Mano a Mano:Equipment Lists
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 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.