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==Templates== | ==Templates== | ||
− | Templates are used to generate characters. Each template represents a certain type of character. The character could be a person, animal, alien, monster or even a machine depending on their template. A template can be a race, species, model, stereotype or archetype. Age categories and sexes can have separate templates if the differences are significant. | + | Templates are used to generate characters. Each template represents a certain type of character. The character could be a person, animal, alien, monster or even a machine depending on their template. A template can be a race, species, model, stereotype or archetype. Age categories and sexes can have separate templates if the differences are significant. To create a template, start with a blank character sheet and fill in the details which are the same for all characters created using the template. Use a piece of scratch paper to keep track of the template's CP value. |
− | + | {{:Mano a Mano:Character Sheet}} | |
− | + | ||
− | + | ;Age: If the template only applies to a specific age category, you can specify the age category here, otherwise leave this blank. | |
− | + | ||
+ | ;Sex: If the template can be used to create male and female characters, leave this blank. Otherwise you may need to specify which sex or sexes characters created with this template can be. A robot template might have no sex, while a social insect template might have worker, drone and queen roles rather than simply male and female sexes. | ||
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+ | ;Template: This is the name of the template | ||
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+ | ;Abilities (8 CP per modifier level): Templates can have natural abilities with 1, 2 or 3 levels of template ability modifier. This is the minimum amount of this ability that all characters of this template will have and it affects the maximum ability modifier which they can develop. Record the name of the ability in the column labeled '''Abilities & Qualities''' and the ability modifier on the right side of the '''Mod''' column. Each level of template ability modifier is worth 8 CP. (See [[Mano a Mano:Abilities|Game Design/Abilities]].) | ||
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+ | {{:Mano a Mano:Qualities}} | ||
=== Dimensions and Build === | === Dimensions and Build === | ||
− | ;Mass: Record the average mass of characters based on this template. | + | ;Mass: Record the average mass of characters based on this template in the right half of this space. |
+ | |||
+ | ;Length: Record the average length of characters based on this template in the right half of this space. | ||
− | ; | + | ;Length Type: This explains how length measured for this template: length, height or wingspan for example. |
;Variability: Variability determines how much characters with this template can differ from the average size and proportions. | ;Variability: Variability determines how much characters with this template can differ from the average size and proportions. | ||
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! width="20" | !! variability !! style="width:3em" | CP !! align="left" | description | ! width="20" | !! variability !! style="width:3em" | CP !! align="left" | description | ||
|- | |- | ||
− | | || valign="top" | none || valign="top" | -10 || align="left" | Characters of this template always have the average length, mass, agility, toughness and | + | | || valign="top" | none || valign="top" | -10 || align="left" | Characters of this template always have the average length, mass, agility, toughness and power for their template. For example, a specific model of robot might be built to exact specifications and have no variability. |
|- | |- | ||
| || valign="top" | low || valign="top" | -5 || align="left" | Characters of this template are always within 10% of the average length of their template. Bird species often have low variability. | | || valign="top" | low || valign="top" | -5 || align="left" | Characters of this template are always within 10% of the average length of their template. Bird species often have low variability. | ||
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|} | |} | ||
− | ;Speed: Speed is maximum number of times a character based on this template can attack per round with a single weapon. Very large creatures typically have less speed. | + | ;Speed: Speed is maximum number of times a character based on this template can attack per round with a single weapon. Very large creatures typically have less speed. Speed emphasizes strength and energy while agility emphasizes coordination and reflexes, but the main difference is that agility affects the success of actions while speed affects how fast actions can be performed. Record the template's speed in the right half of this blank space. |
{| style="text-align:center" | {| style="text-align:center" | ||
! width="20" | !! style="width:3em" | speed !! style="width:3em" | CP !! align="left" | description | ! width="20" | !! style="width:3em" | speed !! style="width:3em" | CP !! align="left" | description | ||
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− | | || | + | | || 1/4 || -30 || align="left" | very slow (sloth, tortoise) |
|- | |- | ||
− | | || | + | | || 1/2 || 0 || align="left" | slow (python, elephant, turtle) |
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| || 1 || 30 || align="left" | medium (horse, average human speed) | | || 1 || 30 || align="left" | medium (horse, average human speed) | ||
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|} | |} | ||
− | ;Agility (15 CP per level): Agility is roughly based on size, but some templates are awkward or slow moving for their size, and others are surprisingly agile for their size. Human agility is 0, but agility for other species can be as high as 5 or as low as -5. Template agility determines the average and maximum agility characters created using this template can have. Each point of agility is worth 15 CP, so -5 agility would be worth -75 CP and 5 agility would be worth 75 CP. | + | ;Agility (15 CP per level): Agility is roughly based on size, but some templates are awkward or slow moving for their size, and others are surprisingly agile for their size. Human agility is 0, but agility for other species can be as high as 5 or as low as -5. Template agility determines the average and maximum agility characters created using this template can have. Record the template's agility in the right half of this blank space. Each point of agility is worth 15 CP, so -5 agility would be worth -75 CP and 5 agility would be worth 75 CP. |
− | ; | + | ;Power (10 CP per level): Power is the maximum damage an average character based on the template can cause in a single attack with natural weapons. Template power is usually less than or equal to template toughness and never less than 0. Creatures of roughly human size and power have 4 power. Creatures with 0 power cannot do any damage with their natural weapons. Record the template's power in the right half of this blank space. Each point of template power is worth 10 CP. |
− | ;Toughness (5 CP per level): Toughness | + | ;Toughness (5 CP per level): Toughness is the amount of damage an average character based on the template can take without being incapacitated. Template toughness is usually greater than or equal to template power and never less than 0. Creatures of roughly human size and toughness have 6 toughness. Record the template's toughness in the right half of this blank space. Each point of template toughness is worth 5 CP. |
{{:Mano a Mano:Size Table}} | {{:Mano a Mano:Size Table}} | ||
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=== Natural Armor === | === Natural Armor === | ||
− | A template can have one or more types of natural armor. | + | A template can have one or more types of natural armor. Describe each type of armor in the '''Equipment & Natural Defenses''' column and list the armor's absorption and cover in the '''Features''' column. Leave the other columns blank. |
;Absorption: Each type of armor has an absorption feature with a value of at least 1. The absorption value is the amount of attack power the armor can block from a single attack. | ;Absorption: Each type of armor has an absorption feature with a value of at least 1. The absorption value is the amount of attack power the armor can block from a single attack. | ||
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|} | |} | ||
− | ;Cover: Each type of natural armor also has a cover feature with a value from 1 to | + | ;Cover: Each type of natural armor also has a cover feature with a value from 1 to 10 or ''total''. The cover value is the area protected by the armor. |
{| | {| | ||
| width="20" | || style="width:3em" align="center" | 1 || limited armor - protects a specific area of the body like a shield | | width="20" | || style="width:3em" align="center" | 1 || limited armor - protects a specific area of the body like a shield | ||
|- | |- | ||
− | | || align="center" | 3 || partial armor - more areas covered but less than 50% | + | | || align="center" | 3 || partial armor - more areas covered but less than 50% |
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− | | || align="center" | 5 || extensive armor - at least 50% cover like a shell or carapace | + | | || align="center" | 5 || extensive armor - at least 50% cover like a shell or carapace |
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− | | || align="center" | 7 || mostly armored - covers most of the body but exposes large ares | + | | || align="center" | 7 || mostly armored - covers most of the body but exposes large ares |
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− | | || align="center" | | + | | || align="center" | 10 || fully armored - covers the whole body but has weak points |
|- | |- | ||
− | | || align="center" | | + | | || align="center" | total || tough hide - full cover without weak points |
|} | |} | ||
− | ;Natural Armor CP: The CP of natural armor is 5 multiplied by the cover and absorption values | + | ;Natural Armor CP: The CP of natural armor is 5 multiplied by the cover and absorption values. For example, natural armor with 3 cover and 2 absorption is worth 30 CP. |
=== Natural Weapons === | === Natural Weapons === | ||
− | Describe each type of natural weapon and list the | + | Describe each type of natural weapon in the '''Equipment & Natural Defenses''' column and list the armor's absorption and cover in the '''Features''' column. Leave the other columns blank. |
+ | Natural weapons can have the following features: | ||
;quantity (0, -20 or -50 CP): Having more than one natural weapon allows a creature to attack more often. If a creature cannot use it's natural weapons quickly, they may count as a single natural weapon. For example, an Elephant has both tusks and a trunk that can be used as weapons, but the elephant cannot use them as separate weapons in a combo attack. If a character has no natural weapons he cannot attack at all. This is worth -50 CP. If a character has only a single natural weapon, this is worth -20 CP. Two or more natural weapons are worth 0 CP. | ;quantity (0, -20 or -50 CP): Having more than one natural weapon allows a creature to attack more often. If a creature cannot use it's natural weapons quickly, they may count as a single natural weapon. For example, an Elephant has both tusks and a trunk that can be used as weapons, but the elephant cannot use them as separate weapons in a combo attack. If a character has no natural weapons he cannot attack at all. This is worth -50 CP. If a character has only a single natural weapon, this is worth -20 CP. Two or more natural weapons are worth 0 CP. | ||
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+ | ;power (5 CP per level): A natural weapon can have more power than the template's power, but natural weapon power does not increase the character's carrying capacity or make it easier to wield hefty weapons. Each point of natural weapon power is worth 5 CP. | ||
;hand (10 CP each): A natural weapon may be a ''hand''. Each hand allows you to wield one weapon. A character with at least two hands can do a secondary attack with a hand weapon - as long as the character has a weapon in each hand. Each pair of hands allows you to wield one two-handed weapon effectively. Each hand is worth 10 CP. | ;hand (10 CP each): A natural weapon may be a ''hand''. Each hand allows you to wield one weapon. A character with at least two hands can do a secondary attack with a hand weapon - as long as the character has a weapon in each hand. Each pair of hands allows you to wield one two-handed weapon effectively. Each hand is worth 10 CP. | ||
− | + | ;range (1 CP per meter): The maximum effective range of attacks with the weapon. Most natural weapons have no range. A weapon with range is typically a chemical or missile weapon (like spitting venom) but it can also be a long whip-like appendage. Each meter of range is worth 1 CP. | |
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− | ;range (1 CP per meter): The maximum effective range of attacks with the weapon. Most natural weapons have no range. A weapon with range is typically a chemical or missile weapon (like spitting venom | ||
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;sharp (20 or 30 CP): Sharp weapons do all damage instead of half-damage and half-stun. One sharp natural weapon is worth 20 CP. Two or more sharp natural weapons is worth 30 CP. | ;sharp (20 or 30 CP): Sharp weapons do all damage instead of half-damage and half-stun. One sharp natural weapon is worth 20 CP. Two or more sharp natural weapons is worth 30 CP. |