Difference between revisions of "Talk:Mano a Mano"

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(Template CP Table)
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: Yeah, that's what I figured.  Now it looks to me like perhaps even example occupations may need to be moved forward to at least character generation, and possibly into character development (since it's hard to imagine character development in MaM without the potential for new abilities, equipment, or occupations.) [BFG]
 
: Yeah, that's what I figured.  Now it looks to me like perhaps even example occupations may need to be moved forward to at least character generation, and possibly into character development (since it's hard to imagine character development in MaM without the potential for new abilities, equipment, or occupations.) [BFG]
  
==Compact Character Sheet==
+
==Equipment Mass==
  
Should we use underlines to indicate best absorption and melee defense? This would allow us to combine two lines of the character sheet, but it would need some explaining, especially when a character has no armor so the best absorption (0) is not shown.
+
If we get rid of equipment mass and encumbrance, then the movement rules get a little simpler (encumbrance is not subtracted from movement.) Carrying capacity is then the amount of mass you can carry without being encumbered and half of the mass you can carry at all.
 
 
<i>
 
Steven (adult male human robber, 95 kg, 1.6 m height, 151 CP)<br>
 
1 speed, 0 agility, 3 strength, 7 toughness, 14 stamina<br>
 
2 unarmed combat, 4 one-handed weapons, 2 craftsmanship<br>
 
2 hands (hand, 3 power, 2 attack, 12 defense)<br>
 
2 feet (3 power, 2 attack, 12 defense)<br>
 
1 machete (sharp, 0.5 kg, 3 heft, 5 power, 4 attack, <u>14 defense</u>)<br>
 
3 carrying capacity, 0.5 kg equipment mass, 0 encumbrance<br>  
 
4 ground movement, 0 water movement<br>
 
0 total cover, 10 missile defense, 13 grapple defense, 3 grapple attack<br>
 
____ stun, ____damage
 
</i>
 
 
 
==Compact NPCs==
 
 
 
Can we abbreviate NPC stats by omitting some details?
 
 
 
* Carrying capacity, equipment mass and encumbrance are only needed to calculate movement.
 
* Movement, best absorption and total cover can be assumed to be 0 if they are not listed.
 
* Stun and damage can go on scratch paper.
 
 
 
==Full Page Example Character==
 
 
 
I removed the following from the character sheet page because that page is a wiki template which should not include any other content.
 
 
 
'''Here's Steven's full-page character sheet from the character generation example:'''
 
 
 
{{:Mano a Mano:Character Sheet
 
| name=Steven | age=adult | sex=male | template=human
 
| occupations=robber | portrait=[[Image:Minimam-rogue-healthy.png]]
 
| mass=95 | tmass=75 | length=1.6 | tlength=1.7 | lengthtype=height | variability=medium
 
| speed=1 | tspeed=1 | agility=0 | tagility=0 | strength=3 | tstrength=3 | toughness=7 | ttoughness=5
 
| cp=151 | tcp=105
 
| aq1=natural weapons    | mod1=2 | tmod1=0
 
| aq2=one-handed weapons | mod2=4 | tmod2=0
 
| aq3=craftsmanship      | mod3=2 | tmod3=0
 
| item1=2 hands | features1=hand                        | power1=3 | atk1=2 | def1=12
 
| item2=2 feet                                          | power2=3 | atk2=2 | def2=12
 
| item3=machete | features3=sharp | mass3=0.5 | heft3=3 | power3=5 | atk3=4 | def3=14
 
| carryingcapacity=3 | equipmentmass=0.5 | encumbrance=0
 
| ground=4 | water=0 | air=0 | climbing=0
 
| meleedefense=14 | missiledefense=10 | bestabsorption=0 | totalcover=0 | grappleattack=3 | grappledefense=13
 
| stamina=14
 
}}
 
  
 
==Editing Character Sheet==
 
==Editing Character Sheet==
Line 283: Line 238:
 
If you change the character sheet format when editing any of the following, you must update the others:  
 
If you change the character sheet format when editing any of the following, you must update the others:  
  
* [[Mano a Mano:Character Sheet|Blank Character Sheet]]
 
 
* [[Mano a Mano:Example Template|Example Template]]
 
* [[Mano a Mano:Example Template|Example Template]]
 
* [[Mano a Mano:Example Character|Example Character]]
 
* [[Mano a Mano:Example Character|Example Character]]

Revision as of 18:23, 16 January 2009

Tables for faster Template/Character creation

Template CP Table

build
no variability -10 CP
low variability -5 CP
medium variability 0 CP
high variability 5 CP
¼ speed -30 CP
½ speed 0 CP
1 speed 30 CP
2 speed 60 CP
3 speed 90 CP
agility levels 15 CP
strength levels 10 CP
toughness levels 5 CP
running levels 10 CP
swimming levels 10 CP
airspeed levels 10 CP
abilities
ability levels 8 CP
qualities
flying 15 CP
gliding 10 CP
soaring 5 CP
parachuting 5 CP
perfect regeneration 10 CP
daily regeneration 10 CP
hourly regeneration 30 CP
sudden regeneration 50 CP
mechanical 5 CP
blind -70 CP
deaf -30 CP
dumb -10 CP
mute -15 CP
inept -20 CP
unintelligent -40 CP
natural armor
partial cover 5 CP × cover × absorption
full cover 50 CP × absorption

natural weapons

none -50 CP
single -20 CP
multiple 0 CP
each hand 10 CP
leverage levels 4 CP
offense levels 5 CP
meters of range 1 CP
one sharp weapon 20 CP
multiple sharp weapons 30 CP
one padded weapon 5 CP
multiple padded weapons 8 CP

Character CP Table

ability levels 5 CP
more speed 20 CP
less speed -20 CP
agility levels 10 CP
toughness levels 3 CP
strength levels 5 CP
running levels 10 CP
swimming levels 10 CP
airspeed levels 10 CP

Equipment CP Table

mass CP mass CP
0.000 kg 10 3-5 kg -2
0.001 kg 9 6-10 kg -3
0.002 kg 8 11-20 kg -4
0.005 kg 7 21-50 kg -5
0.01 kg 6 51-100 kg -6
0.02 kg 5 101-200 kg -7
0.03-0.05 kg 4 201-500 kg -8
0.06-0.10 kg 3 501-1000 kg -9
0.11-0.20 kg 2 1001-2000 kg -10
0.21-0.50 kg 1 2001-5000 kg -11
0.51-1.00 kg 0 5001-10,000 kg -12
1.01-2.00 kg -1 10,001-20,000 kg -13
heft levels -10 CP
power levels 10 CP
meters of range 1 CP
partial cover 5 CP × cover × absorption
full cover 5 CP × absorption
offense levels 5 CP
control levels 10 CP
sharp 20 CP
padded 5 CP
two-handed -10 CP
flash -5 CP
noise -10 CP
smoke -20 CP
 shots before 
reloading
CP value
1 -2 × the reload time
2  5 - 2 × the reload time
3 10 - 2 × the reload time
4 12 - 2 × the reload time
5 14 - 2 × the reload time
6 16 - 2 × the reload time
7 17 - 2 × the reload time
8 18 - 2 × the reload time
9 19 - 2 × the reload time
10 or more 20 - 2 × the reload time
no limit 20

Armor

I think our example character should have armor. This would lengthen the character generation and combat examples, but I think this is important enough to warrant the extra effort.

I am currently working on the Squawk RPG book, once the first rough draft is together I'll revisit MaM for this and other editorial enhancements. (I'm waiting for the rough draft to get done so I know what I need MaM to do.)[BFG]

Organization

I have re-ordered the sections on the Table of Contents and Complete System on One Page to reflect this. The broad overview of Gameplay is still first, followed by Action, Character Development, Character Creation and finally Game Design. We will probably want to make further changes so that the system makes sense when presented in this order. We may even want to move the example Ability and Equipment lists into Character Creation or even Character Development. [SL]

Yeah, that's what I figured. Now it looks to me like perhaps even example occupations may need to be moved forward to at least character generation, and possibly into character development (since it's hard to imagine character development in MaM without the potential for new abilities, equipment, or occupations.) [BFG]

Equipment Mass

If we get rid of equipment mass and encumbrance, then the movement rules get a little simpler (encumbrance is not subtracted from movement.) Carrying capacity is then the amount of mass you can carry without being encumbered and half of the mass you can carry at all.

Editing Character Sheet

If you change the character sheet format when editing any of the following, you must update the others:

Be sure you know which character sheet you are updating:

  • The template creation example includes both the blank character sheet and the example template.
  • The character creation example includes both the example template and the example character sheet.