Mano a Mano:Abilities

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Abilities

Each of a character's abilities has a modifier. This modifier is added as to success rolls when a character uses the ability to try something difficult. Abilities can also give the character other advantages based on ability modifier. Each game may have an ability list adapted to the setting and style of play. The following ability list is just one example of the abilities a game might have. Some abilities may be available to all characters all the time. Others may only be available to certain templates, or may only be changed while creating a character.

Ability Modifier Limits

Unless otherwise stated, the maximum ability modifier for a beginning character is 4 more than it's template default. (For example, if a template had a stealth modifier of two and no natural weapons modifier, the beginning character's maximum stealth ability modifier would be 6, and his maximum natural weapons ability modifier would be 4.) 4 is an advanced "expert" level of training. Games that start off with very untested characters may have a lower beginning character ability modifier limit, and games that start of with very advanced "super" characters might start with a higher beginning character ability modifier limit.

Unless otherwise stated, the maximum ability modifier for all character is 10 more than his template's default modifier for that ability. (For example, if a template had a stealth modifier of two and no natural weapons modifier, the character's maximum stealth ability modifier would be 12, and his maximum natural weapons ability modifier would be 10.) Games that aim for brutally realistic character development may have a lower maximum ability limit, and games which allow characters to train to extreme or "super" levels may have a higher maximum ability limit.

Combat Abilities

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Natural weapons
A character's natural weapons modifier is added to attempts to strike using parts of the character's body, including such natural weapons as fists, feet, elbows, claws, horns, etc.
One-handed weapons
A combat ability which can be used with striking weapons held in one hand, such as a club, mace, axe or sword.
Two-handed weapons
A combat ability which can be used with two-handed striking weapons held in two hands, such as a staff, polearm or two-handed sword.
Grappling
Is a combat ability used for any grappling move the character might attempt, with or without a weapon.
Throwing
A combat ability used when throwing striking weapons or using a sling or atlatl. This ability can be used for catching and throwing both weapons and other items.
Marksmanship
A combat ability used with guns and bows
Combat Engineering
Knowledge of fortifications, siege engines, sabotage, setting and disarming traps.
Tactics
The ability to improve the performance of a group of characters in battle when this character is leading them.

Stealth and Detection Abilities

Detection
The ability to detect others sneaking around, avoid ambushes, and search for hidden objects and characters. Detection can also be used to spot traps and secret doors, find evidence at a crime scene or track down people and creatures. This ability modifier is added to success rolls to detect characters using stealth.
Illusion
The ability to make things appear to be that are not, or to make things that are there look as if they are not. This is the main ability behind stage magic (though some Magic Tricks instead use Sleight of Hand,) and concealing hidden goods.
Sleight of hand
The ability to use distraction, misdirection and suggestion as well as manual dexterity to perform subtle actions in plain sight without being noticed. Sleight of hand can be used to conceal weapons, draw them without being noticed, pick pockets and pass notes in class.
Stealth
The ability to remain undetected while sneaking around, ambushing, or hiding from searches. The difficulty of detecting a hiding character is usually 10 plus the character's stealth modifier plus circumstance modifiers.

Movement Abilities

Climbing
An ability that improves a character's ability to climb. (See Action/Movement.)
Acrobatics
An ability which helps a character perform acrobatic feats, such as jumping and tumbling without getting hurt. (See Action/Movement.)
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Navigation
This ability is used to control water vehicles. For piloting planes, see piloting ability. Navigation includes both the ability to steer the vessel and the ability to use charts, instruments and visual cues to get where you want to go.
Piloting
This ability is used to control air vehicles. For piloting boats see navigation ability. Piloting includes both the ability to steer and land the vehicle, and the ability to use instruments, charts and so forth.
Driving
This ability is used to control mechanical ground vehicles. This ability includes both the physical skill of driving and knowledge of roads and traffic systems related to driving.
Animal handling
A knowledge of animal behavior, maintenance and safety. Animal handling includes the ability to control riding animals, but not the physical ability to do riding stunts. (See riding ability.)
Riding
An athletic ability similar to animal handling ability except that it can only be used to control animals that are ridden. Riding ability helps with physically challenging riding stunts.

Communication Abilities

Most characters can communicate in at least one language: their first or native language. Each additional language the character can understand and use is a quality worth 5 CP. Effective conversation in languages other than the character's first language usually requires a success roll.

Communication
This ability improves a character's ability to communicate in all languages, including the character's native language. Communication ability success rolls are required for simple communication, like asking for the general direction to a named place, except in the character's first language. Complex communication can require a success roll even in a character's first language.
Acting
This ability is used by a character to change their own behavior for entertainment or deception. Acting can be used to conceal beliefs or intentions, or for impersonation. Acting ability can make a believable lie more convincing, but making a lie believable may require both communication and acting ability. Acting ability can be used to manipulate characters who are susceptible to deception, flattery or intimidation.
Persuasion
This ability improves a character's ability to influence others, negotiate and lead. It is also useful when haggling over prices. Persuasion ability can also include a character's honor, status, reputation and prestige.

Other Abilities

Agriculture
The ability to produce raw materials by growing plants and animals.
Art
This ability is used to make effective visual presentations, including decoration, sculpting, painting and drawing.
Chemistry
This is used to make substances involving complex chemical processes, including explosives, alcohol, etc.
Cooking
This ability is used to produce food from appropriate raw materials.
Craftsmanship
General proficiency in creating "low tech" products in a variety of materials from textiles to smithing, carpentry and stonework. Craftsmanship ability can be used to create armor and weapons from an equipment list, to modify armor and weapons, or to create new items designed by a player or GM.
Engineering
The ability to design and repair technologically sophisticated things, from structures to gadgets.
Law
Understanding how systems of government work, and the ability to use those systems.
Locksmith
This ability is used both to create locks and to defeat locks, including lock-picking and safe-cracking. Locksmith ability includes general knowledge of physical security systems including ways of breaking into secured places without picking the lock.
Medicine
This ability is used to help injured characters heal, to treat sickness, disease and poisoning, and to help characters stay healthy. (A character can also use their medical knowledge to poison others or spread disease.) Medicine ability modifier can be added to the weekly healing rolls of any character being treated with the ability. However, if several characters use their medicine modifier to assist the same patient, only the highest medicine modifier applies.
Music
The ability to produce effective structured audio presentations. Music includes the ability to recognize, remember and repeat organized patterns of pitch and rhythm, as long as the character is physically able to hear and duplicate the sounds.
Surgery
The ability to physically modify organic characters. It is also used to create artificial organic characters.