Difference between revisions of "Mano a Mano:Manufacturing and Modification"

From RPGnet
Jump to: navigation, search
(Creating Armor and Weapons)
(Creating Armor and Weapons)
Line 6: Line 6:
  
 
{|
 
{|
! Modifier
+
! Modifier !! width="5" | !! Time Invested !! width="5" | !! Industrial Influence !! width="5" | !! align="left" | Tool Quality
| rowspan="9" width="5" |
 
! Time Invested
 
| rowspan="9" width="5" |
 
! Industrial Influence
 
| rowspan="9" width="5" |
 
! align="left" | Tool Quality
 
 
|-
 
|-
| align="center" | +1 || 15 minutes || Stone age      || Makeshift / lacking materials
+
| align="center" | +1 || || 15 minutes || || Stone age      || || Makeshift / lacking materials
 
|-
 
|-
| align="center" | +2 || 30 minutes || Bronze age    || Low quality / cheap
+
| align="center" | +2 || || 30 minutes || || Bronze age    || || Low quality / cheap
 
|-
 
|-
| align="center" | +3 ||  1 hour    || Iron age      || Typical / mediocre
+
| align="center" | +3 || ||  1 hour    || || Iron age      || || Typical / mediocre
 
|-
 
|-
| align="center" | +4 ||  2 hours  || Steel age      || High quality / expensive
+
| align="center" | +4 || ||  2 hours  || || Steel age      || || High quality / expensive
 
|-
 
|-
| align="center" | +5 ||  4 hours  || Industrial age || State of the art / very rare
+
| align="center" | +5 || ||  4 hours  || || Industrial age || || State of the art / very rare
 
|-
 
|-
| align="center" | +6 ||  8 hours  || Machine age
+
| align="center" | +6 || ||  8 hours  || || Machine age
 
|-
 
|-
| align="center" | +7 || 16 hours  || Cybernetic age
+
| align="center" | +7 || || 16 hours  || || Cybernetic age
 
|-
 
|-
| align="center" | +8 || 32 hours  || Future age
+
| align="center" | +8 || || 32 hours  || || Future age
 
|}
 
|}
  

Revision as of 11:48, 17 August 2007

Making Equipment

Creating Armor and Weapons

When a character creates a new weapon or armor, add up the character's modifiers and roll against a difficulty level of zero. They may spend 100 CP times the success level of the roll on the new weapon or armor's attributes. (See Game Design/Equipment/Equipment CP.) A character's modifiers to the item creation roll include craftsmanship abilities, time invested, industrial influence (technology available to the character) and tool quality:

Modifier Time Invested Industrial Influence Tool Quality
+1 15 minutes Stone age Makeshift / lacking materials
+2 30 minutes Bronze age Low quality / cheap
+3 1 hour Iron age Typical / mediocre
+4 2 hours Steel age High quality / expensive
+5 4 hours Industrial age State of the art / very rare
+6 8 hours Machine age
+7 16 hours Cybernetic age
+8 32 hours Future age

(You can keep adding 1 to the time invested modifier by doubling the time)

Cover
Cover reflects the chance that an attack will be blocked by this weapon, shield or armor. The chance that an attack will target the particular area protected by this item is as important as the amount of that area actually covered. For example, a helmet covering the head (a very important target) might have the same cover as armor completely protecting the feet and shins (more area, but not as important as the head.)
Heft
Heft is related to a weapon's mass and power. (See Game Design/Equipment.)
Power
Power is related to a weapon's heft and mass. (See Game Design/Equipment.)
Sharpness
Blunt weapons, including most punches and kicks, have a sharpness of 4. A weapon with a sharpness of 1 or 0 is extremely sharp. The sharpest natural claws, quills and teeth have 2 sharpness.

Make an Item - Equipment Generation Example

We will use our Steven character from the character creation example to make a new weapon. (See Character Creation/Make a Character.) Steven has craftsmanship ability with a modifier of 2.

1. Design the weapon

We decide Steven is making a "machete". The mass of the machete is 0.5 kilograms, worth 1 CP. The machete's 5 power is worth 50 CP. The machete's 3 heft is worth -30 CP. The total CP is 21 so far. (-30 + 60 + 1 = 31.) Having no shots feature (not requiring ammunition or reloading) is worth 20 CP. We add 20 CP for the sharp feature for a final total of 61 CP. In other words, Steven wants to make this machete:

machete (81 CP, 0.5 kg, 3 heft, 5 power, sharp)
MaMmachete.png

2. Find the Maximum CP We start with Steven's craftsmanship modifier (2). We subtract 1 from this because Steven is only taking a few days make the machete. We add a circumstance modifier of 1 because his culture specializes in making machetes. We multiply the result by 50 CP because Steven is in a culture that has "ancient" technology. The maximum CP is 100 CP: (2 craftsmanship ability - 1 time modifier + 1 circumstance modifier) × 50 technology CP.

3. Compare Maximum CP to the CP of the Designed Weapon

Since the maximum CP (100) is equal to or greater than the Machete's CP (61), Steven is able to make it.