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==Proof-reading version 2009==
+
==Armor==
  
Remove sections from the following list if they have been proofread since 1 January 2008. Add sections if they have been significantly changed since their last proofreading and need to be proofread again.
+
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.
  
* Game Design
+
: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]
** [[Mano a Mano:Abilities|Abilities]]: How good is this list? To what degree should a game need to customize it?
 
*** Movement Abilities
 
*** Combat Abilities
 
*** Stealth and Detection Abilities
 
*** Transportation Abilities
 
*** Communication Abilities
 
*** Other Abilities
 
*** Disabilities
 
** [[Mano a Mano:Equipment|Equipment]]: Make sure these lists are up to date and make sense. The new example template (human) should give us a solid point of reference.
 
*** Equipment Lists
 
*** Equipment CP
 
*** Armor - example armor list
 
*** Hand Weapons - example hand to hand weapon
 
*** Missile Weapons - example long range weapon list
 
* [[Mano a Mano:Character Creation|Character Creation]]
 
** Description
 
** Build
 
** Character Abilities
 
** Choosing Occupations
 
** Character Equipment
 
** Encumbrance and Movement
 
** Extra CP
 
** Make a Character - Character Generation Example
 
*** Choose the Type of Character You Want to Make
 
*** Dimensions, Modifiers and Abilities from the Template
 
*** Natural Weapons
 
*** Use the Remaining CP to Customize the Character
 
*** Occupation and Equipment
 
*** Movement, Encumbrance and Toughness
 
* [[Mano a Mano:Action|Action]]
 
** Damage
 
*** Armor
 
*** Stun, Damage and Toughness
 
** Rounds
 
** Movement
 
** List of Actions
 
*** Hand to Hand Attacks
 
*** Thrown Weapon Attacks
 
*** Archery and Marksmanship Actions
 
*** Grappling Actions
 
*** Other Actions
 
** Attacking
 
** Grappling
 
** Archery and Marksmanship
 
** Stance and Position
 
** Mounted Combat
 
** Combat Example
 
* Character Development
 
** [[Mano a Mano:Manufacturing and Modification|Manufacturing and Modification]]
 
*** Maximum CP
 
*** Surgery
 
*** Make an Item - Equipment Generation Example
 
*** Modify Weapon Example
 
*** Artificial Character Example 
 
*** Character Modification Example
 
  
==Mano a Mano 2009==
+
==Organization==
  
===Qualities===
+
I have re-ordered the sections on the [[Mano a Mano|Table of Contents]] and [[Mano a Mano:Complete System|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]
  
Qualities are "on or off": you have it or you don't. Qualities do not have levels. Qualities can have positive, negative or 0 CP value. Negative qualities replace disabilities.
+
: 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]
 
 
The quality which allows you to fly will be separated from the ''flight ability'' which determines your air movement. A character cannot have any of the flight-related qualities unless his template has it or the setting specifically allows it. For example a superhero game might allow characters of any template to have the flying quality.
 
 
 
;flying: This quality allows a character to fly. Specifically it allows powered flight, like a bird that can fly by flapping it's wings.
 
 
 
;gliding: This quality allows a character to steer while falling. A character cannot have both ''gliding'' and ''flying'' because ''flying'' includes the ability to steer while falling.
 
 
 
;soaring: This quality allows a character to gain altitude by riding thermals. Soaring requires ''gliding'' or ''flying''
 
 
 
;parachuting: This quality prevents a character from taking falling damage. A character cannot have both '''parachuting''' and '''flying''' because '''flying''' includes the ability to take no damage from falling.
 
 
 
;mechanical: A mechanical character does not heal, but can be repaired using craftsmanship or abilities which allow characters to modify mechanical characters. Mechanical characters do not require surgery rolls when they are modified. Characters who do not have this ability are called organic characters. The main difference between mechanical and organic characters is how they are affected by trauma. (A very complex robot which can heal itself but can be easily destroyed by an attempted modification might not have the mechanical character ability.) Mechanical characters do not decay as quickly as organic creatures, so they can be easier to resuscitate from fatal injuries. Mechanical characters can be repaired more quickly than organic (non-mechanical) character's heal. For each day of repairs the mechanical character recovers damage equal to the ability of the character performing the repairs plus circumstance modifiers. Mechanical characters recover from stun like normal characters. Even a simple machine can often correct temporary mechanical problems, especially autonomous and semi-autonomous robots with redundant systems like space probes.
 
 
 
;blind: The character has very poor or no vision (legally blind or worse.)
 
 
 
;deaf: The character has very poor or no hearing.
 
 
 
;dumb: The character cannot speak. In other words the character cannot reproduce the complex sounds used by some species for communication. Most species who do not have a complex language are dumb even though they use their voices for simple communication and emotional expression. (This ability is not related to intelligence or competence. See the inept and unintelligent qualities for characters who are "dumb" in the pejorative sense.)
 
 
 
;mute: The character has no voice. A character cannot have both the mute and dumb qualities because a mute character also cannot speak.
 
 
 
;lame: The character's ability to move is limited, halving ground, water and climbing movement. The character also has a -2 modifier to any rolls involving acrobatics, running, swimming or climbing. A character could have this quality if walking is very difficult and painful or if the character is paraplegic and cannot walk at all.
 
 
 
;immobile: The character cannot travel without assistance. His ground, water, air and climbing movement are all 0.
 
 
 
;inept: The character has serious difficulty doing most things a normal person can do, but may still be able to do some things well. The character has a -2 modifier to all rolls unless the character has an ability which applies to that roll. Animals which are smart but not as intelligent as people are often inept.
 
 
 
;unintelligent: The character does not do anything except what it was designed or trained to do, although it might be very good at those things. The things the character can do are basically limited to it's abilities. If the character does not have a fighting ability it cannot fight. If the character does not have a movement ability it cannot move. If the character does not have a communication ability it cannot move.
 
 
 
===Character Points===
 
 
 
* Remove all CP pools except for Template CP and Total CP. CP will be "spent" like money. During template and character generation CP can be tallied on scratch paper.
 
* CP scales should be linear. Simpler CP rules will make it easier to calculate CP
 
* Experience - whether measured in CP or smaller units - will not be on the character sheet.
 
* Maximum speed, agility, power, toughness and ability levels are campaign-dependent in the same way that CP levels are campaign dependent. Ordinary people and starting characters might have a budget of 300 CP and maximum abilities 2 levels higher than their templates (i.e. expert level.) Once the game starts and characters start gaining experience (more CP) you might have a higher level limit of 3 or even 4. In a superhero game, starting characters might have a budget of 1000 CP and maximum abilities 4 levels higher than their templates. A superhero game might also raise speed, agility, toughness and power limits. In some games you might want starting characters to have specialized elite skills (keep CP limit modest but allow 3 ability levels above template) In other games you might want characters to be able to start off with a variety of limited skills (more CP but keep 2 ability level limit.)
 
 
 
'''Character CP'''
 
 
 
*  20 CP per agility or speed (if speed > 1), 20 CP for double speed (if speed = 1/4, 1/2 or 1), -20 CP for half speed (if speed = 1/2 or 1)
 
*  5 CP per power, 3 CP per toughness
 
*  10 CP per ability or disability level (naturally suited to fractional levels)
 
 
 
'''Template CP'''
 
 
 
Template CP is often higher than Character CP because template abilities, agility, speed, toughness and power increase the maximum agility, speed, toughness and power which characters can develop. We will try to avoid the "best, second best" logic of MaM 2008's manual dexterity and reach CP.
 
 
 
* 30 CP per agility or speed (if speed >= 1), 0 CP for 1/2 speed, -30 CP for 1/4 speed
 
* 10 CP per power, 5 CP per toughness
 
* -10 CP for no variability, -5 CP for low variability, 0 CP for medium variability, 5 CP for high variability
 
* 15 CP per ability or disability level
 
* 15 CP for powered flight, 10 CP for gliding, 5 CP for soaring (requires gliding or flight), 5 CP for parachuting
 
* 3 CP for mechanical templates
 
* 10 CP per hand, -20 CP if the template has only one natural weapon, -50 CP if the template has no natural weapons
 
* -70 CP if the template is blind, -30 CP if the template is deaf, -10 CP if the template is dumb, -15 CP if the template is mute
 
* -30 CP if the template is lame, -70 CP if the template is immobile
 
* -20 CP if the template is inept, -40 CP if the template is unintelligent
 
* 5 CP for each point of power (special modifier) on a natural weapon. This does not increase carrying capacity or make it easier to wield hefty weapons with this hand
 
* 1 CP for every meter of range on a natural weapon
 
* 5 x absorption x cover for natural armor
 
* 20 CP for a single sharp natural weapon, 30 CP for multiple sharp natural weapons
 
* 5 CP for a single padded natural weapon, 8 CP for multiple padded natural weapons
 
 
 
'''Equipment CP'''
 
 
 
*  1 CP for every meter of range
 
*  10 CP per power, -10 CP per heft
 
*  5 CP x absorption x cover
 
* -10 CP for two-handed weapons
 
*  20 CP if the weapon is sharp, 5 CP if the weapon is padded
 
*  10 CP per attack, parry or grapple modifier
 
*  20 CP per combat modifier
 
*  -5 CP for flash (the weapon makes a bright, but not blinding, flash when fired, like a gun)
 
* -10 CP for report (the weapon makes a loud, but not deafening, noise when fired, like a gun)
 
* -20 CP for smoke (the weapon makes a lot of smoke when fired, which impairs aiming and stealth, like a black powder gun)
 
 
 
{| style="text-align:center"
 
! mass !! CP !! style="width:2em" | !! mass !! CP !! style="width:2em" | !! mass !! CP
 
|-
 
| 1 g  || -1 || ||  1 kg || -10 || || 1 tonne || 19
 
|-
 
| 2 g  || -2 || ||  2 kg || -11 || || 2 tonnes || 20
 
|-
 
| 5 g  || -3 || ||  5 kg || -12 || || 5 tonnes || 21
 
|-
 
| 10 g  || -4 || ||  10 kg || -13 || || 10 tonnes || 22
 
|-
 
| 20 g  || -5 || ||  20 kg || -14 || || 20 tonnes || 23
 
|-
 
| 50 g  || -6 || ||  50 kg || -15 || || 50 tonnes || 24
 
|-
 
| 100 g || -7 || || 100 kg || -16 || || 100 tonnes || 25
 
|-
 
| 200 g || -8 || || 200 kg || -17 || || 200 tonnes || 26
 
|-
 
| 500 g || -9 || || 500 kg || -18 || || 500 tonnes || 27
 
|}
 
 
 
{| style="text-align:center"
 
!  CP !!  shots    !! style="width:3em" | !! CP !! reload time
 
|-
 
|  0 || 10 or more || ||    0 ||  1 turn
 
|-
 
|  -1 ||    9      || ||    -4 ||  2 turns
 
|-
 
|  -2 ||    8      || ||    -6 ||  3 turns
 
|-
 
|  -3 ||    7      || ||    -8 ||  4 turns
 
|-
 
|  -4 ||    6      || ||  -10 ||  5 turns
 
|-
 
|  -6 ||    5      || ||  -12 ||  6 turns
 
|-
 
|  -8 ||    4      || ||  -14 ||  7 turns
 
|-
 
| -10 ||    3      || ||  -16 ||  8 turns
 
|-
 
| -15 ||    2      || ||  -18 ||  9 turns
 
|-
 
| -20 ||    1      || ||  -20 || 10 or more
 
|}
 
 
 
===Making and Equipping PCs===
 
 
 
* If the consequences of disabilities are easily avoided, then they should not have a negative CP value. Players need the GMs permission to add disabilities which aren't built into the game's templates. Characters should not have more than two disabilities.
 
* Characters can be male or female unless the template lists different options.
 
* Characters can be youths, adults or old people within normal size variance. To make a small child character without changing the template, reduce the mass, length, health and power to less than the template's variance suggests.
 
* The occupations rules say occupations can come with equipment. In character creation we can suggest starting occupations as a way to provide starting equipment.
 
* In addition to equipment acquired by occupations and craftsmanship, we can also suggest that a game can have other ways to provide characters with equipment, like spending money and finding treasure.
 
* The occupations example shows characters being awarded with a certain CP-worth of equipment. Instead we should say something like "in this example each item is worth it's CP value in small silver coins. The knight is rewarded with equipment whose value in coins equals the robber's CP."
 
 
 
===Character Sheet===
 
 
 
Name ______________________ Age ______ Sex ______ Template __________________
 
 
Occupation(s) _______________________________________________________________
 
 
Carrying Capacity _____ kg  Mass  <u>  /  </u> kg  Abilities and Qualities  Mod
 
Equipment Mass    _____ kg  Length <u>  /  </u> m  ________________________ <u>  /  </u>
 
Encumbrance      _____    Type ___________  ________________________ <u>  /  </u>
 
                            Var. ___________  ________________________ <u>  /  </u>
 
Ground Movement  _____ m                      ________________________ <u>  /  </u>
 
Water Movement    _____ m  Speed    <u>  /  </u>  ________________________ <u>  /  </u>
 
Air Movement      _____ m  Agility  <u>  /  </u>  ________________________ <u>  /  </u>
 
Climbing Movement _____ m  Power    <u>  /  </u>  ________________________ <u>  /  </u>
 
                            Toughness <u>  /  </u>  ________________________ <u>  /  </u>
 
Character Points <u>  /  </u>                      ________________________ <u>  /  </u>
 
                                                ________________________ <u>  /  </u>
 
 
Equipment & Natural Defenses Modifiers/Features Mass Heft  Power  Cmb Cvr Abs
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
 
                                  Healthy <u>  </u>
 
                    Stun                |                Damage
 
                                        |
 
                                        |
 
                                        |
 
 
 
Name ______________________ Age ______ Sex ______ Template <u>human            </u>
 
 
Occupation(s) _______________________________________________________________
 
 
Carrying Capacity _____ kg  Mass  <u>  / 70</u> kg  Abilities and Qualities  Mod
 
Equipment Mass    _____ kg  Length <u>  /1.8</u> m  ________________________ <u>  /  </u>
 
Encumbrance      _____    Type <u>  height  </u>  ________________________ <u>  /  </u>
 
                            Var. <u>  medium  </u>  ________________________ <u>  /  </u>
 
Ground Movement  _____ m                      ________________________ <u>  /  </u>
 
Water Movement    _____ m  Speed    <u>  / 1 </u>  ________________________ <u>  /  </u>
 
Air Movement      _____ m  Agility  <u>  / 3 </u>  ________________________ <u>  /  </u>
 
Climbing Movement _____ m  Power    <u>  / 4 </u>  ________________________ <u>  /  </u>
 
                            Toughness <u>  / 6 </u>  ________________________ <u>  /  </u>
 
Character Points <u>  /200</u>                      ________________________ <u>  /  </u>
 
                                                ________________________ <u>  /  </u>
 
 
Equipment & Natural Defenses Modifiers/Features Mass Heft  Power  Cmb Cvr Abs
 
<u>2 hands                    </u> <u>hand              </u> ____ ____ ___-___ ___ ___ ___
 
<u>2 feet                      </u> <u>                  </u> ____ ____ ___-___ ___ ___ ___
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
____________________________ __________________ ____ ____ ___-___ ___ ___ ___
 
 
                                  Healthy <u>  </u>
 
                    Stun                |                Damage
 
                                        |
 
                                        |
 
                                        |
 
 
 
===Equipment===
 
 
 
'''Features''' are like qualities except for natural weapons and equipment. ''sharpness'' will be replaced by two weapon qualities. What we used to call ''blunt'' sharpness is now just the absence of these qualities:
 
 
 
;sharp: sharp weapons do all damage instead of half damage and half stun.
 
 
 
;padded: padded weapons do all stun instead of half damage and half stun
 
 
 
;hand: ''This is a quality of natural weapons which replaces manual dexterity.'' Each hand allows you to wield one weapon. Each pair of hands allows you to wield one two-handed weapon. Two-handed weapons may have a better power, parry or attack modifier because two-handed is a feature of artificial weapons with a negative CP value.
 
 
 
;two-handed: Two handed weapons are normally used with two hands. It is possible to wield a two-handed weapon in one hand, but then the weapon loses all of it's positive special modifiers (attack, parry, etc.)
 
 
 
'''Range''' special modifier replaces reach. Range is measured in whole meters, like movement. Most natural weapons and hand weapons have no range. Small amounts of reach which make a big difference in combat are reflected by higher template agility and combat abilities or a '''+1 Combat Modifier (Cmb)''' for some hand weapons (longer swords, staffs and polearms.)
 
 
 
Armor won't be affected much by the changes, but weapons will have to reflect reach advantages with new modifiers.
 
 
 
Blades          Pwr Hft Cmb Modifiers/Features
 
 
knife/gaff/spurs 1-3  3      sharp
 
spike knuckles  1-3  3      sharp
 
rapier          2-4  4  +1  sharp
 
short sword/pick 2-5  4      sharp
 
broadsword      2-5  4  +1  sharp
 
longsword        3-6  5  +1  sharp two-handed
 
axe              3-6  5      sharp
 
 
Bludgeons        Pwr Hft Cmb Modifiers/Features
 
 
stick/cane/baton 2-5  4 
 
staff/pole      2-5  4  +1  two-handed
 
wooden sword    3-6  5  +1  two-handed
 
club/hammer      3-6  5 
 
mace            3-7  5 
 
mattock/maul    3-7  6  -1
 
warhammer        4-8  6      two-handed)
 
chair            2-4  5  +1  two-handed
 
 
Polearms        Pwr Hft Cmb Modifiers/Features
 
 
spear/trident    2-5  4  +1  sharp two-handed
 
pike            3-6  5      sharp two handed 2m range
 
other polearm    3-6  5  +1  sharp two-handed
 
 
Flexible Weapons Pwr Hft Cmb Modifiers/Features
 
 
flail/nunchaku  2-5  4
 
3 section staff  2-5  5      +1 grapple two-handed
 
ball and chain  3-6  6      +1 grapple two-handed
 
whip/riding crop 2-4  4
 
bullwhip        2-5  5      +1 grapple 3m range
 
rope dart        2-4  3      +1 grapple sharp 3m range
 
chain whip      2-5  5      +1 grapple sharp
 
 
 
==Compact Characters==
 
 
 
Some games will have some characters who only need a little bit of information instead of full character sheets. A common example is stock villains and monsters which only need combat stats and sometimes a few special qualities or abilities. There are at least two situations where having a compact representation of characters can be useful:
 
 
 
# Battle-on-a-page where two facing pages of an RPG book contain everything a player or GM needs to play one side (the "NPC" side) of a battle. Sometimes this will only require a single character who fits on one page with a full character sheet. But if it involves more than 2 characters and the information that fits on their character sheets, then a full sized character sheet won't work.
 
# Book-of-beasties which contains dozens of creatures which need to be playable. Most of these creatures won't have equipment or need any kind of character development. On the other hand you may want templates for each critter. A full character sheet would allow you to have a character and template together, and there may be very little difference between a template and a playable character anyway.
 
 
 
{|
 
| colspan="2" | One option is a scaled-down character sheet with unused equipment and damage sections trimmed from the bottom:
 
|-
 
| style="font-size:60%" |
 
Name <u>Joe Human            </u> Age <u>adult </u> Sex <u> male </u> Template <u>human            </u>
 
 
Occupation(s) _______________________________________________________________
 
 
Carrying Capacity <u>  3  </u> kg  Mass  <u> 80/ 80</u> kg  (Dis)Abilities&Qualities  Mod
 
Equipment Mass    <u>  0  </u> kg  Length <u>1.8/1.8</u> m  ________________________ <u>  /  </u>
 
Encumbrance      <u>  0  </u>    Type <u>    tall  </u>  ________________________ <u>  /  </u>
 
                            Var. <u>  medium  </u>  ________________________ <u>  /  </u>
 
Ground Movement  <u>  4  </u> m                      ________________________ <u>  /  </u>
 
Water Movement    <u>  0  </u> m  Speed    <u> 1 / 1 </u>  ________________________ <u>  /  </u>
 
Air Movement      <u>  0  </u> m  Agility  <u> 3 / 3 </u>  ________________________ <u>  /  </u>
 
Climbing Movement <u>  0  </u> m  Power    <u> 4 / 4 </u>  ________________________ <u>  /  </u>
 
                            Toughness <u> 6 / 6 </u>  ________________________ <u>  /  </u>
 
Character Points <u>200/200</u>                      ________________________ <u>  /  </u>
 
                                                ________________________ <u>  /  </u>
 
 
Equipment & Natural Defenses Modifiers&Features Mass Heft  Power  Cmb Cvr Abs
 
<u>2 hands                    </u> <u>hand              </u> ____ ____ <u> 2 </u>-<u> 4 </u> <u> 0 </u> ___ ___
 
<u>2 feet                      </u> <u>                  </u> ____ ____ <u> 2 </u>-<u> 4 </u> <u> 0 </u> ___ ___
 
 
| style="font-size:60%" |
 
Name <u>Barbarian            </u> Age <u>adult </u> Sex <u> male </u> Template <u>human            </u>
 
 
Occupation(s) <u>barbarian                                                      </u>
 
 
Carrying Capacity <u> 30  </u> kg  Mass  <u>100/ 80</u> kg  (Dis)Abilities&Qualities  Mod
 
Equipment Mass    <u>  3  </u> kg  Length <u>1.8/1.8</u> m  <u>swordsmanship          </u> <u> 2/ 0</u>
 
Encumbrance      <u>  0  </u>    Type <u>    tall  </u>  ________________________ <u>  /  </u>
 
                            Var. <u>  medium  </u>  ________________________ <u>  /  </u>
 
Ground Movement  <u>  4  </u> m                      ________________________ <u>  /  </u>
 
Water Movement    <u>  0  </u> m  Speed    <u> 1 / 1 </u>  ________________________ <u>  /  </u>
 
Air Movement      <u>  0  </u> m  Agility  <u> 3 / 3 </u>  ________________________ <u>  /  </u>
 
Climbing Movement <u>  0  </u> m  Power    <u> 8 / 4 </u>  ________________________ <u>  /  </u>
 
                            Toughness <u>10 / 6 </u>  ________________________ <u>  /  </u>
 
Character Points <u>252/200</u>                      ________________________ <u>  /  </u>
 
                                                ________________________ <u>  /  </u>
 
 
Equipment & Natural Defenses Modifiers&Features Mass Heft  Power  Cmb Cvr Abs
 
<u>2 hands                    </u> <u>hand              </u> ____ ____ <u> 4 </u>-<u> 8 </u> <u> 0 </u> ___ ___
 
<u>2 feet                      </u> <u>                  </u> ____ ____ <u> 4 </u>-<u> 8 </u> <u> 0 </u> ___ ___
 
<u>1 big sword                </u> <u>sharp, 2-handed  </u> <u>3 kg</u> <u>  7 </u> <u> 5 </u>-<u>10 </u> <u> 2 </u> ___ ___
 
|}
 
{|
 
| colspan="2" | Another option is a compressed character sheet using abbreviations:
 
|-
 
|
 
N <u>Joe Human          </u> A <u>  </u> S <u>m </u> T <u>human        </u>
 
O <u>                                              </u>
 
CC <u>  3 </u> kg  Mas <u> 80/80 kg</u>  (Qua/Abi)lities  Mod
 
EM <u>  0 </u> kg  Lng <u>1.8/1.8</u> m  <u>              </u> <u>  /  </u>
 
Enc <u> 0 </u>    Typ <u>height </u>    <u>              </u> <u>  /  </u>
 
Grd <u> 4 </u> m  Spd <u> 1 / 1 </u>    <u>              </u> <u>  /  </u>
 
H2O <u> 0 </u> m  Agi <u> 3 / 3 </u>    <u>              </u> <u>  /  </u>
 
Air <u> 0 </u> m  Pwr <u> 4 / 4 </u>    <u>              </u> <u>  /  </u>
 
Clm <u> 0 </u> m  Tgh <u> 6 / 6 </u>    <u>              </u> <u>  /  </u>
 
CP <u> 200/200 </u>              <u>              </u> <u>  /  </u>
 
Equipment/ND Mod/Feature Mas Hft Pwr Cmb Cvr Abs
 
<u>2 hands    </u> <u>hand      </u> <u>  </u> <u>  </u> <u>2-4</u> <u> 0 </u> <u>  </u> <u>  </u>
 
<u>2 feet      </u> <u>          </u> <u>  </u> <u>  </u> <u>2-4</u> <u> 0 </u> <u>  </u> <u>  </u>
 
 
|
 
N <u>Barbarian          </u> A <u>  </u> S <u>m </u> T <u>human        </u>
 
O <u>barbarian                                    </u>
 
CC <u> 30 </u> kg  Mas <u>100/80 kg</u>  (Qua/Abi)lities  Mod
 
EM <u>  3 </u> kg  Lng <u>1.8/1.8</u> m  <u>swordsmanship  </u> <u> 2/0 </u>
 
Enc <u> 0 </u>    Typ <u>height </u>    <u>              </u> <u>  /  </u>
 
Grd <u> 4 </u> m  Spd <u> 1 / 1 </u>    <u>              </u> <u>  /  </u>
 
H2O <u> 0 </u> m  Agi <u> 3 / 3 </u>    <u>              </u> <u>  /  </u>
 
Air <u> 0 </u> m  Pwr <u> 8 / 4 </u>    <u>              </u> <u>  /  </u>
 
Clm <u> 0 </u> m  Tgh <u>10 / 6 </u>    <u>              </u> <u>  /  </u>
 
CP <u> 252/200 </u>              <u>              </u> <u>  /  </u>
 
Equipment/ND Mod/Feature Mas Hft Pwr Cmb Cvr Abs
 
<u>2 hands    </u> <u>hand      </u> <u>  </u> <u>  </u> <u>4-8</u> <u> 0 </u> <u>  </u> <u>  </u>
 
<u>2 feet      </u> <u>          </u> <u>  </u> <u>  </u> <u>4-8</u> <u> 0 </u> <u>  </u> <u>  </u>
 
<u>1 big sword </u> <u>sharp 2hand</u> <u>  </u> <u>  </u> <u> 10</u> <u> 2 </u> <u>  </u> <u>  </u>
 
|}
 
{| style="width:65em"
 
| colspan="2" | A third option is a short, minimal list of stats:
 
|-
 
| width="50%" valign="top" |
 
:Joe Human, 80/80 kg, 1.8/1.8 m tall, 1/1 Spd, 3/3 Agi, 4/4 Pwr, 6/6 Tgh, 4 Grd, 200/200 CP, 2 hands (hand, 0 Cmb, 2-4 Pwr), 2 feet (0 Cmb, 2-4 Pwr)
 
| width="50%" valign="top" |
 
:Barbarian (human), 100/80 kg, 1.8/1.8 m tall, 1/1 Spd, 3/3 Agi, 8/4 Pwr, 10/6 Tgh, 4 Grd, 252/200 CP, 2/0 swordsmanship, 2 hands (hand, 0 Cmb, 4-8 Pwr), 2 feet (0 Cmb, 4-8 Pwr), 1 big sword (2-handed sharp, 2 Cmb, 7 Hft, 5-10 Pwr, 3 kg)
 
|}
 
  
 
==Editing Character Sheet==
 
==Editing Character Sheet==
Line 418: Line 15:
 
If you change the character sheet format when editing any of the following, you must update the others:  
 
If you change the character sheet format when editing any of the following, you must update the others:  
  
* [[Mano a Mano:Character Sheet|Blank Character Sheet]]
 
 
* [[Mano a Mano:Example Template|Example Template]]
 
* [[Mano a Mano:Example Template|Example Template]]
 
* [[Mano a Mano:Example Character|Example Character]]
 
* [[Mano a Mano:Example Character|Example Character]]
 +
* '''Clone''' character sheet in the [[Mano a Mano:Combat Example|Combat Example]]!
  
 
Be sure you know which character sheet you are updating:
 
Be sure you know which character sheet you are updating:

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.