Editing Mano a Mano:Manufacturing and Modification
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
==Manufacturing and Modification== | ==Manufacturing and Modification== | ||
− | Some abilities can be used to create or modify items or even other characters. | + | Some abilities can be used to create or modify items or even other characters. A game's equipment list will describe how each ability is used. For example, Craftsmanship 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. (See [[Mano a Mano:Abilities#Other Abilities|Game Design/Abilities/Craftsmanship]].) A game might also have a "robotics" ability that allows you to build a lunar rover robot, or modify such a robot by mounting a gun to it. |
− | === | + | ===Difficulty Modifier=== |
− | + | Find the character point (CP) value that the item or character will have after it is created or modified. The difficulty modifier is one percent of this CP value, rounded to the nearest whole number. For example, the difficulty modifier for creating a spear worth 1950 CP is 20. (See [[Mano a Mano:Equipment Lists|Game Design/Equipment/Equipment Lists]] and [[Mano a Mano:Equipment CP|Game Design/Equipment/Equipment CP]].) | |
+ | |||
+ | Characters created by other characters are called artificial characters. Examples from popular fiction include the monster created by Dr. Frankenstein, and Robby the Robot created by Dr. Morbius. When the new artificial character is a unique life form or machine requiring a new template, increase the difficulty modifier by 2. | ||
+ | |||
+ | Some modifications affect things the character inherits from their template such as limbs, natural weapons and armor, speed, agility, power and health modifier. Use the template CP rules to determine the CP value of the modifications. For example, if an extra limb is added to a character the CP value is the difference adding the extra limb would make to the CP of the character's template. | ||
+ | |||
+ | If the character is in a culture where this kind of item or artificial character is rare, add 1 to the difficulty. If the culture deliberately avoids creating this kind of item or artificial character, add 1 more to the difficulty modifier. For example robots might be unpopular in a high tech culture (+1 difficulty) or weapons might be forbidden in a pacifist community (+2 difficulty.) | ||
+ | |||
+ | The difficulty modifier is increased by 2 if the type of technology being used to create the item or character is undeveloped compared to the culture's other technology. For example, the Inca empire had many well-developed technologies for it's time, but it did not have steel for making certain types of equipment, like swords and plate armor. A character making those kinds of weapons among the Inca would have a +2 difficulty modifier as a result. | ||
{| | {| | ||
− | ! | + | |+ Difficulty Modifiers for Artificial Characters (in addition to 1% of the new character's CP) |
+ | ! Difficulty Modifier: !! width="5" | !! Additional Factors: !! align="left" | | ||
|- | |- | ||
− | | align="center" | - | + | | align="center" | +1 || ||The type of artificial character is rare in this culture, or if the culture deliberately avoids this kind of character, |
+ | |- | ||
+ | | align="center" | +2 || ||The artificial character unique life form or prototype, or if technology used is underdeveloped compared to other technology in culture | ||
+ | |} | ||
+ | |||
+ | ===Success Modifier=== | ||
+ | |||
+ | The success modifier is the modifier of the ability used to create or modify the item or character plus technology and tool quality modifiers from the following table. Add 1 to the success modifier if the character is in a culture where similar items or methods of creating characters is common. Add 1 more to the success modifier if the character is in a culture which specializes in making this type of item or character. | ||
+ | |||
+ | {| | ||
+ | ! Modifier !! width="5" | !! Technology !! width="5" | !! Tool Quality !! width="5" | !! Culture Specializes !! width="5"| !! Common Methods !! width="5" | !! align="left" | | ||
|- | |- | ||
− | | align="center" | | + | | align="center" | +0 || || Stone age || || Makeshift / lacking materials || || no || || no |
|- | |- | ||
− | | align="center" | | + | | align="center" | +1 || || Bronze age || || Low quality / cheap || || yes || || yes |
|- | |- | ||
− | | align="center" | | + | | align="center" | +2 || || Iron age || || Typical / mediocre |
|- | |- | ||
− | | align="center" | | + | | align="center" | +3 || || Steel age || || High quality / expensive |
|- | |- | ||
− | | align="center" | + | + | | align="center" | +4 || || Industrial || || State of the art / very rare |
|- | |- | ||
− | | align="center" | + | + | | align="center" | +5 || || Mechanized || || |
|- | |- | ||
− | | align="center" | + | + | | align="center" | +6 || || Cybernetic || || |
|- | |- | ||
− | | align="center" | + | + | | align="center" | +7 || || Futuristic || || |
|} | |} | ||
− | + | ===Time Modifier=== | |
+ | |||
+ | If the success modifier is greater than the difficulty modifier, then the time modifier is 0. Otherwise the time modifier is the difficulty modifier minus the success modifier. Use the chart below to find the time required to create the item based on it's time modifier. If the time modifier is greater than 8, then the character cannot create or modify the item or character. | ||
+ | |||
+ | If the modifications to an item or character will only increase it's CP by 100 CP or less, the modifications take half as long. If the modifications to an item or character will increase it's CP by 101-200 CP, the modifications take 25% less time. | ||
{| | {| | ||
− | ! | + | ! Modifier |
+ | ! width="5" | !! New or more than 200 CP added | ||
+ | ! width="5" | !! 101-200 CP added | ||
+ | ! width="5" | !! 1-100 CP added | ||
|- | |- | ||
− | | align="center" | | + | | align="center" | 0 || || 15 minutes || || 15 minutes || || 15 minutes |
|- | |- | ||
− | | align="center" | | + | | align="center" | +1 || || 30 minutes || || 30 minutes || || 15 minutes |
|- | |- | ||
− | | align="center" | | + | | align="center" | +2 || || 1 hour || || 45 minutes || || 30 minutes |
|- | |- | ||
− | | align="center" | + | + | | align="center" | +3 || || 2 hours || || 90 minutes || || 1 hour |
− | | | ||
− | | | ||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | align="center" | | + | | align="center" | +4 || || 4 hours || || 3 hours || || 2 hours |
|- | |- | ||
− | | align="center" | | + | | align="center" | +5 || || 8 hours || || 6 hours || || 4 hours |
|- | |- | ||
− | | align="center" | | + | | align="center" | +6 || || 16 hours || || 12 hours || || 8 hours |
|- | |- | ||
− | | align="center" | | + | | align="center" | +7 || || 32 hours || || 24 hours || || 16 hours |
|- | |- | ||
− | | align="center" | | + | | align="center" | +8 || || 64 hours || || 48 hours || || 32 hours |
|} | |} | ||
− | |||
− | |||
===Surgery=== | ===Surgery=== | ||
− | + | Modifying organic characters requires surgery. | |
− | When a character performs surgery, a success roll is required. The surgeon's medicine ability is used for the success roll. Superficial operations like cutting hair or sharpening claws, which only affect non-living tissue, do not require a roll. Surgery which does not directly affect vital organs has a difficulty between 0 and | + | When a character performs surgery, a success roll is required. The surgeon's medicine ability is used for the success roll, and the difficulty of the surgery is added to the roll against success. Superficial operations like cutting hair or sharpening claws, which only affect non-living tissue, do not require a roll. Surgery which does not directly affect vital organs has a difficulty between 0 and 5. Surgery which affects vital organs or involves other major changes has a difficulty between 5 and 10. |
− | If the roll succeeds, healing from the surgery only affect the character's performance for a few days. If the roll fails | + | If the roll succeeds, healing from the surgery only affect the character's performance for a few days. If the roll fails, the character must spend an extra month healing. If the roll fails by more than 5, the character dies. |
{| | {| | ||
Line 77: | Line 93: | ||
| align="center" | 0 || || no living tissue affected (sharpening claws) | | align="center" | 0 || || no living tissue affected (sharpening claws) | ||
|- | |- | ||
− | | align="center" | | + | | align="center" | 2 || || no significant effect on organs, muscles or bones (implanting an explosive device.) |
|- | |- | ||
− | | align="center" | | + | | align="center" | 4 || || modifications to non-vital organs (removing an appendix) |
|- | |- | ||
− | | align="center" | | + | | align="center" | 6 || || significant muscle or skeleton modification (amputation, limb lengthening) |
|- | |- | ||
− | | align="center" | | + | | align="center" | 8 || || modification to vital organs or peripheral nervous system (heart transplant, new limbs) |
|- | |- | ||
− | | align="center" | | + | | align="center" | 10 || || major modifications involving central nervous system (add a new head and spinal column) |
|} | |} | ||
Line 94: | Line 110: | ||
'''1. Design the Modified Weapon''' | '''1. Design the Modified Weapon''' | ||
− | + | An evil alien steals one of Modre's ice blades with intent to modify it for his own evil purposes: | |
{| style="text-align:center" | {| style="text-align:center" | ||
− | ! align="left" | Item Name | + | ! align="left" | Item Name !! Special Modifiers |
+ | ! CP !! Mass !! Heft !! Reach !! Pwr !! Shp !! Cvr !! Abs | ||
|- | |- | ||
− | | align="left" | | + | | align="left" | Ice Blade || (no special modifiers) |
− | + | | 750 || 0.5 kg || 4 || 1.0 m || 3-6 || 2 || || | |
− | | | ||
|} | |} | ||
− | + | The evil alien wants to elongate the handle to give the weapon more reach, so that it will be this weapon: | |
− | + | {| style="text-align:center" | |
+ | ! align="left" | Item Name !! Special Modifiers | ||
+ | ! CP !! Mass !! Heft !! Reach !! Pwr !! Shp !! Cvr !! Abs | ||
+ | |- | ||
+ | | align="left" | Ice Blade || (no special modifiers) | ||
+ | | 850 || 0.5 kg || 4 || 1.5 m || 3-6 || 2 || || | ||
+ | |} | ||
− | + | This modification uses 100 CP to to add 1/2 of a meter reach for to ice blade, making to total 850 CP. | |
− | + | '''2. Determine Difficulty Modifier''' | |
− | + | Because the Ice Blade's CP is 850, the evil alien's difficulty modifier for making it is 9 (rounded from 8.5.) | |
− | ''' | + | '''3. Determine Success Modifier''' |
− | + | We start with the evil alien's +1 craftsmanship ability modifier. We add a +5 modifier for his access to this "futuristic" technology (for a total modifier of +6 so far.) The lazer press he uses is "typical" for his futuristic technology, giving him another +2 modifier and making the total modifier +8. | |
− | ''' | + | '''4. Determine Time Modifier''' |
− | + | The Time modifier is the Difficulty Modifier with the Success Modifier subtracted from it. The evil alien's difficulty modifier is 9, and his Success Modifier is 8, so his Time Modifier is 1 (9 - 8 = 1.) Looking at the modification time modifier chart, we see it will take the evil alien 15 minutes to add 0.5 meters reach to the stolen Ice Blade. | |
− | + | ===Artificial Character Example=== | |
− | |||
− | |||
− | |||
− | === | ||
'''1. Design the Character''' | '''1. Design the Character''' | ||
− | + | An evil alien decides to make a synthetic clone of Modre. Therefore no new Template (or character design) is needed. The clone will therefore have 2500 character points. | |
− | |||
− | |||
− | + | '''2. Determine Difficulty Modifier''' | |
− | '' | + | Because the Clone's CP is 2500, evil alien's difficulty modifier for making it is 25. |
− | + | '''3. Determine Success Modifier''' | |
− | ' | + | We start with the evil alien's +5 biotech ability modifier. The evil alien is using a alien cloning laboratory (futuristic technology,) adding a +7 modifier (for a total modifier of +12 so far.) The brain-wave reading cloning vat he uses is considered "state of the art" even by alien standards, giving him another +5 modifier and making the total success modifier +17. |
− | + | '''4. Determine Time Modifier''' | |
− | + | The Time modifier is the Difficulty Modifier with the Success Modifier subtracted from it. The evil alien's difficulty modifier is 25, and his Success Modifier is 17, so his Time Modifier is 8 (25 - 17 = 8.) Looking at the Time modifier chart, we see it will take the evil alien 64 hours to make the Clone (over 5 days if the evil alien is working 12-hour days.) |