Mano a Mano:Manufacturing and Modification
Making Equipment
Creating Armor and Weapons - To create weapons and armor, you add up your modifiers and roll against a difficulty level of zero. Your success level is the number of Character Points you may spend on weapon attributes. (See Character Points/Equipment CP.)
modifier Time Invested Industrial Influence Tool Quality +1 15 minutes Stone age Makeshift / lacking materials +2 30 minutes Bronze age Low quality / cheap +3 1 hour Iron age Typical / mediocre +4 2 hours Steel age High quality / expensive +5 4 hours Industrial age State of the art / very rare +6 8 hours Machine age +7 16 hours Cybernetic age +8 32 hours Future age (You can keep adding 1 to the time invested modifier by doubling the time)
Cover - Cover reflects the chance that an attack will be blocked by this weapon, shield or armor. 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 as important as the head.)
Agility - Weapon Agility is based on the weapon's power. The formula for Weapon Agility is "Weapon Power times negative one." For example, if a weapon's power were +2, it would automatically have an agility of -2.
Weapon agility can vary one point from this automatic default value. It is worth 3 CP to have an Agility bonus one point higher than it would be by default. (For example, if a weapon's power was 2, and 3 of its CP was dedicated to improving its agility, its agility would be -1.) It is worth -1 CP to have an agility bonus of one less than it would be by default. (For example, if a weapon's power was 2, and 1 of its CP was missing to lower its agility, its agility would be -3.)
Power - Heavier weapons are more powerful, so the power of a weapon is usually -2 multiplied by it's Agility modifier. No weapon should have a Power Level more than 2 levels higher or lower than -2 multiplied by it's Agility. For example if I make a weapon with -5 agility, it's Power cannot be less than 8 or greater than 12.
Sharpness - Blunt weapons, including most punches and kicks, have a sharpness of -6. A weapon with a sharpness of 0 is extremely sharp, and -2 is considered to be the sharpest of natural claws, quills, and teeth.