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==Manufacturing and Modification==
 
==Manufacturing and Modification==
  
Some abilities can be used to create or modify items or even other characters. 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. 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. (See [[Mano a Mano:Abilities#Other Abilities|Game Design/Abilities/Craftsmanship]].) A game might also have more high tech or fantastic abilities, like a "robotics" ability that allows you to build a lunar rover robot, or modify such a robot by mounting a gun to it.
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Some abilities can be used to create or modify items or even other characters. 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.
  
===Maximum CP===
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A game's equipment list will describe how each ability is used. For example, 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. (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.
  
To find the maximum CP of the item or character being modified, first add the ability used to a modifier based on the amount of time spent working on it:
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===Difficulty Modifier===
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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]].)
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Some modifications affect things the character inherits from their template such as limbs, natural weapons and armor, speed, agility, power and toughness 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.
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'''Other Difficulty Modifiers'''
  
 
{|
 
{|
! style="width:6em" | modifier !! align="left" | time
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! Modifier !! width="5" | !! align="left" | Reason for additional difficulty modifier
 
|-
 
|-
| align="center" | -4 || an hour
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| align="center" | +1 || ||The type of item or artificial character is rare in this culture
 
|-
 
|-
| align="center" | -3 || a few hours
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| align="center" | +1 || ||The culture deliberately avoids creating this kind of item or character,
 
|-
 
|-
| align="center" | -2 || a day
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| align="center" | +2 || ||The artificial character unique life form or prototype, requiring a new template
 
|-
 
|-
| align="center" | -1 || a few days
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| align="center" | +2 || ||The technology used is underdeveloped compared to other technology in this culture
 +
|}
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Examples:
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* If robots are common in a certain setting, but other types artificial characters are not, then add +1 to the difficulty modifier when a character creates a non-robot character like a clone or genetically engineered monster.
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* If weapons are forbidden in a pacifist community, add +2 to the difficulty of creating weapons in that community (+1 because weapons are rare, and +1 because the culture avoids creating weapons.)
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* The Inca empire had many well-developed technologies for it's time, but it did not have steel for making some 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.
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===Success Modifier===
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The success modifier is the modifier of the ability used to create or modify the item or character plus technology, tool quality and culture modifiers from the following tables.
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{|
 +
! Modifier !! width="5" | !! Technology !! width="5" | !! Tool Quality
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|-
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| align="center" | +0 || || Stone age  || || Makeshift / lacking materials
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|-
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| align="center" | +1 || || Bronze age || || Low quality / cheap
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|-
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| align="center" | +2 || || Iron age  || || Typical / mediocre
 
|-
 
|-
| align="center" |  0 || a week
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| align="center" | +3 || || Steel age || || High quality / expensive
 
|-
 
|-
| align="center" | +1 || a couple of weeks
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| align="center" | +4 || || Industrial || || State of the art / very rare
 
|-
 
|-
| align="center" | +2 || a month
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| align="center" | +5 || || Mechanized || ||
 
|-
 
|-
| align="center" | +3 || a few months
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| align="center" | +6 || || Cybernetic || ||
 
|-
 
|-
| align="center" | +4 || a year
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| align="center" | +7 || || Futuristic || ||
 
|}
 
|}
 
Then add a circumstance modifier:
 
  
 
{|
 
{|
! style="width:6em" | modifier !! align="left" | examples
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! Modifier !! width="5" | !! align="left" | Cultural Advantage
|-
 
| align="center" | -4 || poor quality tools ''and'' a culture which has taboos against making this item
 
|-
 
| align="center" | -2 || poor quality tools ''or'' a culture which has taboos against making this item
 
|-
 
| align="center" |  0 || circumstances do not significantly help or hinder the work
 
 
|-
 
|-
| align="center" | +2 || state of the art tools ''or'' a culture which has specialized in making this item
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| align="center" | +1 || || This type of item or artificial character is common in this culture
 
|-
 
|-
| align="center" | +4 || state of the art tools ''and'' a culture which has specialized in making this item
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| align="center" | +2 || || The culture specializes in creating this type of item or artificial character
 
|}
 
|}
  
Finally, multiply the result by a technology CP rating. Many games only need a single technology CP value, but technology CP can vary between cultures and even between different kinds of technology.
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===Time Modifier===
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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.
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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.
  
 
{|
 
{|
! style="width:9em" | technology CP !! align="left" | example
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! Modifier
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! width="5" | !! New or more than 200 CP added
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! width="5" | !! 101-200 CP added
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! width="5" | !! 1-100 CP added
 
|-
 
|-
| align="center" | 10 || stone age
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| align="center" | 0 || || 15 minutes || || 15 minutes || || 15 minutes
 
|-
 
|-
| align="center" | 20 || ancient
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| align="center" | +1 || || 30 minutes || || 30 minutes || || 15 minutes
 
|-
 
|-
| align="center" | 50 || industrial
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| align="center" | +2 || ||  1 hour    || || 45 minutes || || 30 minutes
 
|-
 
|-
| align="center" | 100 || modern
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| align="center" | +3 || ||  2 hours  || || 90 minutes || ||  1 hour
 
|-
 
|-
| align="center" | 200 || futuristic
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| align="center" | +4 || ||  4 hours  || ||  3 hours  || ||  2 hours
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|-
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| align="center" | +5 || ||  8 hours  || ||  6 hours  || ||  4 hours
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|-
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| align="center" | +6 || || 16 hours  || || 12 hours  || ||  8 hours
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|-
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| align="center" | +7 || || 32 hours  || || 24 hours  || || 16 hours
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|-
 +
| align="center" | +8 || || 64 hours  || || 48 hours  || || 32 hours
 
|}
 
|}
 
The result is the maximum total CP which a newly created weapon or character can have. It is also the maximum total CP which a character or weapon can have after modification.
 
  
 
===Surgery===
 
===Surgery===
  
[[Image:MaMimplants.jpg|323px|right]]Modifying organic characters requires surgery.
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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 10. Surgery which affects vital organs or involves other major changes has a difficulty between 11 and 20.
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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, the surgeon must make a second roll, identical to the first.  If the surgeon succeeds on his second roll, the character must spend an extra month healing. If the second roll fails, the character dies.
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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.
  
 
{|
 
{|
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| align="center" | 0 || || no living tissue affected (sharpening claws)
 
| align="center" | 0 || || no living tissue affected (sharpening claws)
 
|-
 
|-
| align="center" | 4 || || no significant effect on organs, muscles or bones (implanting an explosive device.)
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| align="center" | 2 || || no significant effect on organs, muscles or bones (implanting an explosive device.)
 
|-
 
|-
| align="center" | 8 || || modifications to non-vital organs (removing an appendix)
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| align="center" | 4 || || modifications to non-vital organs (removing an appendix)
 
|-
 
|-
| align="center" | 12 || || significant muscle or skeleton modification (amputation, limb lengthening)
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| align="center" | 6 || || significant muscle or skeleton modification (amputation, limb lengthening)
 
|-
 
|-
| align="center" | 16 || || modification to vital organs or peripheral nervous system (heart transplant, new limbs)
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| align="center" | 8 || || modification to vital organs or peripheral nervous system (heart transplant, new limbs)
 
|-
 
|-
| align="center" | 20 || || major modifications involving central nervous system (add a new head and spinal column)
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| align="center" | 10 || || major modifications involving central nervous system (add a new head and spinal column)
 
|}
 
|}
  
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'''1. Design the Modified Weapon'''
 
'''1. Design the Modified Weapon'''
  
Steven decides to alter the shape of his machete to give it more power. Adding 2 power to the machete would add 20 to the weapon's CP value:
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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       !!  CP  !!  Mass  !! Heft !! Power !! Features
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! align="left" | Item Name !! Special Modifiers
|-
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CP !!  Mass  !! Heft !! Reach !! Pwr !! Shp !! Cvr !! Abs
| align="left" | machete (before) ||      61      || 0.5 kg ||  3  || 5 || sharp
 
 
|-
 
|-
| align="left" | machete (after||      81      || 0.5 kg ||  3  || 7 || sharp
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| align="left" | Ice Blade || (no special modifiers)
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| 750 || 0.5 kg ||  4  || 1.0 m || 3-6 ||  2 ||     ||
 
|}
 
|}
  
'''2. Find the Maximum CP'''
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The evil alien wants to elongate the handle to give the weapon more reach, so that it will be this weapon:
  
We start with Steven's +2 Craftsmanship modifier. We subtract to this because Steven is taking a dayto modify the machete, so that his maximum CP is now 1.  We add 1 because his culture specializes in making machetes, so that his maximum CP is now 2.  We multiply his maximum CP by 50 because Steven is in a culture that has "ancient" technology, so that the maximum CP is 100.
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{| style="text-align:center"
 
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! align="left" | Item Name !! Special Modifiers
'''3. Compare Maximum CP to the CP of the Designed Weapon'''
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CP !!  Mass  !! Heft !! Reach !! Pwr !! Shp !! Cvr !! Abs
 
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|-
Since the maximum CP (100) is equal to or greater than the modified machete's CP (91), Steven is able to modify the machete.
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| align="left" | Ice Blade || (no special modifiers)
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|  850 || 0.5 kg ||  4  || 1.5 m || 3-6 ||  2  ||    ||
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|}
  
===Artificial Character Example===
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This modification uses 100 CP to to add 1/2 of a meter reach for to ice blade, making to total 850 CP.
  
'''1. Design the Character'''
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'''2. Find Difficulty Modifier'''
  
An evil alien decides to make a synthetic clone of Steven.  No new template is needed because the clone uses Modre's Human template. The clone also has the same build and abilities as Modre, so it also has the same character points: 151 CP.
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Because the Ice Blade's CP is 850, the evil alien's difficulty modifier for making it is 9 (rounded from 8.5.)
  
'''2. Find Maximum CP'''
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'''3. Find Success Modifier'''
  
We start with the evil alien's +2 biotech ability modifier, so that his maximum CP so far is 2. He is only taking one day to make the clone, so we subtract one from his maximum CP leaving 1.  He has no special circumstances, so we add 0 to his maximum CP.  The evil alien is using futuristic technology, so we multiply his maximum CP by 500, for a total maximum CP of 500.
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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.
  
'''3. Compare Maximum CP to the CP of the Designed Character'''
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'''4. Find the Time Modifier'''
  
Since the maximum CP (500) is equal to or greater than the Clone's CP (151), the evil alien is able to make the clone.
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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.
  
===Modify Character Example===
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===Artificial Character Example===
  
 
'''1. Design the Character'''
 
'''1. Design the Character'''
  
After the Clone's defeat at the hands of Modre, the evil alien decides to upgrade the clone with 729 CP worth of enhancements, so that the enhanced clone's CP value is 830.
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An evil alien decides to make a synthetic clone of Modre.  No new template is needed because the clone uses Modre's Sabretooth Penguin template.  The clone also has the same build and abilities as Modre, so it also has the same character points: 2500 CP.
 
 
'''2. Find Maximum CP'''
 
  
We start with the evil alien's +3 surgery ability modifier, so that his maximum CP so far is 2. He is only taking a a day to modify the clone, so we subtract 1 from his maximum CP leaving 2.  He has no special circumstances, so we add 0 to his maximum CP.  The evil alien is using futuristic technology, so we multiply his maximum CP by 500, for a total maximum CP of 1000.
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'''2. Find Difficulty Modifier'''
  
'''3. Compare Maximum CP to the CP of the Designed Character'''
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Because the clone's CP is 2500, the evil alien's difficulty modifier for making the clone is 25.
  
Since the maximum CP (1000) is equal to or greater than the Modified Clone's CP (830), the evil alien is able to modify the clone.
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'''3. Find Success Modifier'''
  
'''4. For non-mechanical characters, perform the surgery roll'''
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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.
  
Since the Clone is a creature of flesh and blood rather than a mechanical or robotic one, a surgery roll must be made to ensure his survival. Because the evil alien is significantly modifying the clone's physiology the difficulty of this surgery is 20.  On his first roll the clone rolls a 5, for a total of 8, which is not higher than 20. 
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'''4. Find the Time Modifier'''
  
Having failed his first roll, the evil alien has to do another roll to see if the clone will even survive the modification.  The clone rolls a 18, for a total of 21, barely over the 20 difficulty level.  The now-enhanced clone barely survives the modification and recovers in about a month from this surgery.
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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.)

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