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

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[[Category:Mano a Mano]]
 
=== Equipment CP ===
 
=== Equipment CP ===
  
;power and heft CP: The CP of power and heft is 30 times the difference between them (power - heft). For example a weapon with 4 heft and 6 power is worth 60 CP.
+
;power CP: The CP of power is 10 times it's modifier.  (So for example, a power of 3 would be worth 30 CP.)
  
;absorption and cover CP: Absorption and cover CP is 20 multiplied by cover and absorptionFor example a peice of equipment with 5 cover and 2 absorption has 200 CP worth of absorption and cover.
+
;heft CP: The CP of heft is -10 times it's modifier(So for example, a heft of 3 would be worth -30 CP.
  
;special modifier CP: +1 parry (Par) or grapple (Grp) is worth 30 CP. +2 parry or grapple is worth 100 CP. +1 attack (Atk) is worth 100 CP.
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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.
  
;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 20 CP. Making a useful cutting or piercing tool is more difficult and makes the item a deadlier weapon, so "sharp" sharpness is worth 100 CP.
+
;special modifier CP: +1 parry (Par) or grapple (Grp) is worth 10 CP. +1 attack (Atk) is worth 10 CP.
  
Each tenth of a meter (0.1 m, 10 cm or about 4 inches) of reach is worth 2 CP (except in the case of guns and bows, see below):
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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 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.
  
{| style="text-align:center"
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;Range CP: Each meter range is worth 1 CP.
! reach !! CP !! width="10" | !! reach !! CP !! width="10" | !! reach !! CP !! width="10" | !! reach !! CP
+
 
|-
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;Two Handed: A weapon being two-handed is worth -10 CP.
|  0 m  ||  0 || || 0.8 m || 16 || || 2.0 m ||  40 || || 8.0 m || 160
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|-
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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.
| 0.1 m ||  2 || || 0.9 m || 18 || || 2.5 m ||  50 || || 9.0 m || 180
 
|-
 
| 0.2 m ||  4 || || 1.0 m || 20 || || 3.0 m ||  60 || ||  10 m || 200
 
|-
 
| 0.3 m ||  6 || || 1.1 m || 22 || || 3.5 m ||  70 || ||  15 m || 300
 
|-
 
| 0.4 m || 8 || || 1.2 m || 24 || || 4.0 m ||  80 || ||  20 m || 400
 
|-
 
| 0.5 m || 10 || || 1.3 m || 26 || || 5.0 m || 100 || ||  30 m || 600
 
|-
 
| 0.6 m || 12 || || 1.4 m || 28 || || 6.0 m || 120 || ||  40 m || 800
 
|-
 
| 0.7 m || 14 || || 1.5 m || 30 || || 7.0 m || 140 || ||  50 m || 1000
 
|}
 
  
Each meter of reach for bows and guns is worth 2 CP. This is a tenth of the CP value of the same reach for other weapons. The number of times a bow or gun can fire without reloading (shots) and the number of turns required to reload the weapon can reduce the weapon's CP:
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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:
  
 
{| style="text-align:center"
 
{| style="text-align:center"
!   CP !!  shots    !! style="width:3em" |     CP !! reloading
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! CP !!  shots    !! style="width:3em" | !! CP !! reload time
 
|-
 
|-
|   0 || 10 or more ||     0 ||  1 turn
+
|   0 || 10 or more || ||    0 ||  1 turn
 
|-
 
|-
|   -5 ||    9      ||    -20 ||  2 turns
+
| -1 ||    9      || ||    -4 ||  2 turns
 
|-
 
|-
|  -10 ||    8      ||    -30 ||  3 turns
+
|  -2 ||    8      || ||    -6 ||  3 turns
 
|-
 
|-
|  -15 ||    7      ||    -40 ||  4 turns
+
|  -3 ||    7      || ||    -8 ||  4 turns
 
|-
 
|-
|  -20 ||    6      ||   -50 ||  5 turns
+
|  -4 ||    6      || ||  -10 ||  5 turns
 
|-
 
|-
|  -30 ||    5      ||   -60 ||  6 turns
+
|  -6 ||    5      || ||  -12 ||  6 turns
 
|-
 
|-
|  -40 ||    4      ||   -70 ||  7 turns
+
|  -8 ||    4      || ||  -14 ||  7 turns
 
|-
 
|-
| -50 ||    3      ||   -80 ||  8 turns
+
| -10 ||    3      || ||  -16 ||  8 turns
 
|-
 
|-
| -70 ||    2      ||   -90 ||  9 turns
+
| -15 ||    2      || ||  -18 ||  9 turns
 
|-
 
|-
| -100 ||    1      ||  -100 || 10 or more
+
| -20 ||    1      || ||  -20 || 10 or more
 
|}
 
|}
  
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{| style="text-align:center"
 
{| style="text-align:center"
!mass!!CP!!width="15"| !!mass!!CP!!width="15"| !!mass!!CP!!width="15"| !!mass!!CP!!width="15"| !!mass!!CP
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! mass !! CP !! style="width:2em" | !! mass !! CP !! style="width:2em" | !! mass !! CP  
|-
 
| 0 g ||  0|| || 10 g||-20|| ||  1 kg||-40|| ||100 kg||-60|| ||10 tonnes||-80
 
|-
 
|0.1 g|| -1|| || 15 g||-21|| ||1.5 kg||-41|| ||150 kg||-61|| ||15 tonnes||-81
 
|-
 
|0.2 g|| -2|| || 20 g||-22|| ||  2 kg||-42|| ||200 kg||-62|| ||20 tonnes||-82
 
|-
 
|0.3 g|| -3|| || 30 g||-23|| ||  3 kg||-43|| ||300 kg||-63|| ||30 tonnes||-83
 
|-
 
|0.4 g|| -4|| || 40 g||-24|| ||  4 kg||-44|| ||400 kg||-64|| ||40 tonnes||-84
 
|-
 
|0.5 g|| -5|| || 50 g||-25|| ||  5 kg||-45|| ||500 kg||-65|| ||50 tonnes||-85
 
|-
 
|0.6 g|| -6|| || 60 g||-26|| ||  6 kg||-46|| ||600 kg||-66|| ||60 tonnes||-86
 
|-
 
|0.7 g|| -7|| || 70 g||-27|| ||  7 kg||-47|| ||700 kg||-67|| ||70 tonnes||-87
 
|-
 
|0.8 g|| -8|| || 80 g||-28|| ||  8 kg||-48|| ||800 kg||-68|| ||80 tonnes||-88
 
|-
 
|0.9 g|| -9|| || 90 g||-29|| ||  9 kg||-49|| ||900 kg||-69|| ||90 tonnes||-89
 
 
|-
 
|-
| 1 g ||-10|| ||100 g||-30|| || 10 kg||-50|| ||1 tonne||-70|| ||100 tonnes||-90
+
| 1 g   || -1 || ||   1 kg || -10 || || 1 tonne || 19
 
|-
 
|-
|1.5 g||-11|| ||150 g||-31|| || 15 kg||-51|| ||1.5 tonnes||-71|| ||150 tonnes||-91
+
| 2 g   || -2 || ||   2 kg || -11 || || 2 tonnes || 20
 
|-
 
|-
| 2 g ||-12|| ||200 g||-32|| || 20 kg||-52|| ||2 tonnes||-72|| ||200 tonnes||-92
+
| 5 g   || -3 || ||   5 kg || -12 || || 5 tonnes || 21
 
|-
 
|-
| 3 g ||-13|| ||300 g||-33|| || 30 kg||-53|| ||3 tonnes||-73|| ||300 tonnes||-93
+
| 10 g || -4 || || 10 kg || -13 || || 10 tonnes || 22
 
|-
 
|-
| 4 g ||-14|| ||400 g||-34|| || 40 kg||-54|| ||4 tonnes||-74|| ||400 tonnes||-94
+
| 20 g || -5 || || 20 kg || -14 || || 20 tonnes || 23
 
|-
 
|-
| 5 g ||-15|| ||500 g||-35|| || 50 kg||-55|| ||5 tonnes||-75|| ||500 tonnes||-95
+
| 50 g || -6 || || 50 kg || -15 || || 50 tonnes || 24
 
|-
 
|-
| 6 g ||-16|| ||600 g||-36|| || 60 kg||-56|| ||6 tonnes||-76|| ||600 tonnes||-96
+
| 100 g || -7 || || 100 kg || -16 || || 100 tonnes || 25
 
|-
 
|-
| 7 g ||-17|| ||700 g||-37|| || 70 kg||-57|| ||7 tonnes||-77|| ||700 tonnes||-97
+
| 200 g || -8 || || 200 kg || -17 || || 200 tonnes || 26
 
|-
 
|-
| 8 g ||-18|| ||800 g||-38|| || 80 kg||-58|| ||8 tonnes||-78|| ||800 tonnes||-98
+
| 500 g || -9 || || 500 kg || -18 || || 500 tonnes || 27
|-
 
| 9 g ||-19|| ||900 g||-39|| || 90 kg||-59|| ||9 tonnes||-79|| ||900 tonnes||-99
 
 
|}
 
|}
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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)

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)