Mano a Mano:Equipment: Difference between revisions
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==Equipment== | ==Equipment== | ||
=== | ===Heft, Power and Agility=== | ||
{{:Mano a Mano:Equipment Lists}} | |||
{{:Mano a Mano:Equipment CP}} | {{:Mano a Mano:Equipment CP}} |
Revision as of 05:40, 10 July 2007
Equipment
Heft, Power and Agility
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 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 ______________ ____ ____kg ____ __-__ __________________ ______________ ____ ____kg ____ __-__ __________________ ______________ ____ ____kg ____ __-__ __________________ ______________ ____ ____kg ____ __-__ __________________ ______________ ____ ____kg ____ __-__ __________________ ______________ ____ ____kg ____ __-__ __________________ ______________ ____ ____kg ____ __-__ __________________ ______________ ____ ____kg ____ __-__ __________________ ______________ ____ ____kg ____ __-__ __________________ ______________ ____ ____kg ____ __-__ __________________
- CP (Character Points)
- The CP value of this item.
- mass
- The item's mass in kilograms. 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.
|
Heft | Mass | Heft | Mass | |
---|---|---|---|---|---|
0 | 0 g | 13 | 100 kg | ||
1 | 30 g | 14 | 200 kg | ||
2 | 100 g | 15 | 300 kg | ||
3 | 300 g | 16 | 500 kg | ||
4 | 500 g | 17 | 1 tonne | ||
5 | 1 kg | 18 | 2 tonnes | ||
6 | 2 kg | 19 | 3 tonnes | ||
7 | 3 kg | 20 | 5 tonnes | ||
8 | 5 kg | 21 | 10 tonnes | ||
9 | 10 kg | 22 | 20 tonnes | ||
10 | 20 kg | 23 | 30 tonnes | ||
11 | 30 kg | 24 | 50 tonnes | ||
12 | 50 kg | 25 | 100 tonnes |
- 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.)
- 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.
- 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.
- 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.
- 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
- 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.
Equipment 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.)
- 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)
Armor
Any equipment with cover and absorption is armor. Normally, the best absorption of all the armor worn by a character is subtracted from the power of successful attacks against the character. However an attacker can aim any attack to avoid armor, which increases the difficulty of the attack by the cover of the armor avoided. The attack can avoid all or just some of the armor a character is wearing. An attack cannot avoid armor that has complete cover.
Consider for example a character wearing a leather jacket (5 cover, 2 absorption) and a crash helmet (2 cover, 5 absorption). If an opponent attacks the character without specifically avoiding the character's armor, the armor will absorb 5 power from each attack. If an opponent tries to hit the character where the armor provides no protection, the armor will absorb no damage, but the difficulty will be increased by 7 (5 cover from the jacket plus 2 cover from the helmet.) However, the opponent can also try to avoid only the helmet. Then the leather jacket absorbs 2 power from each attack but the difficulty of the attack is only increased by 2 (the helmet's cover.)
Sometimes armor is worn in layers. A brigandine (vest lined with metal plates) is often worn over a gambeson (padded coat) or chainmail. Bulletproof ballistic vests often have optional inserts which offer extra protection to vital areas such as the heart. If one piece of armor is completely overlapped by another, the overlapping area has the cover of the smaller piece of armor and the absorption of both pieces added together. (This is like subtracting the cover of the layer with the least cover from the cover of the layer with the most cover, and adding the absorption of the layer with the most cover to the absorption of the armor with the least cover.)
Hand Weapons - example hand to hand weapon list
Blades Pwr Hft Mass Cmb Modifiers/Features knife/gaff/spurs 1-3 3 1 kg sharp spiked knuckles 1-3 3 1 kg sharp rapier 2-4 4 2 kg +1 sharp short sword/pick 2-5 4 2 kg sharp broadsword 2-5 4 3 kg +1 sharp longsword 3-6 5 5 kg +1 sharp two-handed axe 3-6 5 4 kg sharp Bludgeons Pwr Hft Mass Cmb Modifiers/Features stick/cane/baton 2-5 4 1 kg staff/pole 2-5 4 2 kg +1 two-handed wooden sword 3-6 5 1 kg +1 two-handed club/hammer 3-6 5 2 kg mace 3-7 5 2 kg mattock/maul 3-7 6 5 kg -1 warhammer 4-8 6 3 kg two-handed chair 2-4 5 3 kg +1 two-handed Polearms Pwr Hft Mass Cmb Modifiers/Features spear/trident 2-5 4 3 kg +1 sharp two-handed pike 3-6 5 10kg sharp two handed 2m range other polearm 3-6 5 6 kg +1 sharp two-handed Flexible Weapons Pwr Hft Mass Cmb Modifiers/Features flail/nunchaku 2-5 4 2 kg 3 section staff 2-5 5 3 kg +1 grapple two-handed ball and chain 3-6 6 8 kg +1 grapple two-handed whip/riding crop 2-4 4 1 kg bullwhip 2-5 5 2 kg +1 grapple 3m range rope dart 2-4 3 1 kg +1 grapple sharp 3m range chain whip 2-5 5 2 kg +1 grapple sharp
Missile Weapons - example long range weapon list
THROWN WEAPONS | CP | Mass | Heft | Power | Cvr | Abs | Features |
---|---|---|---|---|---|---|---|
Boomerang | 1 kg | 3 | 2 - 4 | ||||
Grapple | 2 kg | 6 | 3 - 6 | grapple | |||
Tomahawk/Javelin | 1 kg | 4 | 2 - 4 | sharp | |||
Harpoon | 4 kg | 6 | 3 - 6 | sharp | |||
Atlatl Dart | 2 kg | 4 | 2 - 4 | sharp | |||
Atlatl (Thrower) | 1 kg | 5 | 4 - 8 | sharp, 30 m range | |||
Stone/Bullet | 0.1 kg | 4 | 2 - 4 | ||||
Sling | 1 kg | 5 | 3 - 6 | 15 m range | |||
Staff Sling | 2 kg | 6 | 4 - 8 | 30 m range | |||
BOWS | CP | Mass | Heft | Power | Cvr | Abs | Features |
Light Bow | 1 kg | 4 | 2 - 4 | 150 m range | |||
Composite Bow | 1 kg | 5 | 3 - 6 | 180 m range | |||
Longbow | 2 kg | 7 | 4 - 8 | 240 m range | |||
Compound Bow | 1 kg | 4 | 3 - 6 | 150 m range | |||
Crossbow | 3 kg | 8 | 4 - 8 | 210 m range | |||
GUNS | CP | Mass | Heft | Power | Cvr | Abs | Features |
Blowgun | 0 kg | 3 | 1 - 2 | sharp, 15 m range | |||
Pistol | 1 kg | 5 | 2 - 5 | sharp, 90 m range | |||
Submachinegun | 2 kg | 6 | 2 - 5 | sharp, 90 m range | |||
Hunting Rifle | 3 kg | 7 | 3 - 6 | sharp, 450 m range | |||
Shotgun | 3 kg | 7 | 3 - 7 | sharp, 45 m range | |||
Assault Rifle | 3 kg | 7 | 4 - 8 | sharp, 450 m range | |||
Machinegun | 15 kg | 10 | 10 - 20 | sharp, 600 m range | |||
Grenade Launcher | 2 kg | 6 | 5 - 10 | sharp, 150 m range | |||
Rocket Launcher | 5 kg | 8 | 7 - 15 | sharp, 200 m range |