Mano a Mano:Qualities

From RPGnet
Jump to: navigation, search

Qualities[edit]

Qualities are aspects of a template which do not have levels. Either a template has a quality or the template does not have it. Qualities can have a positive CP value, negative CP value or no CP value, depending on whether the quality is more of an advantage or disadvantage. A character can have some qualities which his template does not have, but in most games a character cannot have the mechanical quality or any of the flight-related qualities unless his template has it.

flying (15 CP)
This quality allows powered flight, like a bird that can fly by flapping it's wings.
gliding (10 CP)
This quality allows a character to steer while falling. A template cannot have both gliding and flying because flying includes the ability to steer while falling.
soaring (5 CP)
This quality allows a character to gain altitude by riding thermals. Soaring requires gliding or flying
parachuting (5 CP)
This quality prevents a character from taking falling damage. A template cannot have both parachuting and flying because flying includes the ability to take no damage from falling.
perfect regeneration (10 CP)
A character with perfect regeneration always heals successfully without having to roll. As a result, the character heals slightly faster than normal, even when exerting himself. The perfect regenerator is immune to many common types of infections (but not necessarily all diseases), and can regrow complete limbs and organs if he can live without them for long enough.
daily regeneration (10 CP)
The character heals daily instead of weekly, but still requires healing rolls and cannot regenerate most limbs and major organs unless he also has perfect regeneration.
hourly regeneration (30 CP)
The character heals hourly without healing rolls, and is able to regrow complete limbs and organs. (A character cannot have both hourly and perfect regeneration, because hourly regeneration includes all of the advantages of perfect regeneration.) In practice hourly regeneration usually means a character is automatically healed between battles, but does not heal during battles.
sudden regeneration (50 CP)
The character recovers half of his damage instead of all of his stun when he uses the rest action and has no stun.
MaMrobot.jpg
mechanical (5 CP)
A mechanical character does not heal, but can be repaired using craftsmanship or abilities which allow characters to modify mechanical characters. Mechanical characters do not require surgery rolls when they are modified. Characters who do not have this ability are called organic characters. The main difference between mechanical and organic characters is how they are affected by trauma. (A very complex robot which can heal itself but can be easily destroyed by an attempted modification might not have the mechanical quality.) Mechanical characters do not decay as quickly as organic creatures, so they can be easier to resuscitate from fatal injuries. Mechanical characters can be repaired more quickly than organic (non-mechanical) character's heal. For each day of repairs the mechanical character recovers damage equal to the ability of the character performing the repairs plus circumstance modifiers. Mechanical characters recover from stun like normal characters. Even a simple machine can often correct temporary mechanical problems, especially autonomous and semi-autonomous robots with redundant systems like space probes.
streamlined (-5 CP)
The character's body is shaped for moving more quickly in water than on land. Characters with streamlined templates have 4 meters less ground movement and 4 meters more water movement. (See Character Creation/Equipment and Movement/Movement.)
blind (-70 CP)
The character has very poor or no vision (legally blind or worse.)
deaf (-30 CP)
The character has very poor or no hearing.
dumb (-10 CP)
The character cannot speak. In other words the character cannot reproduce the complex sounds used by some species for communication. Most species who do not have a complex language are dumb even though they use their voices for simple communication and emotional expression. (This ability is not related to intelligence or competence. See the inept and unintelligent qualities for characters who are "dumb" in the pejorative sense.)
mute (-15 CP)
The character has no voice. A template cannot have both the mute and dumb qualities because a mute character also cannot speak.
lame (-30 CP)
The character's ability to move is limited, halving ground, water and climbing movement. The character also has a -4 modifier to any rolls involving acrobatics, running, swimming or climbing. A character could have this quality if walking is very difficult and painful or if the character is paraplegic and cannot walk at all.
immobile (-70 CP)
The character cannot travel without assistance. His ground, water, air and climbing movement are all 0. A template cannot have both the lame and immobile qualities, because an immobile character cannot do any of the things which are difficult for a lame character.
inept (-20 CP)
The character has serious difficulty doing most things a normal person can do, but may still be able to do some things well. The character has a -4 modifier to all rolls unless the character has an ability which applies to that roll. Animals which are smart but not as intelligent as people are often inept.
unintelligent (-40 CP)
The character does not do anything except what it was designed or trained to do, although it might be very good at those things. The things the character can do are basically limited to it's abilities. If the character does not have a fighting ability it cannot fight. If the character does not have a movement ability it cannot move. If the character does not have a communication ability it cannot communicate. A template with this quality cannot have the inept quality because an unintelligent character cannot do any of the things which are difficult for an inept character.