Difference between revisions of "Mano a Mano:Equipment Lists"

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(Equipment Lists)
(Equipment Lists)
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|  0 ||  0 g || 13 || 100 kg
 
|  0 ||  0 g || 13 || 100 kg
 
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|  1 ||  10 g || 14 || 200 kg
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|  1 ||  30 g || 14 || 200 kg
 
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|  2 || 50 g || 15 || 300 kg
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|  2 || 100 g || 15 || 300 kg
 
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|  3 || 200 g || 16 || 500 kg
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|  3 || 300 g || 16 || 500 kg
 
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|  4 || 500 g || 17 ||  1 tons
 
|  4 || 500 g || 17 ||  1 tons

Revision as of 19:32, 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      Special Modifiers   CP   Mass   Heft  Power  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 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 tons
5 1 kg 18 2 tons
6 2 kg 19 3 tons
7 3 kg 20 5 tons
8 5 kg 21 10 tons
9 10 kg 22 20 tons
10 20 kg 23 30 tons
11 30 kg 24 50 tons
12 50 kg 25 100 tons
Power (and half power)
Power is the maximum damage the weapon can cause in a single attack. A weapon's power is almost never less than it's heft. A well balanced hand weapon might have a few more power than it's heft, but a firearm can have much more power than heft. 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".
Shp (Sharpness)
Sharpness determines whether the weapon causes stun or damage. (See Action/Damage.)
Sharpness Examples
None paddded weapon, always does stun
4 blunt weapon, usually does stun
3 edged weapon, sharp natural weapons, equal damage and stun
2 very sharp weapon, sharpest natural weapons, more damage than stun
1 razor sharp or specialized piercing weapon, usually does damage
0 weapon only does 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. 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.