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===Making Equipment===  
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==Manufacturing and Modification==
 
 
'''Creating Armor and Weapons''' - To create weapons and armor, you add up your modifiers and roll against a difficulty level of zero. Your success level is the number of Character Points you may spend on weapon attributes. (See [[Mano a Mano:CP#Equipment_CP|Character Points/Equipment CP]].)
 
  
<table><tr><td>
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Some abilities can be used to create or modify items or even other characters. Characters created by other characters are called artificial characters. Examples from popular fiction include the monster created by Dr. Frankenstein, and Robby the Robot created by Dr. Morbius. 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. (See [[Mano a Mano:Abilities#Other Abilities|Game Design/Abilities/Craftsmanship]].) A game might also have more high tech or fantastic abilities, like a "robotics" ability that allows you to build a lunar rover robot, or modify such a robot by mounting a gun to it.
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)
 
</td></tr></table>
 
  
{{:Mano a Mano:Detailed Single Item Description}}
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===Maximum CP===
  
'''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.)
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To find the maximum CP of the item or character being modified, first add the ability used to a modifier based on the amount of time spent working on it:
  
'''Agility''' - Weapon Agility is based on the weapon's power.  The formula for Weapon Agility is "Weapon Power times negative one.For example, if a weapon's power were +2, it would automatically have an agility of -2.
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{|
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! style="width:6em" | modifier !! align="left" | time
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|-
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| align="center" | -4 || an hour
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|-
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| align="center" | -3 || a few hours
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|-
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| align="center" | -2 || a day
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|-
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| align="center" | -1 || a few days
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|-
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| align="center" | 0 || a week
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|-
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| align="center" | +1 || a couple of weeks
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|-
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| align="center" | +2 || a month
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|-
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| align="center" | +3 || a few months
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|-
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| align="center" | +4 || a year
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|}
  
Weapon agility can vary one point from this automatic default value.  It is worth 3 CP to have an Agility bonus one point higher than it would be by default. (For example, if a weapon's power was 2, and 3 of its CP was dedicated to improving its agility, its agility would be -1.)  It is worth -1 CP to have an agility bonus of one less than it would be by default. (For example, if a weapon's power was 2, and 1 of its CP was missing to lower its agility, its agility would be -3.) 
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Then add a circumstance modifier:
  
'''Power''' - Heavier weapons are more powerful, so the power of a weapon is usually -2 multiplied by it's Agility modifier.  No weapon should have a Power Level more than 2 levels higher or lower than -2 multiplied by it's Agility.  For example if I make a weapon with -5 agility, it's Power cannot be less than 8 or greater than 12.
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{|
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! style="width:6em" | modifier !! align="left" | examples
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|-
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| align="center" | -4 || poor quality tools ''and'' a culture which has taboos against making this item
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|-
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| align="center" | -2 || poor quality tools ''or'' a culture which has taboos against making this item
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|-
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| align="center" |  0 || circumstances do not significantly help or hinder the work
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|-
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| align="center" | +2 || state of the art tools ''or'' a culture which has specialized in making this item
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|-
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| align="center" | +4 || state of the art tools ''and'' a culture which has specialized in making this item
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|}
  
'''Sharpness''' - Blunt weapons, including most punches and kicks, have a sharpness of -6. A weapon with a sharpness of 0 is extremely sharp, and -2 is considered to be the sharpest of natural claws, quills, and teeth.
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Finally, multiply the result by a technology CP rating. Many games only need a single technology CP value, but technology CP can vary between cultures and even between different kinds of technology.
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{|
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! style="width:9em" | technology CP !! align="left" | example
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|-
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| align="center" | 10 || stone age
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|-
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| align="center" | 20 || ancient
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|-
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| align="center" | 50 || industrial
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|-
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| align="center" | 100 || modern
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|-
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| align="center" | 200 || futuristic
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|}
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The result is the maximum total CP which a newly created weapon or character can have. It is also the maximum total CP which a character or weapon can have after modification.
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===Surgery===
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[[Image:MaMimplants.jpg|323px|right]]Modifying organic characters requires surgery.
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When a character performs surgery, a success roll is required. The surgeon's medicine ability is used for the success roll.  Superficial operations like cutting hair or sharpening claws, which only affect non-living tissue, do not require a roll. Surgery which does not directly affect vital organs has a difficulty between 0 and 10. Surgery which affects vital organs or involves other major changes has a difficulty between 11 and 20.
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If the roll succeeds, healing from the surgery only affect the character's performance for a few days. If the roll fails, the surgeon must make a second roll, identical to the first.  If the surgeon succeeds on his second roll, the character must spend an extra month healing. If the second roll fails, the character dies.
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{|
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|-
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! Difficulty !! width="10" | || align="left" | Type of Modification
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|-
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| align="center" | 0 || || no living tissue affected (sharpening claws)
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|-
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| align="center" | 4 || || no significant effect on organs, muscles or bones (implanting an explosive device.)
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|-
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| align="center" | 8 || || modifications to non-vital organs (removing an appendix)
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|-
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| align="center" | 12 || || significant muscle or skeleton modification (amputation, limb lengthening)
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|-
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| align="center" | 16 || || modification to vital organs or peripheral nervous system (heart transplant, new limbs)
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|-
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| align="center" | 20 || || major modifications involving central nervous system (add a new head and spinal column)
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|}
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{{:Mano a Mano:Make an Item}}
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===Modify Weapon Example===
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'''1. Design the Modified Weapon'''
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Steven decides to alter the shape of his machete to give it more power. Adding 2 power to the machete would add 20 to the weapon's CP value:
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{| style="text-align:center"
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! align="left" | Item Name        !! &nbsp;CP&nbsp; !!  Mass  !! Heft !! Power !! Features
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|-
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| align="left" | machete (before) ||      61      || 0.5 kg ||  3  || 5 || sharp
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|-
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| align="left" | machete (after)  ||      81      || 0.5 kg ||  3  || 7 || sharp
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|}
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'''2. Find the Maximum CP'''
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We start with Steven's +2 Craftsmanship modifier. We subtract to this because Steven is taking a dayto modify the machete, so that his maximum CP is now 1.  We add 1 because his culture specializes in making machetes, so that his maximum CP is now 2.  We multiply his maximum CP by 50 because Steven is in a culture that has "ancient" technology, so that the maximum CP is 100.
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'''3. Compare Maximum CP to the CP of the Designed Weapon'''
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Since the maximum CP (100) is equal to or greater than the modified machete's CP (91), Steven is able to modify the machete.
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===Artificial Character Example===
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'''1. Design the Character'''
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An evil alien decides to make a synthetic clone of Steven.  No new template is needed because the clone uses Modre's Human template.  The clone also has the same build and abilities as Modre, so it also has the same character points: 151 CP.
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'''2. Find Maximum CP'''
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We start with the evil alien's +2 biotech ability modifier, so that his maximum CP so far is 2. He is only taking one day to make the clone, so we subtract one from his maximum CP leaving 1.  He has no special circumstances, so we add 0 to his maximum CP.  The evil alien is using futuristic technology, so we multiply his maximum CP by 500, for a total maximum CP of 500.
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'''3. Compare Maximum CP to the CP of the Designed Character'''
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Since the maximum CP (500) is equal to or greater than the Clone's CP (151), the evil alien is able to make the clone.
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===Modify Character Example===
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'''1. Design the Character'''
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After the Clone's defeat at the hands of Modre, the evil alien decides to upgrade the clone with 729 CP worth of enhancements, so that the enhanced clone's CP value is 830.
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'''2. Find Maximum CP'''
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We start with the evil alien's +3 surgery ability modifier, so that his maximum CP so far is 2. He is only taking a a day to modify the clone, so we subtract 1 from his maximum CP leaving 2.  He has no special circumstances, so we add 0 to his maximum CP.  The evil alien is using futuristic technology, so we multiply his maximum CP by 500, for a total maximum CP of 1000.
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'''3. Compare Maximum CP to the CP of the Designed Character'''
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Since the maximum CP (1000) is equal to or greater than the Modified Clone's CP (830), the evil alien is able to modify the clone.
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'''4. For non-mechanical characters, perform the surgery roll'''
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Since the Clone is a creature of flesh and blood rather than a mechanical or robotic one, a surgery roll must be made to ensure his survival.  Because the evil alien is significantly modifying the clone's physiology the difficulty of this surgery is 20.  On his first roll the clone rolls a 5, for a total of 8, which is not higher than 20. 
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Having failed his first roll, the evil alien has to do another roll to see if the clone will even survive the modification.  The clone rolls a 18, for a total of 21, barely over the 20 difficulty level.  The now-enhanced clone barely survives the modification and recovers in about a month from this surgery.

Latest revision as of 16:30, 15 August 2008

Manufacturing and Modification[edit]

Some abilities can be used to create or modify items or even other characters. Characters created by other characters are called artificial characters. Examples from popular fiction include the monster created by Dr. Frankenstein, and Robby the Robot created by Dr. Morbius. 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. (See Game Design/Abilities/Craftsmanship.) A game might also have more high tech or fantastic abilities, like a "robotics" ability that allows you to build a lunar rover robot, or modify such a robot by mounting a gun to it.

Maximum CP[edit]

To find the maximum CP of the item or character being modified, first add the ability used to a modifier based on the amount of time spent working on it:

modifier time
-4 an hour
-3 a few hours
-2 a day
-1 a few days
0 a week
+1 a couple of weeks
+2 a month
+3 a few months
+4 a year

Then add a circumstance modifier:

modifier examples
-4 poor quality tools and a culture which has taboos against making this item
-2 poor quality tools or a culture which has taboos against making this item
0 circumstances do not significantly help or hinder the work
+2 state of the art tools or a culture which has specialized in making this item
+4 state of the art tools and a culture which has specialized in making this item

Finally, multiply the result by a technology CP rating. Many games only need a single technology CP value, but technology CP can vary between cultures and even between different kinds of technology.

technology CP example
10 stone age
20 ancient
50 industrial
100 modern
200 futuristic

The result is the maximum total CP which a newly created weapon or character can have. It is also the maximum total CP which a character or weapon can have after modification.

Surgery[edit]

MaMimplants.jpg

Modifying organic characters requires surgery.

When a character performs surgery, a success roll is required. The surgeon's medicine ability is used for the success roll. Superficial operations like cutting hair or sharpening claws, which only affect non-living tissue, do not require a roll. Surgery which does not directly affect vital organs has a difficulty between 0 and 10. Surgery which affects vital organs or involves other major changes has a difficulty between 11 and 20.

If the roll succeeds, healing from the surgery only affect the character's performance for a few days. If the roll fails, the surgeon must make a second roll, identical to the first. If the surgeon succeeds on his second roll, the character must spend an extra month healing. If the second roll fails, the character dies.

Difficulty Type of Modification
0 no living tissue affected (sharpening claws)
4 no significant effect on organs, muscles or bones (implanting an explosive device.)
8 modifications to non-vital organs (removing an appendix)
12 significant muscle or skeleton modification (amputation, limb lengthening)
16 modification to vital organs or peripheral nervous system (heart transplant, new limbs)
20 major modifications involving central nervous system (add a new head and spinal column)

Make an Item - Equipment Generation Example[edit]

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.

Modify Weapon Example[edit]

1. Design the Modified Weapon

Steven decides to alter the shape of his machete to give it more power. Adding 2 power to the machete would add 20 to the weapon's CP value:

Item Name  CP  Mass Heft Power Features
machete (before) 61 0.5 kg 3 5 sharp
machete (after) 81 0.5 kg 3 7 sharp

2. Find the Maximum CP

We start with Steven's +2 Craftsmanship modifier. We subtract to this because Steven is taking a dayto modify the machete, so that his maximum CP is now 1. We add 1 because his culture specializes in making machetes, so that his maximum CP is now 2. We multiply his maximum CP by 50 because Steven is in a culture that has "ancient" technology, so that the maximum CP is 100.

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

Since the maximum CP (100) is equal to or greater than the modified machete's CP (91), Steven is able to modify the machete.

Artificial Character Example[edit]

1. Design the Character

An evil alien decides to make a synthetic clone of Steven. No new template is needed because the clone uses Modre's Human template. The clone also has the same build and abilities as Modre, so it also has the same character points: 151 CP.

2. Find Maximum CP

We start with the evil alien's +2 biotech ability modifier, so that his maximum CP so far is 2. He is only taking one day to make the clone, so we subtract one from his maximum CP leaving 1. He has no special circumstances, so we add 0 to his maximum CP. The evil alien is using futuristic technology, so we multiply his maximum CP by 500, for a total maximum CP of 500.

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

Since the maximum CP (500) is equal to or greater than the Clone's CP (151), the evil alien is able to make the clone.

Modify Character Example[edit]

1. Design the Character

After the Clone's defeat at the hands of Modre, the evil alien decides to upgrade the clone with 729 CP worth of enhancements, so that the enhanced clone's CP value is 830.

2. Find Maximum CP

We start with the evil alien's +3 surgery ability modifier, so that his maximum CP so far is 2. He is only taking a a day to modify the clone, so we subtract 1 from his maximum CP leaving 2. He has no special circumstances, so we add 0 to his maximum CP. The evil alien is using futuristic technology, so we multiply his maximum CP by 500, for a total maximum CP of 1000.

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

Since the maximum CP (1000) is equal to or greater than the Modified Clone's CP (830), the evil alien is able to modify the clone.

4. For non-mechanical characters, perform the surgery roll

Since the Clone is a creature of flesh and blood rather than a mechanical or robotic one, a surgery roll must be made to ensure his survival. Because the evil alien is significantly modifying the clone's physiology the difficulty of this surgery is 20. On his first roll the clone rolls a 5, for a total of 8, which is not higher than 20.

Having failed his first roll, the evil alien has to do another roll to see if the clone will even survive the modification. The clone rolls a 18, for a total of 21, barely over the 20 difficulty level. The now-enhanced clone barely survives the modification and recovers in about a month from this surgery.