Difference between revisions of "Mano a Mano:Make an Item"

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(Make an Item - Equipment Generation Example)
(Make an Item - Equipment Generation Example)
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===Make an Item - Equipment Generation Example===
 
===Make an Item - Equipment Generation Example===
  
In this example we'll use our Modre Character (see [[Mano a Mano:Make a Character|Characters/Character Creation Example]]) and the rules for making weapons, to make a weapon in 3 easy steps. (See [[Mano a Mano:Making Equipment|Equipment/Making Equipment]].)
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We will use our Modre Character from the [[Mano a Mano:Make a Character|character creation example]] to make a new weapon. (See [[Mano a Mano:Make a Character|Character Creation/Make a Character]].)
  
 
'''1. Add up your Modifiers'''
 
'''1. Add up your Modifiers'''
 
Modre's modifiers are his abilities, time invested, industrial influence and tool quality:
 
  
 
*Start with Modre's +2 Craftsmanship modifier.
 
*Start with Modre's +2 Craftsmanship modifier.
 
*Modre works on the weapon 4 hours. That gives him another +5 modifier, for a total of modifier of +7.
 
*Modre works on the weapon 4 hours. That gives him another +5 modifier, for a total of modifier of +7.
 
*Modre uses the super science available to him from a crashed flying saucer near his arctic home. We add an additional +8 modifier for his access to this "future age technology."  Now the total modifier for making his weapon is +15.
 
*Modre uses the super science available to him from a crashed flying saucer near his arctic home. We add an additional +8 modifier for his access to this "future age technology."  Now the total modifier for making his weapon is +15.
*The laser drills he uses from the saucer count as "state of the art technology," giving him another +4 modifier and making the total modifier +19.
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*The laser drills he uses from the saucer are "state of the art technology," giving him another +4 modifier and making the total modifier +19.
  
 
'''2. Roll vs Zero'''
 
'''2. Roll vs Zero'''
  
The next step is to roll the total modifiers versus zero to get the success level of the Modre's attempt. Let's say we roll a 3, for a total of +22, and the opposing roll is a 2, so the success level for this action is +20.  We now have 20 CP with which to make Modre's new weapon.
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The next step is to roll the total modifiers versus zero to get the success level of the Modre's attempt. Let's say we roll a 3, for a total of +22, and the opposing roll is a 2, so the success level for this action is +20.  We multiply the success level by 100 CP and find that Modre can make a weapon with 2000 CP.
 
 
'''3. Designate the CP'''
 
 
 
*Since Modre is making an "ice blade," we definitely want it sharp, so we'll designate 6 CP for -1 sharpness. That brings us down to 16 CP left to designate
 
*Then we need some reach, so we bring our undesignated CP down to 12 by using 2 CP to get 1 meter reach for the ice blade.
 
*We'll take a power of 2 (9 CP)to bring our undesignated CP to 3.  This automatically makes our weapon's Agi -2.
 
  
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'''3. Distribute the CP'''
  
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*Modre is making an "ice blade," so we definitely want it sharp.  We'll designate 600 CP for 1/2 sharpness. That leaves 1400 CP.
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*Then we need some reach, so we use 200 CP to get 1 meter reach for the ice blade, bringing the remaining CP down to 1200.
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*We'll use 600 CP to make the ice blade's power 4, leaving 600 CP.
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*The rest of the CP can be used to reduce the weapon's heft.  For 600 CP, 4 times the ice blade's power minus heft should be -1. In other words the weapon's heft should be 1 point more than 4 times the item's power, so the ice blade's heft is 17.
  
  
In this example, Modre had a +2 ability modifier for making ice weapons, spent 32 hours working on the ice blade, used state of the art tools and future age technology, and did well on his roll (his 3 verses the opposing 2) to give us a total of 23 CP for making the ice blade. With that CP we were able to make an "ice blade."
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Modre had a +2 ability modifier for making ice weapons, spent 32 hours working on the ice blade, used state of the art tools and future age technology, and did well on his roll (his 3 versus the opposing 2) to give us a total of 2000 CP for making the ice blade. With that CP we were able to make an "ice blade."
  
  Item Name CP  Mass  Agi  Reach Cvr Abs Pwr Shp Spec.
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  Item Name   CP  Mass  Heft Reach Cvr Abs Pwr Shp Spec.
  Ice Blade  26   0.4  -2    1    0  3   2 -2 ____
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  Ice Blade  2000  7 kg   17    1    0  0   4 1/2

Revision as of 22:25, 22 July 2007

Make an Item - Equipment Generation Example

We will use our Modre Character from the character creation example to make a new weapon. (See Character Creation/Make a Character.)

1. Add up your Modifiers

  • Start with Modre's +2 Craftsmanship modifier.
  • Modre works on the weapon 4 hours. That gives him another +5 modifier, for a total of modifier of +7.
  • Modre uses the super science available to him from a crashed flying saucer near his arctic home. We add an additional +8 modifier for his access to this "future age technology." Now the total modifier for making his weapon is +15.
  • The laser drills he uses from the saucer are "state of the art technology," giving him another +4 modifier and making the total modifier +19.

2. Roll vs Zero

The next step is to roll the total modifiers versus zero to get the success level of the Modre's attempt. Let's say we roll a 3, for a total of +22, and the opposing roll is a 2, so the success level for this action is +20. We multiply the success level by 100 CP and find that Modre can make a weapon with 2000 CP.

3. Distribute the CP

  • Modre is making an "ice blade," so we definitely want it sharp. We'll designate 600 CP for 1/2 sharpness. That leaves 1400 CP.
  • Then we need some reach, so we use 200 CP to get 1 meter reach for the ice blade, bringing the remaining CP down to 1200.
  • We'll use 600 CP to make the ice blade's power 4, leaving 600 CP.
  • The rest of the CP can be used to reduce the weapon's heft. For 600 CP, 4 times the ice blade's power minus heft should be -1. In other words the weapon's heft should be 1 point more than 4 times the item's power, so the ice blade's heft is 17.


Modre had a +2 ability modifier for making ice weapons, spent 32 hours working on the ice blade, used state of the art tools and future age technology, and did well on his roll (his 3 versus the opposing 2) to give us a total of 2000 CP for making the ice blade. With that CP we were able to make an "ice blade."

Item Name   CP   Mass  Heft Reach Cvr Abs Pwr Shp Spec.
Ice Blade  2000  7 kg   17    1    0   0   4  1/2