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

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(Creating Armor and Weapons)
(BFGalbraith updates item generation system)
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===Creating Armor and Weapons===
 
===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 [[Mano a Mano:Equipment_CP|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:
+
;Difficulty modifier: When a character creates new weapons or armor, the difficulty modifier of creating that item is one percent (1%) of it's character point (CP) value. For example, the difficulty modifier for creating a spear worth 2000 CP is 20. (See [[Mano a Mano:Equipment Lists|Game Design/Equipment/Equipment Lists]] and [[Mano a Mano:Equipment CP|Game Design/Equipment/Equipment CP]].)
 +
 
 +
;Success modifier: Add the modifiers from the character's craftsmanship ability, technology (industry and resources available to the character) and tool quality to determine the success modifier. (See the chart below.)
  
 
{|
 
{|
! Modifier !! width="5" | !! Time Invested !! width="5" | !! Industrial Influence !! width="5" | !! align="left" | Tool Quality
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! Modifier !! width="5" | !! Technology !! width="5" | !! align="left" | Tool Quality
 
|-
 
|-
| align="center" | +1 || || 15 minutes || || Stone age     || || Makeshift / lacking materials
+
| align="center" | +0 || || Stone age || || Makeshift / lacking materials
 
|-
 
|-
| align="center" | +2 || || 30 minutes || || Bronze age     || || Low quality / cheap
+
| align="center" | +1 || || Bronze age || || Low quality / cheap
 
|-
 
|-
| align="center" | +3 || ||  1 hour    || || Iron age       || || Typical / mediocre
+
| align="center" | +2 || || Iron age   || || Typical / mediocre
 
|-
 
|-
| align="center" | +4 || ||  2 hours  || || Steel age     || || High quality / expensive
+
| align="center" | +3 || || Steel age || || High quality / expensive
 
|-
 
|-
| align="center" | +5 || ||  4 hours  || || Industrial age || || State of the art / very rare
+
| align="center" | +4 || || Industrial || || State of the art / very rare
 
|-
 
|-
| align="center" | +6 || || 8 hours  || || Machine age || ||
+
| align="center" | +5 || || Mechanized || ||
 
|-
 
|-
| align="center" | +7 || || 16 hours  || || Cybernetic age || ||
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| align="center" | +6 || || Cybernetic || ||
 
|-
 
|-
| align="center" | +8 || || 32 hours  || || Future age || ||
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| align="center" | +7 || || Futuristic || ||
 
|}
 
|}
  
(You can keep adding 1 to the time invested modifier by doubling the time)
+
;Time modifier: If the success modifier is greater than the difficulty modifier the time modifier is 0. Otherwise the time modifier is the difficulty modifier minus the success modifier. Use the chart below to find the time required to create the item based on it's time modifier.  If the time modifier is greater than 8, then the character cannot create the item.
  
;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.)
+
{|
 
+
! Modifier !! width="5" | !! Time Required
;Heft: Heft is related to a weapon's mass and power. (See [[Mano a Mano:Equipment|Game Design/Equipment]].)
+
|-
 
+
| align="center" | 0 || || 15 minutes
;Power: Power is related to a weapon's heft and mass. (See [[Mano a Mano:Equipment|Game Design/Equipment]].)
+
|-
 
+
| align="center" | +1 || || 30 minutes
;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.
+
|-
 +
| align="center" | +2 || || 1 hour
 +
|-
 +
| align="center" | +3 || ||  2 hours
 +
|-
 +
| align="center" | +4 || ||  4 hours
 +
|-
 +
| align="center" | +5 || || 8 hours
 +
|-
 +
| align="center" | +6 || || 16 hours
 +
|-
 +
| align="center" | +7 || || 32 hours
 +
|-
 +
| align="center" | +8 || || 64 hours
 +
|}
  
 
{{:Mano a Mano:Make an Item}}
 
{{:Mano a Mano:Make an Item}}

Revision as of 22:38, 21 November 2007

Making Equipment

Creating Armor and Weapons

Difficulty modifier
When a character creates new weapons or armor, the difficulty modifier of creating that item is one percent (1%) of it's character point (CP) value. For example, the difficulty modifier for creating a spear worth 2000 CP is 20. (See Game Design/Equipment/Equipment Lists and Game Design/Equipment/Equipment CP.)
Success modifier
Add the modifiers from the character's craftsmanship ability, technology (industry and resources available to the character) and tool quality to determine the success modifier. (See the chart below.)
Modifier Technology Tool Quality
+0 Stone age Makeshift / lacking materials
+1 Bronze age Low quality / cheap
+2 Iron age Typical / mediocre
+3 Steel age High quality / expensive
+4 Industrial State of the art / very rare
+5 Mechanized
+6 Cybernetic
+7 Futuristic
Time modifier
If the success modifier is greater than the difficulty modifier the time modifier is 0. Otherwise the time modifier is the difficulty modifier minus the success modifier. Use the chart below to find the time required to create the item based on it's time modifier. If the time modifier is greater than 8, then the character cannot create the item.
Modifier Time Required
0 15 minutes
+1 30 minutes
+2 1 hour
+3 2 hours
+4 4 hours
+5 8 hours
+6 16 hours
+7 32 hours
+8 64 hours

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.