Mano a Mano:Equipment Lists

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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
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, may have a little more heft. The heft of a bow reflects it's pull rather than it's weight. A firearm with a strong kick may have extra heft to reflect it's kick.
Heft  Mass

  0     0 g 
  1     1 g
  2    10 g
  3    50 g
  4   100 g
  5   200 g
  6   300 g
  7   400 g
  8   500 g
  9   700 g
 10  1000 g
 11  1500 g
 12  2000 g
 13  2500 g
 14  3000 g
 15  4000 g
 16  5000 g
Heft  Mass

 17     7 kg
 18    10 kg
 19    15 kg
 20    20 kg
 21    25 kg
 22    30 kg
 23    40 kg
 24    50 kg
 25    70 kg
 26   100 kg
 27   150 kg
 28   200 kg
 29   250 kg
 30   300 kg
 31   400 kg
 32   500 kg
 33   700 kg
Heft  Mass

 34    1 tons
 35  1.5 tons
 36    2 tons
 37  2.5 tons
 38    3 tons
 39    4 tons
 40    5 tons
 41    7 tons
 42   10 tons
 43   15 tons
 44   20 tons
 45   25 tons
 46   30 tons
 47   40 tons
 48   50 tons
 49   70 tons
 50  100 tons
Pwr (Power)
The weapon's damage modifier. A weapon's power is usually at least one-fourth of it's heft.
Lvg (Leverage)
If a weapon's heft is more than four times it's power, the weapon's leverage is 0. If the weapon's heft is not more than four times it's power, the weapon's leverage is four times the weapon's power minus the weapon's heft. Leverage reflects 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 how much attack power is stun and how much is 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. 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.