Difference between revisions of "Mano a Mano:Abilities"

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==Abilities==
 
==Abilities==
  
<table><tr><td valign="top">
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Each of a character's abilities has a modifier.
'''Example ability list:'''
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This modifier is added as to success rolls when a character uses the ability to try something difficult.
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Abilities can also give the character other advantages based on ability modifier.
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Each game may have an ability list adapted to the setting and style of play.
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The following ability list is just one example of the abilities a game might have.
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Some abilities may be available to all characters all the time.
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Others may only be available to certain templates, or may only be changed while creating a character.
  
Acrobatics *
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===Ability Modifier Limits===
Art
 
Acting
 
Agriculture
 
Animal Handling
 
Climbing *
 
Detection
 
Dance *
 
Cooking
 
Craftsmanship
 
Language
 
Law
 
Marksmanship
 
Medicine
 
Music
 
One-handed weapons
 
Piloting
 
Regeneration
 
Running *
 
Sleight of Hand
 
Science
 
Stamina *
 
Stealth
 
Strength *
 
Swimming *
 
Teaching
 
Two-handed weapons
 
Thrown weapons
 
Unarmed combat
 
Yoga *
 
 
(* Athletic ability)
 
  
</td><td valign="top">
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Unless otherwise stated, the maximum ability modifier for a beginning character is 4 more than it's template default.  (For example, if a template had a stealth modifier of two and no natural weapons modifier, the beginning character's maximum stealth ability modifier would be 6, and his maximum natural weapons ability modifier would be 4.) 4 is an advanced "expert" level of trainingGames that start off with very untested characters may have a lower beginning character ability modifier limit, and games that start of with very advanced "super" characters might start with a higher beginning character ability modifier limit.
Abilities allow a character to do certain types of actions, or do them better. Every game using the Mano a Mano should have it's own ability list, adapted to the needs of the game and it's settingCharacters can try to use (or fake) many abilities they don't have, but some special abilities, like flight, cannot be imitated without the right abilities or equipmentThese abilities often have a special CP value.  (See [[Mano a Mano:Template CP|Game Design/Template CP]].)
 
  
'''Ability Level''' - Each of a character's abilities has an ability level, which is added as a modifier to success rolls when a character tries to use the ability to do something difficult.  Abilities can also give the character other advantages based on ability level.
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Unless otherwise stated, the maximum ability modifier for all character is 10 more than his template's default modifier for that ability.  (For example, if a template had a stealth modifier of two and no natural weapons modifier, the character's maximum stealth ability modifier would be 12, and his maximum natural weapons ability modifier would be 10.) Games that aim for brutally realistic character development may have a lower maximum ability limit, and games which allow characters to train to extreme or "super" levels may have a higher maximum ability limit.
  
'''Natural Abilities''' - A Template may give characters natural abilities and ability levels.  A character's level in each ability is their natural ability level (from the template) plus any extra levels they have personally developed.  A game may limit which abilities can be personally developed.
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===Combat Abilities===
  
===Availability===
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;[[Image:MaMsuspenders.png|right]]Natural weapons: A character's natural weapons modifier is added to attempts to strike using parts of the character's body, including such natural weapons as fists, feet, elbows, claws, horns, etc.
  
Availability describes which characters can have which abilities, and how they can be developed.  Availability can be different for each template. Some abilities are not available at all to certain templates, and others have a maximum modifier.  Some abilities can vary between individuals while others are the same for every character who uses the template.  Some abilities can be developed at any time while others can only be changed while creating a character.
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;One-handed weapons: A combat ability which can be used with striking weapons held in one hand, such as a club, mace, axe or sword.
  
===Examples===
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;Two-handed weapons: A combat ability which can be used with two-handed striking weapons held in two hands, such as a staff, polearm or two-handed sword.
  
'''Unarmed combat''' - A character's unarmed combat level is added to close range fighting bonuses with grappling techniques or natural weapons.  A martial-arts themed game might have more than one unarmed combat ability, with a different set of techniques for each of these abilities.
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;Grappling: Is a combat ability used for any grappling move the character might attempt, with or without a weapon.
  
'''Regeneration''' - is the character's ability to heal quickly. The character recovers one extra damage point each week for each level of regeneration.
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;Throwing: A combat ability used when throwing striking weapons or using a sling or atlatl. This ability can be used for catching and throwing both weapons and other items.
  
=== Athletic Abilities ===
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;Marksmanship: A combat ability used with guns and bows
  
Athletic abilities can increase a character's health. (See [[Mano a Mano:Damage|Action/Damage and Health]].) Athletic abilities do not include fighting abilities such as Hand to Hand or Marksmanship, but do include movement abilities such as running, swimming and climbing. (See [[Mano a Mano:Movement|Action/Movement]].)  In the example ability list, the abilities followed by an asterisk ("*") are Athletic abilities.
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;Combat Engineering: Knowledge of fortifications, siege engines, sabotage, setting and disarming traps.
  
;Strength: Strength increases a character's CC by 20% of that character's original CC for each level.  For example, if a character's original CC was 10 kg, and his strength was 3, his CC would be 16. (20% x 3 = 60%, 60% of 10 = 6, and 10 + 6 = 16.)
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;Tactics: The ability to improve the performance of a group of characters in battle when this character is leading them.
</tr></table>
 
  
===Disabilities===
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===Stealth and Detection Abilities===
  
While other Abilities have a positive effect on a character, disabilities have a negative effect. Disabilities affect a broad range of success rolls.  One disability can interfere with the use of several Abilities.
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;Detection: The ability to detect others sneaking around, avoid ambushes, and search for hidden objects and characters. Detection can also be used to spot traps and secret doors, find evidence at a crime scene or track down people and creatures. This ability modifier is added to success rolls to detect characters using stealth.
  
*'''Farsighted''' - affects close range actions, particularly hand to hand and craftsmanship.
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;Illusion: The ability to make things appear to be that are not, or to make things that are there look as if they are not. This is the main ability behind stage magic (though some Magic Tricks instead use Sleight of Hand,) and concealing hidden goods.
*'''Nearsighted''' - affects long range actions, particularly navigation and marksmanship.
 
*'''Deaf''' - affects sound-dependent actions, particularly detection and communication.
 
*'''Lame''' - affects movement abilities such as acrobatics, running, swimming, and climbing.
 
*'''Ignorant''' - affects any action for which you do not have a specific ability modifier.
 
*'''Thumbless''' - affects any action using a tool or weapon that is not part of or mounted on the character's body (so that the character cannot easily remove it by himself.) This disability is important for generating Templates that do not naturally use tools.
 
  
'''Disability Levels''' - Disability levels are similar to normal ability levels, but disability levels are subtracted instead of added to success rolls. Disability Level modifiers are cumulative: If  a character has 3 levels of Thumbless and 4 levels of Nearsighted, then he has a total of -7 to use a crossbow (-3 for using a weapon and -4 for doing a ranged attack.)
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;Sleight of hand: The ability to use distraction, misdirection and suggestion as well as manual dexterity to perform subtle actions in plain sight without being noticed. Sleight of hand can be used to conceal weapons, draw them without being noticed, pick pockets and pass notes in class.
  
Unless otherwise specified, disabilities have a maximum level of 4 (a modifier of -4/negative four.)
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;Stealth: The ability to remain undetected while sneaking around, ambushing, or hiding from searches. The difficulty of detecting a hiding character is usually 10 plus the character's stealth modifier plus circumstance modifiers.
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===Movement Abilities===
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;Climbing: An ability that improves a character's ability to climb. (See [[Mano a Mano:Movement|Action/Movement]].)
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 +
;Acrobatics: An ability which helps a character perform acrobatic feats, such as jumping and tumbling without getting hurt. (See [[Mano a Mano:Movement|Action/Movement]].)
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;[[Image:MaMmechanic.png|right]]Navigation: This ability is used to control water vehicles.  For piloting planes, see piloting ability. Navigation includes both the ability to steer the vessel and the ability to use charts, instruments and visual cues to get where you want to go.
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;Piloting: This ability is used to control air vehicles.  For piloting boats see navigation ability. Piloting includes both the ability to steer and land the vehicle, and the ability to use instruments, charts and so forth.
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;Driving: This ability is used to control mechanical ground vehicles.  This ability includes both the physical skill of driving and knowledge of roads and traffic systems related to driving.
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;Animal handling: A knowledge of animal behavior, maintenance and safety. Animal handling includes the ability to control riding animals, but not the physical ability to do riding stunts. (See riding ability.)
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;Riding: An athletic ability similar to animal handling ability except that it can only be used to control animals that are ridden. Riding ability helps with physically challenging riding stunts.
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===Communication Abilities===
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Most characters can communicate in at least one language: their first or native language. Each additional language the character can understand and use is a quality worth 5 CP. Effective conversation in languages other than the character's first language usually requires a success roll.
 +
 
 +
;Communication: This ability improves a character's ability to communicate in all languages, including the character's native language. Communication ability success rolls are required for simple communication, like asking for the general direction to a named place, except in the character's first language. Complex communication can require a success roll even in a character's first language.
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;Acting: This ability is used by a character to change their own behavior for entertainment or deception. Acting can be used to conceal beliefs or intentions, or for impersonation. Acting ability can make a believable lie more convincing, but making a lie believable may require both communication and acting ability. Acting ability can be used to manipulate characters who are susceptible to deception, flattery or intimidation.
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 +
;Persuasion: This ability improves a character's ability to influence others, negotiate and lead. It is also useful when haggling over prices. Persuasion ability can also include a character's honor, status, reputation and prestige.
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===Other Abilities===
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 +
;Agriculture: The ability to produce raw materials by growing plants and animals.
 +
 
 +
;Art: This ability is used to make effective visual presentations, including decoration, sculpting, painting and drawing.
 +
 
 +
;Chemistry: This is used to make substances involving complex chemical processes, including explosives, alcohol, etc.
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 +
;Cooking: This ability is used to produce food from appropriate raw materials.
 +
 
 +
;Craftsmanship: General proficiency in creating "low tech" products in a variety of materials from textiles to smithing, carpentry and stonework. 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.
 +
 
 +
;Engineering: The ability to design and repair technologically sophisticated things, from structures to gadgets.
 +
 
 +
;Law: Understanding how systems of government work, and the ability to use those systems.
 +
 
 +
;Locksmith: This ability is used both to create locks and to defeat locks, including lock-picking and safe-cracking. Locksmith ability includes general knowledge of physical security systems including ways of breaking into secured places without picking the lock.
 +
 
 +
;Medicine: This ability is used to help injured characters heal, to treat sickness, disease and poisoning, and to help characters stay healthy. (A character can also use their medical knowledge to poison others or spread disease.) Medicine ability modifier can be added to the  weekly healing rolls of any character being treated with the ability. However, if several characters use their medicine modifier to assist the same patient, only the highest medicine modifier applies.
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 +
;Music: The ability to produce effective structured audio presentations. Music includes the ability to recognize, remember and repeat organized patterns of pitch and rhythm, as long as the character is physically able to hear and duplicate the sounds.
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;Surgery: The ability to physically modify organic characters.  It is also used to create artificial organic characters.

Latest revision as of 05:01, 20 May 2009

Abilities

Each of a character's abilities has a modifier. This modifier is added as to success rolls when a character uses the ability to try something difficult. Abilities can also give the character other advantages based on ability modifier. Each game may have an ability list adapted to the setting and style of play. The following ability list is just one example of the abilities a game might have. Some abilities may be available to all characters all the time. Others may only be available to certain templates, or may only be changed while creating a character.

Ability Modifier Limits

Unless otherwise stated, the maximum ability modifier for a beginning character is 4 more than it's template default. (For example, if a template had a stealth modifier of two and no natural weapons modifier, the beginning character's maximum stealth ability modifier would be 6, and his maximum natural weapons ability modifier would be 4.) 4 is an advanced "expert" level of training. Games that start off with very untested characters may have a lower beginning character ability modifier limit, and games that start of with very advanced "super" characters might start with a higher beginning character ability modifier limit.

Unless otherwise stated, the maximum ability modifier for all character is 10 more than his template's default modifier for that ability. (For example, if a template had a stealth modifier of two and no natural weapons modifier, the character's maximum stealth ability modifier would be 12, and his maximum natural weapons ability modifier would be 10.) Games that aim for brutally realistic character development may have a lower maximum ability limit, and games which allow characters to train to extreme or "super" levels may have a higher maximum ability limit.

Combat Abilities

MaMsuspenders.png
Natural weapons
A character's natural weapons modifier is added to attempts to strike using parts of the character's body, including such natural weapons as fists, feet, elbows, claws, horns, etc.
One-handed weapons
A combat ability which can be used with striking weapons held in one hand, such as a club, mace, axe or sword.
Two-handed weapons
A combat ability which can be used with two-handed striking weapons held in two hands, such as a staff, polearm or two-handed sword.
Grappling
Is a combat ability used for any grappling move the character might attempt, with or without a weapon.
Throwing
A combat ability used when throwing striking weapons or using a sling or atlatl. This ability can be used for catching and throwing both weapons and other items.
Marksmanship
A combat ability used with guns and bows
Combat Engineering
Knowledge of fortifications, siege engines, sabotage, setting and disarming traps.
Tactics
The ability to improve the performance of a group of characters in battle when this character is leading them.

Stealth and Detection Abilities

Detection
The ability to detect others sneaking around, avoid ambushes, and search for hidden objects and characters. Detection can also be used to spot traps and secret doors, find evidence at a crime scene or track down people and creatures. This ability modifier is added to success rolls to detect characters using stealth.
Illusion
The ability to make things appear to be that are not, or to make things that are there look as if they are not. This is the main ability behind stage magic (though some Magic Tricks instead use Sleight of Hand,) and concealing hidden goods.
Sleight of hand
The ability to use distraction, misdirection and suggestion as well as manual dexterity to perform subtle actions in plain sight without being noticed. Sleight of hand can be used to conceal weapons, draw them without being noticed, pick pockets and pass notes in class.
Stealth
The ability to remain undetected while sneaking around, ambushing, or hiding from searches. The difficulty of detecting a hiding character is usually 10 plus the character's stealth modifier plus circumstance modifiers.

Movement Abilities

Climbing
An ability that improves a character's ability to climb. (See Action/Movement.)
Acrobatics
An ability which helps a character perform acrobatic feats, such as jumping and tumbling without getting hurt. (See Action/Movement.)
MaMmechanic.png
Navigation
This ability is used to control water vehicles. For piloting planes, see piloting ability. Navigation includes both the ability to steer the vessel and the ability to use charts, instruments and visual cues to get where you want to go.
Piloting
This ability is used to control air vehicles. For piloting boats see navigation ability. Piloting includes both the ability to steer and land the vehicle, and the ability to use instruments, charts and so forth.
Driving
This ability is used to control mechanical ground vehicles. This ability includes both the physical skill of driving and knowledge of roads and traffic systems related to driving.
Animal handling
A knowledge of animal behavior, maintenance and safety. Animal handling includes the ability to control riding animals, but not the physical ability to do riding stunts. (See riding ability.)
Riding
An athletic ability similar to animal handling ability except that it can only be used to control animals that are ridden. Riding ability helps with physically challenging riding stunts.

Communication Abilities

Most characters can communicate in at least one language: their first or native language. Each additional language the character can understand and use is a quality worth 5 CP. Effective conversation in languages other than the character's first language usually requires a success roll.

Communication
This ability improves a character's ability to communicate in all languages, including the character's native language. Communication ability success rolls are required for simple communication, like asking for the general direction to a named place, except in the character's first language. Complex communication can require a success roll even in a character's first language.
Acting
This ability is used by a character to change their own behavior for entertainment or deception. Acting can be used to conceal beliefs or intentions, or for impersonation. Acting ability can make a believable lie more convincing, but making a lie believable may require both communication and acting ability. Acting ability can be used to manipulate characters who are susceptible to deception, flattery or intimidation.
Persuasion
This ability improves a character's ability to influence others, negotiate and lead. It is also useful when haggling over prices. Persuasion ability can also include a character's honor, status, reputation and prestige.

Other Abilities

Agriculture
The ability to produce raw materials by growing plants and animals.
Art
This ability is used to make effective visual presentations, including decoration, sculpting, painting and drawing.
Chemistry
This is used to make substances involving complex chemical processes, including explosives, alcohol, etc.
Cooking
This ability is used to produce food from appropriate raw materials.
Craftsmanship
General proficiency in creating "low tech" products in a variety of materials from textiles to smithing, carpentry and stonework. 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.
Engineering
The ability to design and repair technologically sophisticated things, from structures to gadgets.
Law
Understanding how systems of government work, and the ability to use those systems.
Locksmith
This ability is used both to create locks and to defeat locks, including lock-picking and safe-cracking. Locksmith ability includes general knowledge of physical security systems including ways of breaking into secured places without picking the lock.
Medicine
This ability is used to help injured characters heal, to treat sickness, disease and poisoning, and to help characters stay healthy. (A character can also use their medical knowledge to poison others or spread disease.) Medicine ability modifier can be added to the weekly healing rolls of any character being treated with the ability. However, if several characters use their medicine modifier to assist the same patient, only the highest medicine modifier applies.
Music
The ability to produce effective structured audio presentations. Music includes the ability to recognize, remember and repeat organized patterns of pitch and rhythm, as long as the character is physically able to hear and duplicate the sounds.
Surgery
The ability to physically modify organic characters. It is also used to create artificial organic characters.