Mano a Mano:Equipment Lists: Difference between revisions
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;Abs (Absorption): Absorption determines how much attack power is absorbed by this item when it blocks 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: Equipment can also have special modifiers, such as bonuses to certain types of rolls. 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. | ||
A detailed equipment list may also include other information, such as the reduced pull required to keep a compound bow drawn, | :* Grappling modifier (Grp) improves a character's grappling attack rolls. | ||
the procedure for operating firearms (cocking, reloading, burst fire, etc.) or the type of damage inflicted by weapons. | :* Parry modifier (Par) improves a character's defense against hand to hand attacks. | ||
:* Attack modifier (Atk) improves a character's attack rolls with this weapon. | |||
Revision as of 18:35, 29 January 2008
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 Special Modifiers CP Mass Heft Pwr 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. 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 |
- Pwr (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.
- Shp (Sharpness)
- Sharpness determines whether the weapon causes lasting injury (damage) or only short term pain and injury (stun).
- Padded (P) weapons cause only stun. Padded weapons are usually the result of careful safety-oriented craftsmanship.
- Blunt (B) weapons cause some damage and some stun. Most objects are blunt and most sharp weapons have blunt parts that can be used instead of the sharp part of the weapon.
- Sharp (S) weapons cause nothing but damage. Only objects which are very useful for cutting or piercing are considered sharp.
- 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. 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.)
- Abs (Absorption)
- Absorption determines how much attack power is absorbed by this item when it blocks an attack.
- special modifiers
- Equipment can also have special modifiers, such as bonuses to certain types of rolls. 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.
- Grappling modifier (Grp) improves a character's grappling attack rolls.
- Parry modifier (Par) improves a character's defense against hand to hand attacks.
- Attack modifier (Atk) improves a character's attack rolls with this weapon.