Mano a Mano:Equipment

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Equipment

Decide what equipment will be included in the game, and who may use it. Often each template will have a separate equipment list - especially if the shapes or sizes of the templates are very different. Also decide what equipment characters should have when they start the game. Starting equipment may depend on a character's occupation. A character might start with a certain amount of CP in equipment or money to buy equipment. (See Game Design/Occupations.)

Equipment Lists

Equipment lists show the features of items in the game: CP value, mass, heft, power and so forth. These are similar to the features in the equipment section of a character sheet, except that they are independent of the character using them. (See Character Creation/Character Equipment.) Most equipment will have CP and mass, and most weapons will have heft and power. Other features are listed in the Features column of the equipment list. A detailed equipment list may include details 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.

Item Name       CP  Mass   Heft Power Features
______________ ____ ____kg ____ __-__ __________________
______________ ____ ____kg ____ __-__ __________________
______________ ____ ____kg ____ __-__ __________________
______________ ____ ____kg ____ __-__ __________________
______________ ____ ____kg ____ __-__ __________________
______________ ____ ____kg ____ __-__ __________________
______________ ____ ____kg ____ __-__ __________________
______________ ____ ____kg ____ __-__ __________________
______________ ____ ____kg ____ __-__ __________________
______________ ____ ____kg ____ __-__ __________________

CP (Character Points)
The CP value of this item.
mass
The item's mass in kilograms. Weapon mass is based on heft (see below.) The mass of medieval armor is typically the wearer's mass multiplied by the armor's cover and absorption divided by 100. Some armor is heavier, especially scale armor and brigandine which are held together by a heavy cloth or leather backing. Modern armor and armor that only protects a vital area, such as a helmet or breastplate, can be lighter.
heft
Heft is the power 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. If a weapon's heft is greater than the power of the character using it, the weapon is unwieldy. Unwieldy weapons may only be used to do one quick action per turn (and no powerful actions.) A heavy weapon may increase a character's encumbrance penalty too, reducing speed and movement.
Heft Mass Heft Mass
0 0 g 13 100 kg
1 30 g 14 200 kg
2 100 g 15 300 kg
3 300 g 16 500 kg
4 500 g 17 1 tonne
5 1 kg 18 2 tonnes
6 2 kg 19 3 tonnes
7 3 kg 20 5 tonnes
8 5 kg 21 10 tonnes
9 10 kg 22 20 tonnes
10 20 kg 23 30 tonnes
11 30 kg 24 50 tonnes
12 50 kg 25 100 tonnes
power
The equipment list shows two numbers for power. The first number is half of the weapon's power, rounded down. The second number is the weapon's full power. Power is the weapon's maximum attack power. A weapon's power is almost never less than it's heft. A well balanced hand weapon might have more power than it's heft, and a firearm can have much more power than heft.
range
Range is a value which is the weapon's maximum effective range in meters. Most natural weapons and hand weapons have no range. Small amounts of reach which make a big difference in combat are reflected by higher template agility and combat abilities or reach for some hand weapons (longer swords, staffs and polearms.)
cover
Cover is a value which determines how likely the item will block an attack. 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 more important than the head.) Items with cover also have absorption.
absorption
Absorption is a value which determines how much attack power is absorbed by this item when it blocks an attack.
grapple
A weapon with grapple is especially effective at trapping limbs and weapons. Most flexible weapons have this feature. Add 1 to grappling attacks with this weapon.
reach
A weapon with reach is long but still easy to control. Add 1 to a character's combat modifier with this weapon. Flexible weapons usually have grapple instead of reach because they are more difficult to control.
sharp
sharp weapons do all damage instead of half damage and half stun.
padded
padded weapons do all stun instead of half damage and half stun
two-handed
Two handed weapons are normally used with two hands. It is possible to wield a two-handed weapon in one hand, but then the weapon loses it's grapple or reach advantage.

Equipment CP

power CP
The CP of power is 10 times it's modifier. (So for example, a power of 3 would be worth 30 CP.)
heft CP
The CP of heft is -10 times it's modifier. (So for example, a heft of 3 would be worth -30 CP.)
absorption and cover CP
Absorption and cover CP is 5 multiplied by cover and absorption. For example a piece of equipment with 5 cover and 2 absorption has 30 CP worth of absorption and cover.
special modifier CP
+1 parry (Par) or grapple (Grp) is worth 10 CP. +1 attack (Atk) is worth 10 CP.
sharpness CP
Most items can be used as a blunt weapon, so the CP of "blunt" sharpness is 0. Padding a weapon so that it only does stun damage is difficult and actually increases it's CP value by 5 CP. Making a useful cutting or piercing tool is more difficult and makes the item a deadlier weapon, so "sharp" sharpness is worth 20 CP.
Range CP
Each meter range is worth 1 CP.
Two Handed
A weapon being two-handed is worth -10 CP.
Combat Bonus
Some weapons give an extra combat bonus (Cmb). An additional combat bonus modifier of 1 is worth 20 CP.

The number of shots a bow or gun can fire without reloading and the number of turns required to reload the weapon can reduce the weapon's CP:

CP shots CP reload time
0 10 or more 0 1 turn
-1 9 -4 2 turns
-2 8 -6 3 turns
-3 7 -8 4 turns
-4 6 -10 5 turns
-6 5 -12 6 turns
-8 4 -14 7 turns
-10 3 -16 8 turns
-15 2 -18 9 turns
-20 1 -20 10 or more

An item's mass also modifies its CP:

mass CP mass CP mass CP
1 g -1 1 kg -10 1 tonne 19
2 g -2 2 kg -11 2 tonnes 20
5 g -3 5 kg -12 5 tonnes 21
10 g -4 10 kg -13 10 tonnes 22
20 g -5 20 kg -14 20 tonnes 23
50 g -6 50 kg -15 50 tonnes 24
100 g -7 100 kg -16 100 tonnes 25
200 g -8 200 kg -17 200 tonnes 26
500 g -9 500 kg -18 500 tonnes 27
Easily Detected weapons
A weapon having a flash is worth -5 CP (the weapon makes a bright, but not blinding, flash when fired, like a gun.) A weapon having a report is worth -10 CP (the weapon makes a loud, but not deafening, noise when fired, like a gun.) A weapon having smoke is worth -20 CP (the weapon makes a lot of smoke when fired, which impairs aiming and stealth, like a black powder gun)


Equipment List

Blades

knife/gaff/spurs (40 CP, 1 kg, 2 heft, 2 power, sharp)
rapier (49 CP, 2 kg, 3 heft, 3 power, sharp, 1 control)
short sword/pick (39 CP, 2 kg, 3 heft, 4 power, sharp)
broadsword (48 CP, 3 kg, 3 heft, 4 power, sharp, 1 control)
longsword (48 CP, 5 kg, 4 heft, 5 power, sharp, 2 control, two-handed)
axe (38 CP, 4 kg, 4 heft, 5 power, sharp)

MaMsabre.png
MaMknife.pngMaMhatchet.png
Bludgeons

stick/cane/baton (30 CP, 1 kg, 3 heft, 4 power, 1 control)
staff/pole (39 CP, 2 kg, 3 heft, 4 power, two-handed, 2 control)
wooden sword (38 CP, 3 kg, 4 heft, 5 power, two-handed, 2 control)
club/hammer/mace (29 CP, 2 kg, 4 heft, 5 power)
mattock/maul (8 CP, 5 kg, 7 heft, 6 power)
warhammer (18 CP, 3 kg, 5 heft, 6 power, two-handed)
chair (8 CP, 3 kg, 4 heft, 3 power, two-handed, 1 control)

MaMmace.png
MaMbone.png
MaMmallet.png

MaMglaive.png

Polearms
spear/trident (58 CP, 3 kg, 3 heft, 4 power, sharp, two-handed, 2 control)
pike (39 CP, 10 kg, 4 heft, 5 power, sharp, two-handed, 2 m)
other polearm (57 CP, 6 kg, 4 heft, 5 power, sharp, two-handed, 2 control)

Flexible Weapons

flail/nunchaku (34 CP, 2 kg, 3 heft, 4 power, 1 offense)
3 section staff (18 CP, 3 kg, 4 heft, 4 power, 2 offense, two-handed)
ball and chain (17 CP, 8 kg, 5 heft, 5 power, 2 offense, two-handed)
whip/riding crop (25 CP, 1 kg, 3 heft, 3 power, 1 offense)
bullwhip (32 CP, 2 kg, 4 heft, 4 power, 2 offense, 3 m)
rope dart (63 CP, 1 kg, 2 heft, 3 power, 2 offense, sharp, 3 m)
chain whip (49 CP, 2 kg, 4 heft, 4 power, 2 offense, sharp)

MaMmorningstar.png
MaMwhip.png
Thrown Weapons

stone (20 CP, 1 kg, 3 heft, 3 power)
boomerang (30 CP, 1 kg, 2 heft, 3 power)
grapple (29 CP, 2 kg, 4 heft, 4 power, 2 offense)
tomahawk/javelin (40 CP, 1 kg, 3 heft, 3 power, sharp)
harpoon (38 CP, 4 kg, 5 heft, 5 power, sharp)
atlatl (48 CP, 3 kg, 4 heft, 6 power, sharp, 30 m, 1/1 shots)
sling (43 CP, 1 kg, 3 heft, 4 power, 15 m, 1/1 shots)
staff sling (57 CP, 2 kg, 5 heft, 6 power, 30 m, 1/1 shots)

MaMsling.pngMaMboomerang.png
MaMthrowing-axe.png

MaMbow.png

Bows

light bow (198 CP, 1 kg, 3 heft, 6 power, sharp, 150 m, 1/1 shots)
composite bow (258 CP, 1 kg, 4 heft, 10 power, sharp, 180 m, 1/1 shots)
longbow (327 CP, 2 kg, 5 heft, 12 power, sharp, 240 m, 1/1 shots)
compound bow (238 CP, 1 kg, 3 heft, 10 power, sharp, 150 m, 1/1 shots)
crossbow (284 CP, 3 kg, 6 heft, 12 power, sharp, 210 m, 1/2 shots)

Guns
blowgun (43 CP, 0 kg, 2 heft, 2 power, sharp, 15 m, 1/1 shots)
pistol (154 CP, 1 kg, 4 heft, 8 power, sharp, 90 m, 6/6 shots, flash, noise)
submachinegun (155 CP, 2 kg, 5 heft, 8 power, sharp, 90 m, 15/2 shots, flash, noise)
hunting rifle (512 CP, 3 kg, 6 heft, 10 power, sharp, 450 m, 5/5 shots, flash, noise)
shotgun (117 CP, 3 kg, 6 heft, 11 power, sharp, 45 m, 6/6 shots, flash, noise)
assault rifle (544 CP, 3 kg, 6 heft, 12 power, sharp, 450 m, 30/2 shots, flash, noise)
machinegun (666 CP, 15 kg, 9 heft, 25 power, sharp, 600 m, flash, noise)
grenade launcher (267 CP, 2 kg, 5 heft, 15 power, sharp, 150 m, 1/1 shots, flash, noise)
rocket launcher (342 CP, 5 kg, 7 heft, 20 power, sharp, 200 m, 1/3 shots, flash, noise, smoke)

MaMcrossbow.png
Helmets

leather cap (20 CP, 0 kg, 1 cover, 2 absorption)
helmet (48 CP, 5 kg, 1 cover, 8 absorption)
full helmet (77 CP, 10 kg, 2 cover, 8 absorption)
crash helmet (49 CP, 2 kg, 2 cover, 5 absorption)
ballistic helmet (40 CP, 1 kg, 1 cover, 8 absorption)

Body Armor
padded coat (68 CP, 4 kg, 7 cover, 2 absorption)
leather armor (102 CP, 8 kg, 7 cover, 3 absorption)
scale armor (171 CP, 15 kg, 7 cover, 5 absorption)
chainmail (221 CP, 15 kg, 9 cover, 5 absorption)
brigandine (146 CP, 15 kg, 5 cover, 6 absorption)
lamellar (206 CP, 15 kg, 7 cover, 6 absorption)
full plate (355 CP, 25 kg, 9 cover, 8 absorption)
half plate (166 CP, 15 kg, 5 cover, 8 absorption)
breastplate (117 CP, 6 kg, 3 cover, 8 absorption)
leather jacket (49 CP, 2 kg, 5 cover, 2 absorption)
ballistic vest (74 CP, 2 kg, 3 cover, 5 absorption)
rifle plate (48 CP, 3 kg, 1 cover, 8 absorption)

Shields
buckler (49 CP, 2 kg, 3 heft, 3 power, 1 cover, 6 absorption)
wooden shield (68 CP, 3 kg, 4 heft, 4 power, 2 cover, 5 absorption)
leather shield (63 CP, 4 kg, 4 heft, 4 power, 3 cover, 3 absorption)

MaMhelmet.jpg
MaMarmor.png
MaMclassical-shield.pngMaMaboriginal-shield.pngMaMcowhide-shield.pngMaMbuckler.png