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. 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 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 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 (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".
Sharpness
There are three levels of sharpness -
  • Padded (P) - All of the power from padded weapons becomes stun after getting past any applicable armour absorption. Usually Padded is a result of careful safety-oriented craftsmanship.
  • Blunt (B) - Half of the power from blunt weapons becomes stun and the other half becomes damage, after getting past any applicable armour absorption. If the power getting past any armour absorption is an odd number, the larger half is stun. For example, 5 power getting through the target's armour absorption would become 2 damage and 3 stun to the target. Most objects are blunt, and most sharp weapons have blunt parts on them that can be used instead of the sharp part of the weapon.
  • Sharp (S) - All of the power from Sharp weapons becomes damage after getting past any applicable armour absorption. Only objects that are very useful for cutting or piercing should be counted as "sharp."
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. 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.)
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.