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

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(Equipment Lists)
(Equipment Lists)
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;Agi (Agility): Agility determines how easily a weapon can be aimed.A hand weapon's agility is usually close to the agility of the template of the characters  intended to use the weapon, or eight minus one-fifth of the weapon's heft. A well-balanced hand weapon, such as a sword, might have a little extra agility, while a poorly balanced weapon, such as a chair, may have less agility. Lighter hand weapons, such as knives, have more agility but less power. The agility of a missile weapon has more to do with the accuracy of the weapon than it's heft.
 
 
;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 18:03, 11 July 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   Hft Agi Reach Cvr Abs Pwr Shp
_______________________________ ____ ____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.
Hft (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, will usually have heft closer to four times the weapon's power modifier.
Heft  Mass

  0     0 g 
  1     1 g
  2     3 g
  3    10 g
  4    25 g
  5    50 g
  6   100 g
  7   200 g
  8   300 g
  9   400 g
 10   500 g
 11   700 g
 12  1000 g
 13  1500 g
 14  2000 g
 15  2500 g
Heft  Mass

 16     3 kg
 17     4 kg
 18     5 kg
 19     7 kg
 20    10 kg
 21    15 kg
 22    20 kg
 23    25 kg
 24    30 kg
 25    40 kg
 26    50 kg
 27    70 kg
 28   100 kg
 29   150 kg
 30   200 kg
 31   250 kg
 32   300 kg
 33   400 kg
 34   500 kg
 35   700 kg
 36  1000 kg
 37  1500 kg
 38  2000 kg
 39  2500 kg
Heft  Mass

 40    3 tons
 41    4 tons
 42    5 tons
 43    7 tons
 44   10 tons
 45   15 tons
 46   20 tons
 47   25 tons
 48   30 tons
 49   40 tons
 50   50 tons
 51   70 tons
 52  100 tons
 53  150 tons
 54  200 tons
 55  250 tons
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.
Pwr (Power)
The weapon's damage modifier. A hand weapon's power is usually one-fourth of it's heft, but a weapon which maximizes the power of an attack without being unwieldy, such as a mace, might have less heft than other weapons with the same power. Missile weapons with more mass and heft tend to be more powerful, but there are many exceptions.
Shp (Sharpness)
Sharpness determines how much attack power is stun and how much is damage.

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

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.
Pul (Pull)
The force required to draw a bow or crossbow and keep a bow drawn.
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 kevlar with the clay backing removed.
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.
B/C (Bludgeoning and Cutting Resistance)
Extra absorption when blocking bludgeoning or cutting weapons.
B/I (Bludgeoning and Impaling Resistance)
Extra absorption when blocking bludgeoning or impaling weapons. Bulletproof Kevlar armor is made from strong tightly woven fibers that catch bullets, and a clay backing that ablatively absorbs kinetic energy.
C/I (Cutting and Impaling Resistance)
Extra absorption when blocking cutting or impaling weapons.