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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. A template includes:
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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.
  
* The template's name, average mass, average length and length type, variability, and CP value
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;Age: If the template only applies to a specific age category, you can specify the age category here, otherwise leave this blank.
* The template's speed, agility, strength, toughness, running and possibly swimming and airspeed
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* abilities and disabilities
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;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.
* natural weapons and armor
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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.
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;Mass: Record the average mass of characters based on this template in the right half of this space.
  
;Length and Length Type: Record the average length of characters based on this template and how it is measured: length, height or wingspan for example.
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;Length: Record the average length of characters based on this template in the right half of this space.
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;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 strength for their template. For example, a specific model of robot might be built to exact specifications and have no variability.
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| || 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.
 
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|-
 
| || 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. The main difference between speed and agility is that agility affects the success of actions while speed affects how fast actions can be performed.
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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 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"
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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.
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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. 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.
  
;Strength (10 CP per level): Strength helps a character use heavy equipment and cause more damage. Template strength is usually less than template toughness and never less than 0. Creatures of roughly human size and power have 3 strength. Creatures with 0 strength cannot do any damage with their natural weapons. Each point of template strength is worth 10 CP.
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;Power (10 CP per level): Power helps a character use heavy equipment and cause more damage. Template power is usually less than template toughness and never less than 0. Creatures of roughly human size and power have 3 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 determines how much damage an average character based on the template can take without being injured or incapacitated. Template toughness is usually greater than or equal to template strength and never less than 0. Creatures of roughly human size and toughness have 5 toughness. Each point of template toughness is worth 5 CP.
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;Toughness (5 CP per level): Toughness determines how much damage an average character based on the template can take without being injured or 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 5 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}}
 
 
;Running (10 CP per level): Running determines how fast a typical character based on this template can travel on the ground. Running is measured in meters per second. Humans have 5 running. Running is never less than 0. Creatures with 0 running cannot move under their own power on land. Each point of running is worth 10 CP.
 
 
;Swimming (10 CP per level): Swimming determines how fast an untrained character based on this template can travel in water. Swimming is measured in meters per second. Humans have 0 swimming but they can learn to swim with training. Swimming is never less than 0. Creatures with 0 swimming cannot move under their own power in water. Each point of swimming is worth 10 CP.
 
 
;Airspeed (10 CP per level): Airspeed determines how fast a typical character based on this template can travel while flying. Airspeed is measured in meters per second. Only templates with the flying quality have airspeed (See Abilities and Qualities below.) Airspeed is never less than 0. Creatures with 0 airspeed have no control in the air but can float or glide with the speed and direction they were moving when they left the ground. Each point of running is worth 10 CP.
 
 
===Abilities and Qualities===
 
 
;Abilities (8 CP per modifier level): Templates can have natural abilities with a modifier level from 1 to 5. 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. Each level of template ability modifier is worth 8 CP. (See [[Mano a Mano:Abilities|Game Design/Abilities]].)
 
 
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.
 
 
;[[Image:MaMrobot.jpg|120px|right]]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.
 
 
;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.
 
 
;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 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.
 
  
 
=== Natural Armor ===
 
=== Natural Armor ===
  
A template can have one or more types of natural armor.
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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 9 or ''complete''. The cover value is the area protected by the armor.
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;Cover: Each type of natural armor also has a cover feature with a value from 1 to 9 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
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| || align="center" | 9 || fully armored  - covers the whole body but has weak points
 
| || align="center" | 9 || fully armored  - covers the whole body but has weak points
 
|-     
 
|-     
| || align="center" |  complete  || tough hide  - full cover without weak points
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| || 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, or 50 multiplied by the absorption if the cover is complete. For example, natural armor with 3 cover and 2 absorption is worth 30 CP, and natural armor with complete cover and 4 absorption is worth 200 CP.
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;Natural Armor CP: The CP of natural armor is 5 multiplied by the cover and absorption values, or 50 multiplied by the absorption if the cover is total. For example, natural armor with 3 cover and 2 absorption is worth 30 CP, and natural armor with total cover and 4 absorption is worth 200 CP.
  
 
=== Natural Weapons ===
 
=== Natural Weapons ===
  
Describe each type of natural weapon and list the weapon's features. Natural weapons can have the following features:
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Describe each type of natural weapon in the '''Equipment & Natural Defenses''' column, and list the weapon's features 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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;leverage (4 CP per level): Sometimes characters have a natural weapon which is significantly larger or more powerful than the rest of the character's appendages. Leverage increases the power of attacks with this limb, but it does not increase the character's carrying capacity or make it easier to wield hefty weapons. Each point of leverage is worth 4 CP.
 
;leverage (4 CP per level): Sometimes characters have a natural weapon which is significantly larger or more powerful than the rest of the character's appendages. Leverage increases the power of attacks with this limb, but it does not increase the character's carrying capacity or make it easier to wield hefty weapons. Each point of leverage is worth 4 CP.
  
:Some limbs can have less power than the character's strength. These limbs can have negative leverage, but the absolute value of this negative leverage cannot exceed the character's strength. (For example, if a template had a strength of 10, the lowest leverage any of its limbs could have would be -10.)  Limbs with hands on them have -4 CP for each point of negative leverage, as long as the template has no more than one limb that has a hand and higher leverage or power.  
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:Some limbs can be weaker than the rest of the character's over all power. These limbs can have negetive leverage, but the absolute value of this negetive leverage cannot exceed the character's power. (For example, if a template had a power of 10, the lowest leverage any of its limbs could have would be -10.)  Limbs with hands on them have -4 CP for each point of negetive leverage, as long as the template has no more than one limb that has a hand and higher leverage or power.  
 
   
 
   
 
;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.) Exceptionally long limbs tend to have the ''offense'' feature rather than range. Each meter of range is worth 1 CP. The range feature is written with the number of meters of range followed by an "m" for meters. The word "range" does not have to be listed.
 
;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.) Exceptionally long limbs tend to have the ''offense'' feature rather than range. Each meter of range is worth 1 CP. The range feature is written with the number of meters of range followed by an "m" for meters. The word "range" does not have to be listed.

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