Mano a Mano:Manufacturing and Modification

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Equipment Lists

When rules mention an item's modifiers, they refer to the modifiers on the equipment lists.

Blank Equipment List

Item Name CP   Mass   Agi  Reach  Cvr Abs Pwr Shp Tgh Spec.
              lb / kg     ft / cm
_________ ___ ___/___ ___ ___/___ ___ ___ ___ ___ ___ _____
_________ ___ ___/___ ___ ___/___ ___ ___ ___ ___ ___ _____
_________ ___ ___/___ ___ ___/___ ___ ___ ___ ___ ___ _____
_________ ___ ___/___ ___ ___/___ ___ ___ ___ ___ ___ _____
_________ ___ ___/___ ___ ___/___ ___ ___ ___ ___ ___ _____
_________ ___ ___/___ ___ ___/___ ___ ___ ___ ___ ___ _____
_________ ___ ___/___ ___ ___/___ ___ ___ ___ ___ ___ _____
_________ ___ ___/___ ___ ___/___ ___ ___ ___ ___ ___ _____
_________ ___ ___/___ ___ ___/___ ___ ___ ___ ___ ___ _____
_________ ___ ___/___ ___ ___/___ ___ ___ ___ ___ ___ _____
_________ ___ ___/___ ___ ___/___ ___ ___ ___ ___ ___ _____
_________ ___ ___/___ ___ ___/___ ___ ___ ___ ___ ___ _____
_________ ___ ___/___ ___ ___/___ ___ ___ ___ ___ ___ _____
_________ ___ ___/___ ___ ___/___ ___ ___ ___ ___ ___ _____
_________ ___ ___/___ ___ ___/___ ___ ___ ___ ___ ___ _____
_________ ___ ___/___ ___ ___/___ ___ ___ ___ ___ ___ _____

Detailed Single Item Description

Item:________________________
_____ CP (Character Points)
_____ Mas (Mass)  ____ Weight
_____ Agi (Agility)
_____ Rch (Reach) ____ (ft/in)
_____ Cvr (Cover)
_____ Abs (Absorption)
_____ Pwr (Power)
_____ Shp (Sharpness)
_____ Tgh (Toughness)
_____ Spec. (Special modifier)
 Grp (Grapple)   Atk (Attack)
 Con (Conceal)   Par (Parry)
 Pul (Pull: to keep bow drawn)
 Cut (Cutting Resistance)
 Imp (Impaling Resistance)
 Blu (Bludgeoning Resistance)
 Combinations (A/G, C/I, I/B)
Other:______________________
      ______________________
 Damage Type (impaling, etc.)
 Compound Pull? Stays Loaded?
 Procedure for operating guns
 (cocking, reloading, bursts)
  • CP (Character Points) is the CP of this item. (See Equipment/Making Equipment.)
  • Mas (Mass) is the item's weight in pounds or mass in kg.
  • Rch (Reach) is the weapon's reach (hand weapons) or effective range (missile weapons.)
  • Agi (Agility) determines how easily a weapon can be aimed.
  • Cvr (Cover) determines how likely the item will block an attack.
  • Abs (Absorb) determines how much damage is absorbed by this item when it blocks an attack.
  • Pwr (Power) is the weapon's damage modifier.
  • Shp (Sharpness) determines how many damage points go into stun and lasting pools.
  • Tgh (Toughness) determines how difficult the item is to break

Making Equipment

Creating Armor and Weapons - To create weapons and armor, you add up your modifiers and roll against a difficulty level of zero. Your success level is the number of Character Points you may spend on weapon attributes. (See Character Points/Equipment CP.)

modifier Time Invested Industrial Influence  Tool Quality                 
 
  +1      15 minutes     Stone age           Makeshift / lacking materials
  +2      30 minutes     Bronze age          Low quality / cheap           
  +3       1 hour        Iron age            Typical / mediocre           
  +4       2 hours       Steel age           High quality / expensive     
  +5       4 hours       Industrial age      State of the art / very rare 
  +6       8 hours       Machine age                                      
  +7      16 hours       Cybernetic age                                   
  +8      32 hours       Future age                                       

(You can keep adding 1 to the time invested modifier by doubling the time)

Cover - Cover reflects the chance that an attack will be blocked by this weapon, shield or armor. 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 as important as the head.)

Agility - Weapon Agility is based on the weapon's power. The formula for Weapon Agility is "Weapon Power times negative one." For example, if a weapon's power were +2, it would automatically have an agility of -2.

Weapon agility can vary one point from this automatic default value. It is worth 3 CP to have an Agility bonus one point higher than it would be by default. (For example, if a weapon's power was 2, and 3 of its CP was dedicated to improving its agility, its agility would be -1.) It is worth -1 CP to have an agility bonus of one less than it would be by default. (For example, if a weapon's power was 2, and 1 of its CP was missing to lower its agility, its agility would be -3.)

Power - Heavier weapons are more powerful, so the power of a weapon is usually -2 multiplied by it's Agility modifier. No weapon should have a Power Level more than 2 levels higher or lower than -2 multiplied by it's Agility. For example if I make a weapon with -5 agility, it's Power cannot be less than 8 or greater than 12.

Sharpness - Blunt weapons, including most punches and kicks, have a sharpness of -6. A weapon with a sharpness of 0 is extremely sharp, and -2 is considered to be the sharpest of natural claws, quills, and teeth.