Mano a Mano:Equipment Lists: Difference between revisions
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Revision as of 04:07, 13 August 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 Heft Pwr Lvg 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.
|
Heft Mass 0 0 g 1 10 g 2 30 g 3 100 g 4 300 g 5 1 kg 6 2 kg 7 3 kg 8 5 kg 9 10 kg 10 20 kg 11 30 kg 12 50 kg |
Heft Mass 13 100 kg 14 200 kg 15 300 kg 16 500 kg 17 1 tons 18 2 tons 19 3 tons 20 5 tons 21 10 tons 22 20 tons 23 30 tons 24 50 tons 25 100 tons |
- Pwr (Power)
- The weapon's damage modifier. A weapon's power is almost never less than it's heft. Power is the maximum damage the weapon can cause in a single attack. A weapon's half power is the weapon's power divided by 2, rounded down. Power is always listed as a range from the weapon's half power to it's full power. A weapon with 9 power has a half power of 4, so it's power would be listed as the range "4-9".
- Lvg (Leverage)
- A weapon's leverage is it's power minus it's heft or 0, whichever is greater. Leverage is the difference between the weapon's attack power and the grip required to wield it. Well-balanced hand weapons usually have no more than 8 leverage, but firearms can have much more.
- Shp (Sharpness)
- Sharpness determines whether the weapon causes stun or damage. (See Action/Damage.)
- 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.
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. Natural weapons are often impaling weapons so they can penetrate vital organs, punch through bone, and kill quickly. Bullets are usually impaling weapons.
- 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.
- 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 modern ballistic vests and helmets covered with strong, tightly woven fibers that catch bullets.
- 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.