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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We will use our Modre Character from the character creation example to make a new weapon. (See [[Mano a Mano:Make a Character|Character Creation/Make a Character]].)
 
We will use our Modre Character from the 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'''
+
'''Add up your Modifiers'''
  
*Start with Modre's +2 Craftsmanship modifier.
+
We start with Modre's +2 Craftsmanship ability 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 for 4 hours, so we add +5 for time invested.
*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 from a crashed flying saucer near his arctic home.  
*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.
+
We add a +8 modifier for his access to this "future age" technology.
 +
The laser drills he uses from the saucer are "state of the art" alien tools, giving him another +4 modifier and making the total modifier +19.
  
'''2. Roll vs Zero'''
+
'''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.
 
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'''
+
'''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.
+
We decide Modre is making an "ice blade".
*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 use 600 CP for 1/2 sharpness and 200 CP to get 1 meter reach for the ice blade, leaving 1200 CP.
*We'll use 600 CP to make the ice blade's power 4, leaving 600 CP.
+
We 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.
+
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.
  
  

Revision as of 22:34, 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.)

Add up your Modifiers

We start with Modre's +2 Craftsmanship ability modifier. Modre works on the weapon for 4 hours, so we add +5 for time invested. Modre uses the super science from a crashed flying saucer near his arctic home. We add a +8 modifier for his access to this "future age" technology. The laser drills he uses from the saucer are "state of the art" alien tools, giving him another +4 modifier and making the total modifier +19.

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.

Distribute the CP

We decide Modre is making an "ice blade". We use 600 CP for 1/2 sharpness and 200 CP to get 1 meter reach for the ice blade, leaving 1200 CP. We 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