Difference between revisions of "Talk:Mano a Mano"

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(Equipment CP Table)
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==Tables for faster Template/Character creation==
 
 
===Template CP Table===
 
 
{| style="text-align:center"
 
| valign="top" |
 
{| style="text-align:right"
 
!              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
 
|}
 
| width="10" | || valign="top" |
 
{| style="text-align:right"
 
!            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
 
|}
 
| width="10" | || valign="top" | '''natural armor'''
 
{| style="text-align:right"
 
| partial cover ||  5 CP || align="left" | × cover × absorption
 
|-
 
|    full cover ||  50 CP || align="left" | × absorption
 
|}
 
 
'''natural weapons'''
 
{| style="text-align:right"
 
|                    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===
 
 
{| style="text-align:right"
 
|  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===
 
 
{|
 
| valign="top" |
 
{| style="text-align:right"
 
|    heft levels || -10 CP ||
 
|-
 
|    power levels ||  10 CP ||
 
|-
 
| meters of range ||  1 CP ||
 
|-
 
|  partial cover ||  5 CP || align="left" | × cover × absorption
 
|-
 
|      full cover ||  5 CP || align="left" | × 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 ||
 
|}
 
 
{| style="text-align:center"
 
! &nbsp;shots before&nbsp;<br>reloading !! CP value
 
|-
 
| 1 || -2 &times; the reload time
 
|-
 
| 2 || &nbsp;5 - 2 &times; the reload time
 
|-
 
| 3 || 10 - 2 &times; the reload time
 
|-
 
| 4 || 12 - 2 &times; the reload time
 
|-
 
| 5 || 14 - 2 &times; the reload time
 
|-
 
| 6 || 16 - 2 &times; the reload time
 
|-
 
| 7 || 17 - 2 &times; the reload time
 
|-
 
| 8 || 18 - 2 &times; the reload time
 
|-
 
| 9 || 19 - 2 &times; the reload time
 
|-
 
| 10 or more || 20 - 2 &times; the reload time
 
|-
 
| no limit || 20
 
|}
 
| valign="top" |
 
{| style="text-align:center"
 
!            mass !! CP
 
|-
 
|        0.000 kg || 10
 
|-
 
|        0.001 kg ||  9
 
|-
 
|        0.002 kg ||  8
 
|-
 
|        0.005 kg ||  7
 
|-
 
|          0.01 kg ||  6
 
|-
 
|          0.02 kg ||  5
 
|-
 
|    0.03-0.05 kg ||  4
 
|-
 
|    0.06-0.10 kg ||  3
 
|-
 
|    0.11-0.20 kg ||  2
 
|-
 
|    0.21-0.50 kg ||  1
 
|-
 
|    0.51-1.00 kg ||  0
 
|-
 
|    1.01-2.00 kg || -1
 
|-
 
|          3-5 kg || -2
 
|-
 
|          6-10 kg || -3
 
|-
 
|        11-20 kg || -4
 
|-
 
|        21-50 kg || -5
 
|-
 
|        51-100 kg || -6
 
|-
 
|      101-200 kg || -7
 
|-
 
|      201-500 kg || -8
 
|-
 
|      501-1000 kg || -9
 
|-
 
|    1001-2000 kg || -10
 
|-
 
|    2001-5000 kg || -11
 
|-
 
|  5001-10,000 kg || -12
 
|-
 
| 10,001-20,000 kg || -13
 
|}
 
|}
 
 
 
==Armor==
 
==Armor==
  
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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]
 
==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==
 
==Editing Character Sheet==

Latest revision as of 06:10, 27 September 2009

Armor[edit]

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[edit]

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]

Editing Character Sheet[edit]

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.