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      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

  0    0 g 
  1   10 g
  2   30 g
  3  100 g
  4  300 g
  5    1 kg
  6    2 kg
  7    3 kg
  8    5 kg
  9   10 kg
 10   20 kg
 11   30 kg
 12   50 kg
Heft  Mass

 13  100 kg
 14  200 kg
 15  300 kg
 16  500 kg
 17    1 tons
 18    2 tons
 19    3 tons
 20    5 tons
 21   10 tons
 22   20 tons
 23   30 tons
 24   50 tons
 25  100 tons
Power
The weapon's damage modifier. 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. Power is the maximum damage the weapon can cause in a single attack. 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. 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. 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.