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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Mano_a_Mano&amp;diff=67243</id>
		<title>Talk:Mano a Mano</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Mano_a_Mano&amp;diff=67243"/>
		<updated>2007-11-15T02:37:57Z</updated>

		<summary type="html">&lt;p&gt;75.165.113.38: /* New Item Generation System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==New Item Generation System==&lt;br /&gt;
&lt;br /&gt;
===Creating Armor and Weapons===&lt;br /&gt;
&lt;br /&gt;
When a character creates a new weapon or armor, the &amp;quot;difficulty modifier&amp;quot; of creating that item is 1% of it&#039;s character points. (For example, if I was creating a spear worth 2000 CP, the difficulty modifier of creating that spear would be 20.) Add up the character&#039;s modifiers from craftsmanship ability, industrial influence (technology available to the character) and tool quality to determine the &amp;quot;success modifier&amp;quot; (see the chart below for details about these modifiers.)  Subtract the success modifier from the difficulty modifier to find the &amp;quot;time invested modifier.&amp;quot;  Look up the time invested modifier on the chart below to see how long it will take to make the new item:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Modifier !! width=&amp;quot;5&amp;quot; | !! Time Invested !! width=&amp;quot;5&amp;quot; | !! Industrial Influence !! width=&amp;quot;5&amp;quot; | !! align=&amp;quot;left&amp;quot; | Tool Quality&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 || || 15 minutes || || Stone age      || || Makeshift / lacking materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 || || 30 minutes || || Bronze age     || || Low quality / cheap&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +3 || ||  1 hour    || || Iron age       || || Typical / mediocre&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +4 || ||  2 hours   || || Steel age      || || High quality / expensive&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +5 || ||  4 hours   || || Industrial age || || State of the art / very rare&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +6 || ||  8 hours   || || Machine age || ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +7 || || 16 hours   || || Cybernetic age || ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +8 || || 32 hours   || || Future age || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(You can keep adding 1 to the time invested modifier by doubling the time)&lt;br /&gt;
&lt;br /&gt;
;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.)&lt;br /&gt;
&lt;br /&gt;
;Heft: Heft is related to a weapon&#039;s mass and power. (See [[Mano a Mano:Equipment|Game Design/Equipment]].)&lt;br /&gt;
&lt;br /&gt;
;Power: Power is related to a weapon&#039;s heft and mass. (See [[Mano a Mano:Equipment|Game Design/Equipment]].)&lt;br /&gt;
&lt;br /&gt;
;Sharpness: Blunt weapons, including most punches and kicks, have a sharpness of 4. A weapon with a sharpness of 1 or 0 is extremely sharp.  The sharpest natural claws, quills and teeth have 2 sharpness.&lt;br /&gt;
&lt;br /&gt;
===Creating Artificial Life===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Typical examples from popular fiction of &amp;quot;artificial life&amp;quot; include Frakenstien&#039;s Monster and Robby the Robot.  Creating artificial life works exactly like creating a weapons &amp;amp; armor, except:&lt;br /&gt;
*The total character points of the new artificially-created character are used (instead of some future non-yet-existing armor or weapon.)&lt;br /&gt;
*A more appropriate ability would be used in the place of &amp;quot;craftsmanship&amp;quot;.  For example, if I was building a lunar rover robot, I might use an ability like &amp;quot;robotics&amp;quot; instead of craftsmanship.&lt;br /&gt;
*Players may have to create a new template if the type of artificial life a character is creating does not already have a template (which is likely if a character is making a unique life form.)&lt;br /&gt;
*If the culture the characters are in does not have a high focus on creating artificial life, then a modifier of  5 to 10 must be added to the &amp;quot;difficulty bonus&amp;quot; (depending on how lacking in artificial-life technology that culture is.)  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Artificial Modifications===&lt;br /&gt;
&lt;br /&gt;
A character modifying the physical characteristics of another character or a weapon or armor, works like creating weapons and armor except:&lt;br /&gt;
* The difference between the thing being modified&#039;s current character points and future character points is used as the difficulty modifier.  For example if I was adding an extra 200 character points of sharpness added to one of my weapons, the difficulty modifier would be 2.&lt;br /&gt;
* If the thing being modified is an actual character, a more appropriate ability might be used in the place of &amp;quot;craftsmanship&amp;quot;.  For example if I was mounting a gun on a lunar-rover robot, I might use an ability like &amp;quot;robotics&amp;quot; instead of &amp;quot;craftsmanship.&amp;quot;&lt;br /&gt;
* Players may need to use rules from template generation in order to determine the character point value of the modifications to characters. (For example, if my character was having an extra limb added, a player may need to use the template generation rules to determine how much character points they were adding to my character.) &lt;br /&gt;
* If characters were not artificially created in the first place, then a medicine roll must be made with a difficulty ranging from 1 (like sharpening claws for example) to 10 (like adding in an additional head and spinal column.)  If this roll is failed then the character must spend an extra month healing.  If this roll is failed by more than 5, the character dies.&lt;br /&gt;
&lt;br /&gt;
==Combat Abilities==&lt;br /&gt;
&lt;br /&gt;
Currently we only have two kinds of combat abilities:&lt;br /&gt;
&lt;br /&gt;
;Weapon Proficiency: Abilities which modify combat modifiers are weapon proficiencies, because you have one combat modifier per weapon.  Weapon Proficiencies can be as specific as a single weapon or as broad as you like (you could have a weapon proficiency which applies to all weapons) but they apply to any use of the weapon&#039;s combat modifier.&lt;br /&gt;
&lt;br /&gt;
;Athletic Abilities: Athletic abilities improve your health, allowing you to fight longer even when you get hurt.  Your best two athletic abilities affect your health, and it doesn&#039;t really matter which athletic abilities they are.&lt;br /&gt;
&lt;br /&gt;
The most obvious thing missing is abilities that affect &#039;&#039;how&#039;&#039; you fight with a given weapon - abilities which give you an advantage to using certain classes of actions over others.  For example experience competing in wrestling might improve your grappling more than it improves your striking ability.  How would these abilities work?  Would they add another column to the equipment list, or would they give you special modifiers (like the Grp, Atk, Par modifiers.) or would they be added directly to combat rolls?  Would we have some combat modifiers be independent of the equipment list, and not affected by which weapon you use?&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
&lt;br /&gt;
We need to expand the coverage of limitations to character creation and development in the Game Design section.&lt;br /&gt;
&lt;br /&gt;
* CP Allowance (How much CP for heroic or super-heroic characters?)&lt;br /&gt;
* Sex (based on template?  Should templates have a &amp;quot;sexes&amp;quot; property?)&lt;br /&gt;
* Age&lt;br /&gt;
* Templates (PC vs. NPC)&lt;br /&gt;
* Build (depends on templates. Dogs vary more than cats, and birds even less)&lt;br /&gt;
* Missing limbs&lt;br /&gt;
* Disabilities&lt;br /&gt;
** A game should allow no disabilities beyond those built into the templates, or at least have limitations like one disability per character, no more than -1000 CP of disabilities, and only those disabilities that have unavoidable consequences.&lt;br /&gt;
** A game with a GM may have a bigger disability list because he GM can moderate the role-playing of those disabilities. Players need the GM&#039;s permission to give characters disabilities beyond template disabilities. The GM may have stricter limitations than the game requires, not allow some disabilities, or decide on a case-by-case basis.&lt;br /&gt;
* Ability levels (character creation and training)&lt;br /&gt;
* Equipment (character creation and shopping)&lt;br /&gt;
* Occupations?&lt;br /&gt;
** limitations are basically built-in to occupations&lt;br /&gt;
** but the occupations section feels like it needs work&lt;br /&gt;
* Reach? (requires a rule allowing characters to have more or less reach than their template)&lt;br /&gt;
&lt;br /&gt;
==Ability Checks in Combat==&lt;br /&gt;
&lt;br /&gt;
At times a GM might ask players to perform an ability check during a round of combat.  My opinion is that players should not add their ability bonus to the check unless they specifically have established that they are using the ability.  If the check is called before the player&#039;s turn and the player stated the use of the ability before the beginning of combat.  The player would be allowed to add their ability bonus.  If the check is called after the player&#039;s turn then the player would not be allowed to add their ability bonus the unless they specifically use at least a quick action to use the ability. --[[User:Ulrich|ulrich]] 11:00, 2005 Jul 2 (CEST)&lt;br /&gt;
&lt;br /&gt;
:A classic example is watching out for traps during combat. If the traps are so well hidden that an ability roll is required, at least one of the PCs should spend a whole turn looking for traps instead of fighting. If the story requires the characters to fall into a trap, it should be impossible to find (or impossible to avoid if you do find it.) If this is not a good time in the story for the characters to fall into a trap, or if the characters have been specifically looking for traps as they go along, it doesn&#039;t make sense to ask them to make routine checks for traps. --[[User:SerpLord|SerpLord]] 15:17, 8 December 2005 (CET)&lt;/div&gt;</summary>
		<author><name>75.165.113.38</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Mano_a_Mano&amp;diff=67217</id>
		<title>Talk:Mano a Mano</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Mano_a_Mano&amp;diff=67217"/>
		<updated>2007-11-14T20:10:05Z</updated>

		<summary type="html">&lt;p&gt;75.165.113.38: /* New Item Generation System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==New Item Generation System==&lt;br /&gt;
&lt;br /&gt;
===Creating Armor and Weapons===&lt;br /&gt;
&lt;br /&gt;
When a character creates a new weapon or armor, the &amp;quot;difficulty modifier&amp;quot; of creating that item is 1% of it&#039;s character points. (For example, if I was creating a spear worth 2000 CP, the difficulty modifier of creating that spear would be 20.) Add up the character&#039;s modifiers from craftsmanship ability, industrial influence (technology available to the character) and tool quality to determine the &amp;quot;success modifier.&amp;quot;  Subtract the success modifier from the difficulty modifier to find the &amp;quot;time invested modifier.&amp;quot;  Look up the time invested modifier on the chart below to see how long it will take to make the new item:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Modifier !! width=&amp;quot;5&amp;quot; | !! Time Invested !! width=&amp;quot;5&amp;quot; | !! Industrial Influence !! width=&amp;quot;5&amp;quot; | !! align=&amp;quot;left&amp;quot; | Tool Quality&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 || || 15 minutes || || Stone age      || || Makeshift / lacking materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 || || 30 minutes || || Bronze age     || || Low quality / cheap&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +3 || ||  1 hour    || || Iron age       || || Typical / mediocre&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +4 || ||  2 hours   || || Steel age      || || High quality / expensive&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +5 || ||  4 hours   || || Industrial age || || State of the art / very rare&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +6 || ||  8 hours   || || Machine age || ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +7 || || 16 hours   || || Cybernetic age || ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +8 || || 32 hours   || || Future age || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(You can keep adding 1 to the time invested modifier by doubling the time)&lt;br /&gt;
&lt;br /&gt;
;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.)&lt;br /&gt;
&lt;br /&gt;
;Heft: Heft is related to a weapon&#039;s mass and power. (See [[Mano a Mano:Equipment|Game Design/Equipment]].)&lt;br /&gt;
&lt;br /&gt;
;Power: Power is related to a weapon&#039;s heft and mass. (See [[Mano a Mano:Equipment|Game Design/Equipment]].)&lt;br /&gt;
&lt;br /&gt;
;Sharpness: Blunt weapons, including most punches and kicks, have a sharpness of 4. A weapon with a sharpness of 1 or 0 is extremely sharp.  The sharpest natural claws, quills and teeth have 2 sharpness.&lt;br /&gt;
&lt;br /&gt;
===Creating Artificial Life===&lt;br /&gt;
&lt;br /&gt;
Creating artificial life works exactly like creating a weapons &amp;amp; armor, except:&lt;br /&gt;
*The total character points of the new artificially-created character are used (instead of some future non-yet-existing armor or weapon.)&lt;br /&gt;
*Players may have to create a new template if the type of artificial life a character is creating does not already have a template (which is likely if a character is making a unique life form.)&lt;br /&gt;
*If the culture the characters are in does not have a high focus on creating artificial life, then a modifier of   5 to 10 must be added to the &amp;quot;difficulty bonus&amp;quot; (depending on how lacking in artificial-life technology that culture is.)  &lt;br /&gt;
&lt;br /&gt;
Typical examples from popular fiction of &amp;quot;artificial life&amp;quot; include Frakenstien&#039;s Monster and Robby the Robot.&lt;br /&gt;
&lt;br /&gt;
===Artificial Modifications===&lt;br /&gt;
&lt;br /&gt;
A character modifying the physical characteristics of another character or a weapon or armor, works like creating weapons and armor except:&lt;br /&gt;
* The difference between the thing being modified&#039;s current character points and future character points is used (instead of some future non-yet-existing armor or weapon.)&lt;br /&gt;
* Players may need to use rules from template generation in order to determine the character point value of the modifications to characters. (For example, if my character was having an extra limb added, a player may need to use the template generation rules to determine how much character points they were adding to my character.) &lt;br /&gt;
* If characters were not artificially created in the first place, then a medicine roll must be made with a difficulty ranging from 1 (like sharpening claws for example) to 10 (like adding in an additional head and spinal column.)  If this roll is failed then the character must spend an extra month healing.  If this roll is failed by more than 5, the character dies.&lt;br /&gt;
&lt;br /&gt;
==Combat Abilities==&lt;br /&gt;
&lt;br /&gt;
Currently we only have two kinds of combat abilities:&lt;br /&gt;
&lt;br /&gt;
;Weapon Proficiency: Abilities which modify combat modifiers are weapon proficiencies, because you have one combat modifier per weapon.  Weapon Proficiencies can be as specific as a single weapon or as broad as you like (you could have a weapon proficiency which applies to all weapons) but they apply to any use of the weapon&#039;s combat modifier.&lt;br /&gt;
&lt;br /&gt;
;Athletic Abilities: Athletic abilities improve your health, allowing you to fight longer even when you get hurt.  Your best two athletic abilities affect your health, and it doesn&#039;t really matter which athletic abilities they are.&lt;br /&gt;
&lt;br /&gt;
The most obvious thing missing is abilities that affect &#039;&#039;how&#039;&#039; you fight with a given weapon - abilities which give you an advantage to using certain classes of actions over others.  For example experience competing in wrestling might improve your grappling more than it improves your striking ability.  How would these abilities work?  Would they add another column to the equipment list, or would they give you special modifiers (like the Grp, Atk, Par modifiers.) or would they be added directly to combat rolls?  Would we have some combat modifiers be independent of the equipment list, and not affected by which weapon you use?&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
&lt;br /&gt;
We need to expand the coverage of limitations to character creation and development in the Game Design section.&lt;br /&gt;
&lt;br /&gt;
* CP Allowance (How much CP for heroic or super-heroic characters?)&lt;br /&gt;
* Sex (based on template?  Should templates have a &amp;quot;sexes&amp;quot; property?)&lt;br /&gt;
* Age&lt;br /&gt;
* Templates (PC vs. NPC)&lt;br /&gt;
* Build (depends on templates. Dogs vary more than cats, and birds even less)&lt;br /&gt;
* Missing limbs&lt;br /&gt;
* Disabilities&lt;br /&gt;
** A game should allow no disabilities beyond those built into the templates, or at least have limitations like one disability per character, no more than -1000 CP of disabilities, and only those disabilities that have unavoidable consequences.&lt;br /&gt;
** A game with a GM may have a bigger disability list because he GM can moderate the role-playing of those disabilities. Players need the GM&#039;s permission to give characters disabilities beyond template disabilities. The GM may have stricter limitations than the game requires, not allow some disabilities, or decide on a case-by-case basis.&lt;br /&gt;
* Ability levels (character creation and training)&lt;br /&gt;
* Equipment (character creation and shopping)&lt;br /&gt;
* Occupations?&lt;br /&gt;
** limitations are basically built-in to occupations&lt;br /&gt;
** but the occupations section feels like it needs work&lt;br /&gt;
* Reach? (requires a rule allowing characters to have more or less reach than their template)&lt;br /&gt;
&lt;br /&gt;
==Ability Checks in Combat==&lt;br /&gt;
&lt;br /&gt;
At times a GM might ask players to perform an ability check during a round of combat.  My opinion is that players should not add their ability bonus to the check unless they specifically have established that they are using the ability.  If the check is called before the player&#039;s turn and the player stated the use of the ability before the beginning of combat.  The player would be allowed to add their ability bonus.  If the check is called after the player&#039;s turn then the player would not be allowed to add their ability bonus the unless they specifically use at least a quick action to use the ability. --[[User:Ulrich|ulrich]] 11:00, 2005 Jul 2 (CEST)&lt;br /&gt;
&lt;br /&gt;
:A classic example is watching out for traps during combat. If the traps are so well hidden that an ability roll is required, at least one of the PCs should spend a whole turn looking for traps instead of fighting. If the story requires the characters to fall into a trap, it should be impossible to find (or impossible to avoid if you do find it.) If this is not a good time in the story for the characters to fall into a trap, or if the characters have been specifically looking for traps as they go along, it doesn&#039;t make sense to ask them to make routine checks for traps. --[[User:SerpLord|SerpLord]] 15:17, 8 December 2005 (CET)&lt;/div&gt;</summary>
		<author><name>75.165.113.38</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Mano_a_Mano&amp;diff=67213</id>
		<title>Talk:Mano a Mano</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Mano_a_Mano&amp;diff=67213"/>
		<updated>2007-11-14T19:41:23Z</updated>

		<summary type="html">&lt;p&gt;75.165.113.38: BFGalbraith proposes artificial life creation system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==New Item Generation System==&lt;br /&gt;
&lt;br /&gt;
===Creating Armor and Weapons===&lt;br /&gt;
&lt;br /&gt;
When a character creates a new weapon or armor, the &amp;quot;difficulty modifier&amp;quot; of creating that item is 1% of it&#039;s character points. (For example, if I was creating a spear worth 2000 CP, the difficulty modifier of creating that spear would be 20.) Add up the character&#039;s modifiers from craftsmanship ability, industrial influence (technology available to the character) and tool quality to determine the &amp;quot;success modifier.&amp;quot;  Subtract the success modifier from the difficulty modifier to find the &amp;quot;time invested modifier.&amp;quot;  Look up the time invested modifier on the chart below to see how long it will take to make the new item:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Modifier !! width=&amp;quot;5&amp;quot; | !! Time Invested !! width=&amp;quot;5&amp;quot; | !! Industrial Influence !! width=&amp;quot;5&amp;quot; | !! align=&amp;quot;left&amp;quot; | Tool Quality&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 || || 15 minutes || || Stone age      || || Makeshift / lacking materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 || || 30 minutes || || Bronze age     || || Low quality / cheap&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +3 || ||  1 hour    || || Iron age       || || Typical / mediocre&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +4 || ||  2 hours   || || Steel age      || || High quality / expensive&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +5 || ||  4 hours   || || Industrial age || || State of the art / very rare&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +6 || ||  8 hours   || || Machine age || ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +7 || || 16 hours   || || Cybernetic age || ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +8 || || 32 hours   || || Future age || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(You can keep adding 1 to the time invested modifier by doubling the time)&lt;br /&gt;
&lt;br /&gt;
;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.)&lt;br /&gt;
&lt;br /&gt;
;Heft: Heft is related to a weapon&#039;s mass and power. (See [[Mano a Mano:Equipment|Game Design/Equipment]].)&lt;br /&gt;
&lt;br /&gt;
;Power: Power is related to a weapon&#039;s heft and mass. (See [[Mano a Mano:Equipment|Game Design/Equipment]].)&lt;br /&gt;
&lt;br /&gt;
;Sharpness: Blunt weapons, including most punches and kicks, have a sharpness of 4. A weapon with a sharpness of 1 or 0 is extremely sharp.  The sharpest natural claws, quills and teeth have 2 sharpness.&lt;br /&gt;
&lt;br /&gt;
===Creating Artificial Life===&lt;br /&gt;
&lt;br /&gt;
Creating artificial life works exactly like creating a weapons &amp;amp; armor, except:&lt;br /&gt;
*The total character points of the new artificially-created character are used (instead of some other object.)&lt;br /&gt;
*Players may have to create a new template if the type of artificial life a character is creating does not already have a template (which is likely if a character is making a unique life form.)&lt;br /&gt;
*If the culture the characters are in does not have a high focus on creating artificial life, then a modifier of   5 to 10 must be added to the &amp;quot;difficulty bonus&amp;quot; (depending on how lacking in artificial-life technology that culture is.)  &lt;br /&gt;
&lt;br /&gt;
Typical examples from popular fiction of &amp;quot;artificial life&amp;quot; include Frakenstien&#039;s Monster and Robby the Robot.&lt;br /&gt;
&lt;br /&gt;
===Surgical Modification of Characters===&lt;br /&gt;
&lt;br /&gt;
To modify the physical characteristics&lt;br /&gt;
&lt;br /&gt;
==Combat Abilities==&lt;br /&gt;
&lt;br /&gt;
Currently we only have two kinds of combat abilities:&lt;br /&gt;
&lt;br /&gt;
;Weapon Proficiency: Abilities which modify combat modifiers are weapon proficiencies, because you have one combat modifier per weapon.  Weapon Proficiencies can be as specific as a single weapon or as broad as you like (you could have a weapon proficiency which applies to all weapons) but they apply to any use of the weapon&#039;s combat modifier.&lt;br /&gt;
&lt;br /&gt;
;Athletic Abilities: Athletic abilities improve your health, allowing you to fight longer even when you get hurt.  Your best two athletic abilities affect your health, and it doesn&#039;t really matter which athletic abilities they are.&lt;br /&gt;
&lt;br /&gt;
The most obvious thing missing is abilities that affect &#039;&#039;how&#039;&#039; you fight with a given weapon - abilities which give you an advantage to using certain classes of actions over others.  For example experience competing in wrestling might improve your grappling more than it improves your striking ability.  How would these abilities work?  Would they add another column to the equipment list, or would they give you special modifiers (like the Grp, Atk, Par modifiers.) or would they be added directly to combat rolls?  Would we have some combat modifiers be independent of the equipment list, and not affected by which weapon you use?&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
&lt;br /&gt;
We need to expand the coverage of limitations to character creation and development in the Game Design section.&lt;br /&gt;
&lt;br /&gt;
* CP Allowance (How much CP for heroic or super-heroic characters?)&lt;br /&gt;
* Sex (based on template?  Should templates have a &amp;quot;sexes&amp;quot; property?)&lt;br /&gt;
* Age&lt;br /&gt;
* Templates (PC vs. NPC)&lt;br /&gt;
* Build (depends on templates. Dogs vary more than cats, and birds even less)&lt;br /&gt;
* Missing limbs&lt;br /&gt;
* Disabilities&lt;br /&gt;
** A game should allow no disabilities beyond those built into the templates, or at least have limitations like one disability per character, no more than -1000 CP of disabilities, and only those disabilities that have unavoidable consequences.&lt;br /&gt;
** A game with a GM may have a bigger disability list because he GM can moderate the role-playing of those disabilities. Players need the GM&#039;s permission to give characters disabilities beyond template disabilities. The GM may have stricter limitations than the game requires, not allow some disabilities, or decide on a case-by-case basis.&lt;br /&gt;
* Ability levels (character creation and training)&lt;br /&gt;
* Equipment (character creation and shopping)&lt;br /&gt;
* Occupations?&lt;br /&gt;
** limitations are basically built-in to occupations&lt;br /&gt;
** but the occupations section feels like it needs work&lt;br /&gt;
* Reach? (requires a rule allowing characters to have more or less reach than their template)&lt;br /&gt;
&lt;br /&gt;
==Ability Checks in Combat==&lt;br /&gt;
&lt;br /&gt;
At times a GM might ask players to perform an ability check during a round of combat.  My opinion is that players should not add their ability bonus to the check unless they specifically have established that they are using the ability.  If the check is called before the player&#039;s turn and the player stated the use of the ability before the beginning of combat.  The player would be allowed to add their ability bonus.  If the check is called after the player&#039;s turn then the player would not be allowed to add their ability bonus the unless they specifically use at least a quick action to use the ability. --[[User:Ulrich|ulrich]] 11:00, 2005 Jul 2 (CEST)&lt;br /&gt;
&lt;br /&gt;
:A classic example is watching out for traps during combat. If the traps are so well hidden that an ability roll is required, at least one of the PCs should spend a whole turn looking for traps instead of fighting. If the story requires the characters to fall into a trap, it should be impossible to find (or impossible to avoid if you do find it.) If this is not a good time in the story for the characters to fall into a trap, or if the characters have been specifically looking for traps as they go along, it doesn&#039;t make sense to ask them to make routine checks for traps. --[[User:SerpLord|SerpLord]] 15:17, 8 December 2005 (CET)&lt;/div&gt;</summary>
		<author><name>75.165.113.38</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Mano_a_Mano&amp;diff=67206</id>
		<title>Talk:Mano a Mano</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Mano_a_Mano&amp;diff=67206"/>
		<updated>2007-11-14T19:13:57Z</updated>

		<summary type="html">&lt;p&gt;75.165.113.38: New Item Generation system proposed by BFGalbraith&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==New Weapon Generation System==&lt;br /&gt;
&lt;br /&gt;
===Creating Armor and Weapons===&lt;br /&gt;
&lt;br /&gt;
When a character creates a new weapon or armor, the &amp;quot;difficulty bonus&amp;quot; of creating that item is 1% of it&#039;s character points. (For example, if I was creating a spear worth 2000 CP, the difficulty bonus of creating that spear would be 20.) Add up the character&#039;s bonuses from craftsmanship ability, industrial influence (technology available to the character) and tool quality.  Subtract the success bonus from the difficulty bonus to find the &amp;quot;time invested&amp;quot; bonus.  Look up the time invested bonus on the chart below to see how long it will take to make the new item:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Modifier !! width=&amp;quot;5&amp;quot; | !! Time Invested !! width=&amp;quot;5&amp;quot; | !! Industrial Influence !! width=&amp;quot;5&amp;quot; | !! align=&amp;quot;left&amp;quot; | Tool Quality&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 || || 15 minutes || || Stone age      || || Makeshift / lacking materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 || || 30 minutes || || Bronze age     || || Low quality / cheap&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +3 || ||  1 hour    || || Iron age       || || Typical / mediocre&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +4 || ||  2 hours   || || Steel age      || || High quality / expensive&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +5 || ||  4 hours   || || Industrial age || || State of the art / very rare&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +6 || ||  8 hours   || || Machine age || ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +7 || || 16 hours   || || Cybernetic age || ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +8 || || 32 hours   || || Future age || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(You can keep adding 1 to the time invested modifier by doubling the time)&lt;br /&gt;
&lt;br /&gt;
;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.)&lt;br /&gt;
&lt;br /&gt;
;Heft: Heft is related to a weapon&#039;s mass and power. (See [[Mano a Mano:Equipment|Game Design/Equipment]].)&lt;br /&gt;
&lt;br /&gt;
;Power: Power is related to a weapon&#039;s heft and mass. (See [[Mano a Mano:Equipment|Game Design/Equipment]].)&lt;br /&gt;
&lt;br /&gt;
;Sharpness: Blunt weapons, including most punches and kicks, have a sharpness of 4. A weapon with a sharpness of 1 or 0 is extremely sharp.  The sharpest natural claws, quills and teeth have 2 sharpness.&lt;br /&gt;
&lt;br /&gt;
==Combat Abilities==&lt;br /&gt;
&lt;br /&gt;
Currently we only have two kinds of combat abilities:&lt;br /&gt;
&lt;br /&gt;
;Weapon Proficiency: Abilities which modify combat modifiers are weapon proficiencies, because you have one combat modifier per weapon.  Weapon Proficiencies can be as specific as a single weapon or as broad as you like (you could have a weapon proficiency which applies to all weapons) but they apply to any use of the weapon&#039;s combat modifier.&lt;br /&gt;
&lt;br /&gt;
;Athletic Abilities: Athletic abilities improve your health, allowing you to fight longer even when you get hurt.  Your best two athletic abilities affect your health, and it doesn&#039;t really matter which athletic abilities they are.&lt;br /&gt;
&lt;br /&gt;
The most obvious thing missing is abilities that affect &#039;&#039;how&#039;&#039; you fight with a given weapon - abilities which give you an advantage to using certain classes of actions over others.  For example experience competing in wrestling might improve your grappling more than it improves your striking ability.  How would these abilities work?  Would they add another column to the equipment list, or would they give you special modifiers (like the Grp, Atk, Par modifiers.) or would they be added directly to combat rolls?  Would we have some combat modifiers be independent of the equipment list, and not affected by which weapon you use?&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
&lt;br /&gt;
We need to expand the coverage of limitations to character creation and development in the Game Design section.&lt;br /&gt;
&lt;br /&gt;
* CP Allowance (How much CP for heroic or super-heroic characters?)&lt;br /&gt;
* Sex (based on template?  Should templates have a &amp;quot;sexes&amp;quot; property?)&lt;br /&gt;
* Age&lt;br /&gt;
* Templates (PC vs. NPC)&lt;br /&gt;
* Build (depends on templates. Dogs vary more than cats, and birds even less)&lt;br /&gt;
* Missing limbs&lt;br /&gt;
* Disabilities&lt;br /&gt;
** A game should allow no disabilities beyond those built into the templates, or at least have limitations like one disability per character, no more than -1000 CP of disabilities, and only those disabilities that have unavoidable consequences.&lt;br /&gt;
** A game with a GM may have a bigger disability list because he GM can moderate the role-playing of those disabilities. Players need the GM&#039;s permission to give characters disabilities beyond template disabilities. The GM may have stricter limitations than the game requires, not allow some disabilities, or decide on a case-by-case basis.&lt;br /&gt;
* Ability levels (character creation and training)&lt;br /&gt;
* Equipment (character creation and shopping)&lt;br /&gt;
* Occupations?&lt;br /&gt;
** limitations are basically built-in to occupations&lt;br /&gt;
** but the occupations section feels like it needs work&lt;br /&gt;
* Reach? (requires a rule allowing characters to have more or less reach than their template)&lt;br /&gt;
&lt;br /&gt;
==Ability Checks in Combat==&lt;br /&gt;
&lt;br /&gt;
At times a GM might ask players to perform an ability check during a round of combat.  My opinion is that players should not add their ability bonus to the check unless they specifically have established that they are using the ability.  If the check is called before the player&#039;s turn and the player stated the use of the ability before the beginning of combat.  The player would be allowed to add their ability bonus.  If the check is called after the player&#039;s turn then the player would not be allowed to add their ability bonus the unless they specifically use at least a quick action to use the ability. --[[User:Ulrich|ulrich]] 11:00, 2005 Jul 2 (CEST)&lt;br /&gt;
&lt;br /&gt;
:A classic example is watching out for traps during combat. If the traps are so well hidden that an ability roll is required, at least one of the PCs should spend a whole turn looking for traps instead of fighting. If the story requires the characters to fall into a trap, it should be impossible to find (or impossible to avoid if you do find it.) If this is not a good time in the story for the characters to fall into a trap, or if the characters have been specifically looking for traps as they go along, it doesn&#039;t make sense to ask them to make routine checks for traps. --[[User:SerpLord|SerpLord]] 15:17, 8 December 2005 (CET)&lt;/div&gt;</summary>
		<author><name>75.165.113.38</name></author>
	</entry>
</feed>