Mano a Mano:Gameplay

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Gameplay[edit]

Players and Characters[edit]

The Mano a Mano rules are designed for games with one or more players where each player controls one or more individual characters. Mano a Mano is designed for role-playing games and has more detail about each character than strategy games where each player directs an army or large group of characters. One person may be a Game Master (GM) who referees the game and controls the bad guys, while the regular players control the heroes. In games refereed by a GM, characters controlled by the GM are called Non-Player Characters (NPCs) and characters controlled by the regular players are called Player Characters (PCs.) PCs and NPCs use the same rules, so Mano a Mano can also be used in games that do not have a GM.

Tools[edit]

Mano a Mano games are usually played with paper, pencils and one or more 20-sided dice. 10-sided dice or 6-sided dice can be used instead of 20-sided dice. Beans, coins or extra dice can be used as damage counters. A hex mat or game board and markers can show each character's direction and location during combat action.

You will also need information about the game you are playing. Templates, Occupations, Ability and Equipment Lists are needed to create characters. An adventure refereed by a GM will have more information, such as NPCs, maps and story information. (See Game Design)

Hex mats and game boards are optional.

Success Rolls[edit]

Rolls and Modifiers[edit]

MamDice.png

Some actions are always successful and some are never successful, but many actions have a random chance of success. When rolling for the success of an action, roll a twenty-sided die (d20) and add success modifiers to the result. If the total is greater than the difficulty of the action plus difficulty modifiers, then the action is successful. The action is also automatically successful if the die roll is 20 before adding success modifiers.

If you do not have a d20, you can roll a ten-sided die (d10) and double the result (d10 × 2). If you roll a 1 the doubled result is 2, if you roll a 2 the doubled result is 4, if you roll a 3 the doubled result is 6, and so on. Most d10 are numbered 0 to 9, but the 0 represents 1, so if you roll a 0, the doubled result is 20. The chance of getting 20 this way is twice as likely, so you can ignore the automatic success rule, or make a second d10 roll, but don't double the result. If the second roll is more than 5 then the action is automatically successful.

If you do not have a d10 or a d20 you can use a six-sided, eight-sided or twelve-sided die (d6, d8 or d12). Subtract 1 from the result and then double the value if you use a d12, triple the value if you use a d8, and multiply the result by 4 if you use a d6. (Instead of subtracting 1 it may be simpler to count the highest number on the die as 0.) If the result is 20 or more, you can either ignore the automatic success rule, or make a second roll with the same die. If the second roll is more than 8 on a d12, more than 5 on a d8, or more than 4 on a d6 the action is automatically successful.

first roll automatic success
(if the first roll is at least 20)
d20 always automatically successful
d10 × 2 roll 6, 7, 8, 9 or 0 (10) on a d10
(d6 - 1) × 4 roll 5 or 6 on a d6
(d8 - 1) × 3 roll 6, 7 or 8 on a d8
 (d12 - 1) × 2  roll 9, 10, 11 or 12 on a d12

Difficulty[edit]

difficulty description
5 Anyone will usually succeed
10 Experts usually succeed
15 Difficult even for experts
20 Nearly impossible without training
25 Often impossible even for experts

Difficulty values are often determined by adding 10 to a modifier such as a character's ability level. This can be used to resolve contests between character's using different abilities or the same ability against each other. For example, suppose two characters are having a contest, and both have the same ability level. Adding that level to a die roll for one character and adding that level to a difficulty of 10 for the other character gives both characters a 50% chance of winning the contest.

If a contest can be tied, do two success rolls with each character taking turns adding their modifier to the roll or a difficulty of 10. One character can succeed while the other fails or the result can be tied two ways: both characters can succeed or both characters can fail. If it is not possible for both to succeed, then both characters fail when either type of tie occurs. If it is not possible for both to fail, then both character's succeed when either type of tie occurs.

Circumstance Modifiers[edit]

Environment and hastiness can effect the difficulty of an action. Add 2 to the difficulty modifiers for unfavorable circumstances. Add 4 to the difficulty modifiers for hostile conditions. Modifiers for unfavorable circumstances and hostile conditions are not added to other modifiers for unfavorable circumstances or hostile conditions. When more than one of these modifiers apply, use the modifier which increases the difficulty the most. If multiple unfavorable circumstances compound each other, treat the combination as hostile conditions by adding 4 to the difficulty instead of 2.

Add 2 to the success modifiers for favorable circumstances, or add 4 to the success modifiers for very favorable circumstances. Modifiers for favorable or very favorable circumstances are not added to other modifiers for favorable or very favorable circumstances. When more than one of these modifiers apply, use the best one. If a combination of favorable circumstances is much better than the individual circumstances, treat the combination as a single very favorable circumstance by adding 4 to the success modifiers instead of 2.

Character Points[edit]

Many things described in the Mano a Mano Role-Playing System - including characters, equipment and templates - have a Character Point (CP) value. CP is a rough estimate of how valuable that thing is. Players often design new PCs with a CP limit of about 300 CP, not including equipment. Minor NPCs usually have about 250 CP. The most powerful PCs and legendary heroes have up to 1000 CP. Powerful superheroes could have as much as 3000 CP. CP might also be used to compare the strength of the characters and equipment on opposing teams.

Template Character Points[edit]

(See Game Design/Templates.)

build
no variability -10 CP
low variability -5 CP
medium variability 0 CP
high variability 5 CP
¼ speed -30 CP
½ speed 0 CP
1 speed 30 CP
2 speed 60 CP
3 speed 90 CP
agility levels 15 CP
strength levels 10 CP
toughness levels 5 CP
running levels 10 CP
swimming levels 10 CP
airspeed levels 10 CP
abilities
ability levels 8 CP
qualities
flying 15 CP
gliding 10 CP
soaring 5 CP
parachuting 5 CP
perfect regeneration 10 CP
daily regeneration 10 CP
hourly regeneration 30 CP
sudden regeneration 50 CP
mechanical 5 CP
blind -70 CP
deaf -30 CP
dumb -10 CP
mute -15 CP
inept -20 CP
unintelligent -40 CP
natural armor
partial cover 5 CP × cover × absorption
complete cover 50 CP × absorption

natural weapons

none -50 CP
single -20 CP
multiple 0 CP
each hand 10 CP
leverage levels 4 CP
offense levels 5 CP
meters of range 1 CP
one sharp weapon 20 CP
multiple sharp weapons 30 CP
one padded weapon 5 CP
multiple padded weapons 8 CP

Character Character Points[edit]

(See Character Development/Character Creation.)

ability levels 5 CP
more speed 20 CP
less speed -20 CP
agility levels 10 CP
toughness levels 3 CP
strength levels 5 CP
running levels 10 CP
swimming levels 10 CP
airspeed levels 10 CP

Equipment Character Points[edit]

(See Game Design/Equipment.)

heft levels -10 CP
power levels 10 CP
meters of range 1 CP
partial cover 5 CP × cover × absorption
complete cover 50 CP × absorption
offense levels 5 CP
control levels 10 CP
sharp 20 CP
padded 5 CP
two-handed -10 CP
flash -5 CP
noise -10 CP
smoke -20 CP
 shots before 
reloading
CP value
1 -2 × the reload time
2  5 - 2 × the reload time
3 10 - 2 × the reload time
4 12 - 2 × the reload time
5 14 - 2 × the reload time
6 16 - 2 × the reload time
7 17 - 2 × the reload time
8 18 - 2 × the reload time
9 19 - 2 × the reload time
10 or more 20 - 2 × the reload time
no limit 20
mass CP
0.000 kg 10
0.001 kg 9
0.002 kg 8
0.005 kg 7
0.01 kg 6
0.02 kg 5
0.03-0.05 kg 4
0.06-0.10 kg 3
0.11-0.20 kg 2
0.21-0.50 kg 1
0.51-1.00 kg 0
1.01-2.00 kg -1
3-5 kg -2
6-10 kg -3
11-20 kg -4
21-50 kg -5
51-100 kg -6
101-200 kg -7
201-500 kg -8
501-1000 kg -9
1001-2000 kg -10
2001-5000 kg -11
5001-10,000 kg -12
10,001-20,000 kg -13