Mano a Mano:Abilities: Difference between revisions
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;Climbing: An athletic ability that improves a character's ability to climb. (See [[Mano a Mano:Movement|Action/Movement]].) | ;Climbing: An athletic ability that improves a character's ability to climb. (See [[Mano a Mano:Movement|Action/Movement]].) | ||
;Acrobatics: An athletic ability which helps a character perform acrobatic feats, such as jumping and tumbling without getting hurt. (See [[Mano a Mano:Movement|Action/Movement]].) | |||
;Flight: An athletic ability that improves a character's ability to move in the air. Usually characters may not develop the flight ability unless their template also has this ability. (See [[Mano a Mano:Movement|Action/Movement]].) | ;Flight: An athletic ability that improves a character's ability to move in the air. Usually characters may not develop the flight ability unless their template also has this ability. (See [[Mano a Mano:Movement|Action/Movement]].) |
Revision as of 03:11, 14 August 2007
Abilities
Abilities allow characters to do certain types of actions, or do them better. Each of a character's abilities has a modifier which is added as to success rolls when a character tries to use the ability to do something difficult. Abilities can also give the character other advantages based on ability modifier. Characters can usually try to use (or fake) many abilities they don't have, but some special abilities, like flight, cannot be imitated without the right abilities or equipment. These abilities often have a special CP value. (See Game Design/Template CP.) Every game should have it's own ability list, adapted to the needs of the game and it's setting. Some abilities may only be available to certain templates, and others have a maximum modifier. (See Game Design/Templates/Abilities.) The game designer should decide which abilities characters can develop. Some abilities may be available to all characters all the time. Others may only be available to certain templates, or may only be changed while creating a character. Athletic Abilitiescan increase a character's health. (See Action/Damage and Health.) Athletic abilities do not include fighting abilities such as Hand to Hand or Marksmanship, but do include movement abilities such as running, swimming and climbing. (See Action/Movement.) Other athletic abilities could include Stamina, Acrobatics, Dance or Yoga.
Other Abilities
Other abilities might include Art, Acting, Agriculture, Animal Handling, Detection, Cooking, Craftsmanship, Language, Law, Marksmanship, Medicine, Music, One-handed weapons, Piloting, Sleight of Hand, Science, Stealth, Teaching, Two-handed weapons and Thrown weapons DisabilitiesWhile other Abilities have a positive effect on a character, disabilities have a negative effect. Disabilities affect a broad range of success rolls. One disability can interfere with the use of several Abilities.
Disability levels are similar to normal ability levels, but disability levels are subtracted instead of added to success rolls. Disability Level modifiers are cumulative: If a character has 3 levels of Deaf and 4 levels of Nearsighted, then he has a total of -7 to detect a target at a distance (-3 for not being able to hear well and -4 for poor distance vision.) Unless otherwise specified, disabilities have a maximum level of 4 (a modifier of -4/negative four.) Game designers should consider limitations on disabilities, to prevent characters with severe disabilities or multiple disabilities from getting huge advantages with the extra CP, and to prevent players from creating characters who are too difficult to play. A gem could limit which disabilities are allowed, maximum disability levels, how many disabilities a character can have, or the combined CP value of a character's disabilities. |