6 ||    5      || ||   -12 ||  6 turns
 
|-
 
|-
1 ||   100 ||  200 ||   300
+
-8 ||    4      || ||  -14 || 7 turns
 
|-
 
|-
| 2 ||   300 ||  600 ||   900
+
| -10 ||    3      || ||  -16 || 8 turns
 
|-
 
|-
| 3 ||   600 || 1200 ||  1800
+
| -15 ||    2      || ||   -18 ||  9 turns
 
|-
 
|-
|  4 ||  1000 ||  2000 ||  3000
+
| -20 ||     1      || ||   -20 || 10 or more
|-
 
|  5 ||  1500 ||  3000 ||  4500
 
|-
 
|  6 ||  2100 ||  4200 ||  6300
 
|-
 
|  7 ||  2800 ||  5600 ||  8400
 
|-
 
|  8 || 3600 || 7200 || 10800
 
|-
 
| 9 ||  4500 ||  9000 || 13500
 
|-
 
| 10 ||  5500 || 11000 || 16500
 
|-
 
| 11 ||  6600 || 13200 || 19800
 
|-
 
| 12 ||  7800 || 15600 || 23400
 
 
|}
 
|}
</td></tr></table>
 
 
  
Each tenth of a meter (0.1 m, 10 cm or about 4 inches) of '''reach''' is worth 20 CP.
+
An item's mass also modifies its CP:
  
<table><tr><td>
 
 
{| style="text-align:center"
 
{| style="text-align:center"
! Reach
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! mass !! CP !! style="width:2em" | !! mass !! CP !! style="width:2em" | !! mass !! CP  
| rowspan="11" width="5" |
 
!   CP
 
|-
 
|  0 m  ||    0
 
 
|-
 
|-
| 0.1 m ||  20
+
| 1 g  || -1 || ||  1 kg || -10 || || 1 tonne || 19
 
|-
 
|-
| 0.2 m ||  40
+
| 2 g  || -2 || ||  2 kg || -11 || || 2 tonnes || 20
 
|-
 
|-
| 0.3 m ||  60
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| 5 g  || -3 || ||  5 kg || -12 || || 5 tonnes || 21
 
|-
 
|-
| 0.4 m ||   80
+
| 10 g  || -4 || ||  10 kg || -13 || || 10 tonnes || 22
 
|-
 
|-
| 0.5 m ||  100
+
| 20 g  || -5 || ||  20 kg || -14 || || 20 tonnes || 23
 
|-
 
|-
| 0.6 m ||  120
+
| 50 g  || -6 || ||  50 kg || -15 || || 50 tonnes || 24
 
|-
 
|-
| 0.7 m || 140
+
| 100 g || -7 || || 100 kg || -16 || || 100 tonnes || 25
 
|-
 
|-
| 0.8 m || 160
+
| 200 g || -8 || || 200 kg || -17 || || 200 tonnes || 26
 
|-
 
|-
| 0.9 m || 180
+
| 500 g || -9 || || 500 kg || -18 || || 500 tonnes || 27
 
|}
 
|}
</td><td width="20"></td><td>
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{| style="text-align:center"
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;Easily Detected weapons: A weapon having a flash is worth -5 CP (the weapon makes a bright, but not blinding, flash when fired, like a gun.) A weapon having a report is worth -10 CP (the weapon makes a loud, but not deafening, noise when fired, like a gun.) A weapon having smoke is worth -20 CP (the weapon makes a lot of smoke when fired, which impairs aiming and stealth, like a black powder gun)
! Reach
 
| rowspan="11" width="5" |
 
CP
 
|-
 
| 1.0 m || 200
 
|-
 
| 1.1 m ||  220
 
|-
 
| 1.2 m ||  240
 
|-
 
| 1.3 m ||  260
 
|-
 
| 1.4 m ||  280
 
|-
 
| 1.5 m ||  300
 
|-
 
| 1.6 m ||  320
 
|-
 
| 1.7 m ||  340
 
|-
 
| 1.8 m ||  360
 
|-
 
| 1.9 m ||  380
 
|}
 
</td><td width="20"></td><td>
 
{| style="text-align:center"
 
! Reach !!  CP
 
|-
 
| 2.0 m ||  400
 
|-
 
| 2.5 m ||  500
 
|-
 
| 3.0 m ||  600
 
|-
 
| 3.5 m ||  700
 
|-
 
| 4.0 m ||  800
 
|-
 
| 5.0 m || 1000
 
|-
 
| 6.0 m ||  1200
 
|-
 
| 7.0 m ||  1400
 
|-
 
| 8.0 m ||  1600
 
|-
 
| 9.0 m ||  1800
 
|}
 
</td><td width="20"></td><td>
 
{| style="text-align:center"
 
! Reach !!  CP
 
|-
 
|  10 m ||  2000
 
|-
 
|  12 m ||  2400
 
|-
 
|  14 m ||  2800
 
|-
 
|  16 m ||  3200
 
|-
 
|  18 m ||  3600
 
|-
 
|  20 m ||  4000
 
|-
 
|  25 m ||  5000
 
|-
 
|  30 m ||  6000
 
|-
 
|  40 m ||  8000
 
|-
 
|  50 m || 10000
 
|}
 
</td></tr></table>
 

Latest revision as of 10:13, 16 November 2008

Equipment CP[edit]

power CP
The CP of power is 10 times it's modifier. (So for example, a power of 3 would be worth 30 CP.)
heft CP
The CP of heft is -10 times it's modifier. (So for example, a heft of 3 would be worth -30 CP.)
absorption and cover CP
Absorption and cover CP is 5 multiplied by cover and absorption. For example a piece of equipment with 5 cover and 2 absorption has 30 CP worth of absorption and cover.
special modifier CP
+1 parry (Par) or grapple (Grp) is worth 10 CP. +1 attack (Atk) is worth 10 CP.
sharpness CP
Most items can be used as a blunt weapon, so the CP of "blunt" sharpness is 0. Padding a weapon so that it only does stun damage is difficult and actually increases it's CP value by 5 CP. Making a useful cutting or piercing tool is more difficult and makes the item a deadlier weapon, so "sharp" sharpness is worth 20 CP.
Range CP
Each meter range is worth 1 CP.
Two Handed
A weapon being two-handed is worth -10 CP.
Combat Bonus
Some weapons give an extra combat bonus (Cmb). An additional combat bonus modifier of 1 is worth 20 CP.

The number of shots a bow or gun can fire without reloading and the number of turns required to reload the weapon can reduce the weapon's CP:

CP shots CP reload time
0 10 or more 0 1 turn
-1 9 -4 2 turns
-2 8 -6 3 turns
-3 7 -8 4 turns
-4 6 -10 5 turns
-6 5 -12 6 turns
-8 4 -14 7 turns
-10 3 -16 8 turns
-15 2 -18 9 turns
-20 1 -20 10 or more

An item's mass also modifies its CP:

mass CP mass CP mass CP
1 g -1 1 kg -10 1 tonne 19
2 g -2 2 kg -11 2 tonnes 20
5 g -3 5 kg -12 5 tonnes 21
10 g -4 10 kg -13 10 tonnes 22
20 g -5 20 kg -14 20 tonnes 23
50 g -6 50 kg -15 50 tonnes 24
100 g -7 100 kg -16 100 tonnes 25
200 g -8 200 kg -17 200 tonnes 26
500 g -9 500 kg -18 500 tonnes 27
Easily Detected weapons
A weapon having a flash is worth -5 CP (the weapon makes a bright, but not blinding, flash when fired, like a gun.) A weapon having a report is worth -10 CP (the weapon makes a loud, but not deafening, noise when fired, like a gun.) A weapon having smoke is worth -20 CP (the weapon makes a lot of smoke when fired, which impairs aiming and stealth, like a black powder gun)