Difference between revisions of "Mano a Mano:Templates"

From RPGnet
Jump to: navigation, search
(Templates)
(Templates)
Line 15: Line 15:
 
;Mass: The minimum and maximum mass for characters who use this template
 
;Mass: The minimum and maximum mass for characters who use this template
  
;Pwr (Power): Creatures of roughly human size and power have 2 power.  The power of significantly smaller or weaker creatures goes down by half levels.  The power of much bigger and stronger creatures goes up by whole levels.  
+
;Power: Creatures of roughly human size and power have 2 power.  The power of significantly smaller or weaker creatures goes down by half levels.  The power of much bigger and stronger creatures goes up by whole levels.  
  
;4xPwr (Four-times-Power): This is the template's power multiplied by four, related to Health and Arm Strength.  
+
;4xPwr (four-times-power): This is the template's power multiplied by four, related to Health and Arm Strength.  
  
 
;Health: The average health modifier for a given size is the average four-times-power modifier for that size, minus eight.  A small bug template might have a health modifier of -8 while a 30 ton Brachiosaurus template might have a health modifier of +20
 
;Health: The average health modifier for a given size is the average four-times-power modifier for that size, minus eight.  A small bug template might have a health modifier of -8 while a 30 ton Brachiosaurus template might have a health modifier of +20
  
;Agi (Agility): 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.  Agility is on a 0-8 scale with humans in the middle (4 Agi)
+
;Agility: 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.  Agility is on a 0-8 scale with humans in the middle (4 Agi)
  
 
{{:Mano a Mano:Size Table}}
 
{{:Mano a Mano:Size Table}}

Revision as of 21:25, 3 July 2007

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 seperate templates if the differences are significant. The template provides modifiers for most of the character's natural features:

Template ________________________________________
Mass   _______ kg - _______ kg
Length _______ m  - _______ m  type:_____________

  Agility  Speed  Health   Power            CP
  _______ _______ _______ ___-___
 (_______+_______+_______+_______)   =   (______)

ABILITIES      Limit Mod  ModCP   SpcCP     CP
______________ _____ ___ (_____)+(_____)=(______)
______________ _____ ___ (_____)+(_____)=(______)
______________ _____ ___ (_____)+(_____)=(______)
______________ _____ ___ (_____)+(_____)=(______)

NATURAL ARMOR          Abs Cvr    AbsCP     CP
______________________ ___ ___ x (_____)=(______)
______________________ ___ ___ x (_____)=(______)

NATURAL WEAPONS  Dex  Reach  Shp   Qty      CP
_______________ _____ ____m _____ _____
                  CP (_____+_____+_____)=(______)
_______________ _____ ____m _____ _____
                  CP (_____+_____+_____)=(______)
_______________ _____ ____m _____ _____
                  CP (_____+_____+_____)=(______)

                     Manual Dexterity CP (______)

                                Total CP (______)
TEMPLATE ________________________
Mass   _____kg - _____kg
Length _____m  - _____m _________

Agi Spd Health  Power      CP
___ ___ ______ ___-___  _________

ABILITIES               Limit Mod
_______________________ _____ ___
_______________________ _____ ___
_______________________ _____ ___
_______________________ _____ ___

NATURAL ARMOR             Cvr Abs
_________________________ ___ ___
_________________________ ___ ___

NATURAL WEAPONS Dex Reach Shp Qty
_______________ ___ ____m ___ ___
_______________ ___ ____m ___ ___
_______________ ___ ____m ___ ___
Template
the name of the template, which can include details such as age group or sex if each sex or age group has a separate template.
Length
The minimum and maximum length or height of characters represented by the template.
Reach
Affects the range of most hand to hand attacks
Mass
The minimum and maximum mass for characters who use this template
Power
Creatures of roughly human size and power have 2 power. The power of significantly smaller or weaker creatures goes down by half levels. The power of much bigger and stronger creatures goes up by whole levels.
4xPwr (four-times-power)
This is the template's power multiplied by four, related to Health and Arm Strength.
Health
The average health modifier for a given size is the average four-times-power modifier for that size, minus eight. A small bug template might have a health modifier of -8 while a 30 ton Brachiosaurus template might have a health modifier of +20
Agility
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. Agility is on a 0-8 scale with humans in the middle (4 Agi)

Toughness, agility and strength are all related to a template's size. The following examples should help guide template creation, but some creatures will be stronger or weaker, quicker or clumsier than their mass would suggest.

Example mouse rat cat human horse elephant whale MaMdragon-vs-city.jpg
mass (kg) 0.02 0.3 5 80 500 8000 50,000
Agility 5 3 2 0 -2 -4 -5
agility CP 75 45 30 0 -30 -60 -75
Speed 1 1 1 1 1 ½ ½
speed CP 30 30 30 30 30 0 0
Toughness 0 1 2 5 12 40 100
toughness CP 0 5 10 25 60 200 500
Strength 0 1 2 3 8 25 50
strength CP 0 10 20 30 80 250 500
Cover 0 0 0 0 0 10 10
Absorption 0 0 0 0 0 1 2
armor CP 0 0 0 0 0 50 100
Total CP 105 90 90 85 140 440 1025

Abilities

Templates can give characters natural abilities, disabilities, and ability or disability modifiers. Usually characters can develop ability levels which increase their ability modifier above this minimum value.

  • Ability - The name of the ability or disability
  • Mod - The template's modifier to the ability or disability

Natural Armor

Modifiers for each type of natural armor

  • Cvr (Cover)
  • Abs (Absorption)

A character can have more than one kind of natural armor covering different areas, but not overlapping. The total cover of a character's natural armor areas cannot be more than 5. If the total cover is 5 then the (weakest part of the) armor has unlimited cover. You could imagine that a character has 5 areas to protect: vital areas, main targets, secondary targets, minor targets, and weak points. Or you could look at each point of cover as 20%.

Cvr  Name             Description

 1   limited armor    protects a specific area of the body like a shield
 2   partial armor    more area(s) covered but les than 50%
 3   extensive armor  at least 50% cover like a shell or carapace
 4   fully armored    covers the whole body but has weak points
 5   tough hide       full cover without weak points
Abs   CP*   Examples

 1     1    thick hide, scales or guard hairs, light exoskeleton
 2     3    big scales, small bones in skin, modest exoskeleton 
 3     6    large bony scutes, strong exoskeleton, light shell
4-5  10-15  carapace, bony sheild, heavy exoskeleton, hard shell  
6-9  21-45  unbreakable shell, probably quite heavy
10+   55+   harder than armor found in nature

* multiplied by cover

Speed and Limbs

Template Speed
Speed is your maximum number of attacks per round. Typically, small creatures have more speed and large creatures have less. Speed is a little different from agility. Speed emphasizes strength and energy and 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 executed in series.
Speed  CP  Description     Examples                   Notes

  5    30  extremely fast  shrew, tasmanian devil
  4    15  very fast       cat, fighting cock, ninja
  3     5  fast            dog, trained fighter       cinematic human speed
  2     0  medium          horse, normal person       realistic human speed
  1    -5  slow            python, elephant, turtle   quick actions only
 1/2  -15  very slow       tortoise
 1/4  -30  extremely slow  sloth
  0   -50  sluggish        snail, plant               imperceptible movement
Secondary Natural Weapons
Having more than one natural weapon allows a creature with at least 1 speed to attack more often. (This is different from having more speed because it does not allow a creature with only 1 speed to do powerful actions.) 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.
Hand Weapons
Hand-like appendages can be used to wield weapons. A character with at least two weapon hands can do a secondary attack with a hand weapon - as long as the character has a weapon in each hand.
Maimed Characters
A character who has lost (or never had) the use of a limb may be effectively slower because of not having secondary natural or hand weapon attacks.
Encumbrance
Encumbrance reduces speed and movement instead of affecting combat rolls. Carrying capacity (CC) and maximum lifting ability may be based on arm strength (AS) which is four times power plus strength. (For example CC might be 10 times the mass of the heaviest weapon you can wield easily and your maximum lift might be 10 times CC.) See arm strength in the weapons section below.

Natural Weapons

Stats and modifiers for each natural weapon

  • Agi (Agility)
  • Rch (Reach)
  • Pwr (Power)
  • Shp (Sharpness)

Template CP

Template CP is the sum of the template's ability, disability, variability, toughness, power, speed, agility, natural weapon and armor CP.

Template Ability CP
The CP of a template ability is the ability modifier times 15: 15 CP for a modifier of 1 or 30 CP for a modifier of 2.
Template Variability CP
No variability is worth -10 CP. Low variability is worth -5 CP. Medium variability is worth 0 CP. High variability is worth 5 CP.
Template Toughness CP
Each point of template toughness is worth 5 CP.
Template Power CP
Each point of template power is worth 10 CP. A natural weapon point of additional power is worth 5 CP, but natural weapon power does not increase the character's carrying capacity or make it easier to wield hefty weapons in any way.
Template Speed CP
1/4 speed is worth -30 CP. 1/2 speed is worth 0 CP. 1 speed is worth 30 CP. 2 speed is worth 60 CP. 3 speed is worth 90 CP.
Template Agility CP
0 agility is worth 0 CP. 1 agility is worth 30 CP. 2 agility is worth 60 CP. 3 agility is worth 90 CP. 4 agiilty is worth 120 CP. 5 agility is worth 150 CP. 6 agility is worth 180 CP.
Natural Armor CP
The CP of natural armor is 5 multiplied by the cover and absorption. For example, natural armor with 3 cover and 2 absorption is worth 30 CP.


The CP of template's natural weapons is based on their quantity, sharpness and number of hands:

Quantity CP
Quantity CP is based on the total quantity of all of the template's natural weapons. No natural weapons (0 total quantity) is worth -50 CP. A single natural weapon (1 total quantity) is worth -20 CP. Two or more natural weapons is worth 0 CP.
Template Range CP
The range of a natural weapon is worth 1 CP per meter.
Sharpness CP
Blunt sharpness is worth 0 CP. One sharp natural weapon is worth 20 CP, two or more sharp natural weapons is worth 30 CP. One padded natural weapon is worth 5 CP. Two or more padded natural weapons is worth 8 CP. For example, the sharpness of 10 razor blades (sharp) and 10 electro-shock tentacles (padded) would be worth a total of 38 CP (8 + 30.)
Hand CP
Each natural weapon that is a "hand" capable of wielding tools or weapons is worth an additional 10 CP.


Templates can also have various "qualities":

Flight
"Powered Flight" is worth 15 CP. "Gliding" is worth 10 CP. "Soaring" requires Powered Flight or Gliding, and is worth 5 CP. "Parachuting" is worth 5 CP.
Mechanical
Being Mechanical (rather than organic) is worth 3 CP. (Being organic is worth 0 CP and does not need to be specified if the character is not mechanical.)
Sensory Impairment
Blind is worth -70 CP. Deaf is worth -30 CP.
Communication Impairment
Dumb is worth -10 CP. Mute is worth -15 CP.
Physical Impairment
Lame is worth-30 CP. Immobile is worth -70 CP.
Mental Impairment
Inept is worth -20 CP. Unintelligent is worth -40 CP.

Make a Template - Template Generation Example

To demonstrate the creation of a character template, this tutorial will show how to create a human template which can be used for many RPG settings. This template can be used to create most adult human characters, including both men and women.

1. Build - A quick Internet search suggests that average humans are around 75 kg and 1.7 meters tall. Most humans are within 20% of average height but many are more than 10% taller or shorter, so humans have medium variability (worth 0 CP.) Humans have 1 speed (worth 30 CP), 3 strength (worth 30 CP), 5 toughness (worth 25 CP), 0 agility (worth 0 CP), 5 running (worth 50 CP). Humans have no swimming, although individuals can learn to swim, and no airspeed because they cannot fly.

2. Abilities and Qualities - Humans have no special abilities or disabilities.

3. Natural Defenses - Humans have two or more natural weapons, which is worth 0 CP. They have two hands, which together are worth 20 CP. Humans have no natural armor.

4. Template CP - The total CP value of our new human template is 105 CP.

0 variability CP
25 toughness CP
30 strength CP
30 speed CP
0 agility CP
50 running CP
0 ability and quality CP
20 natural weapons CP
+ 0 natural armor CP
105 template CP

human, 75 kg, 1.7 m height, medium variability, 155 CP
1 speed, 0 agility, 3 strength, 5 toughness, 5 running
2 hands (hand)
2 feet