Mano a Mano:Manufacturing and Modification: Difference between revisions
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| 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 | ||
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| align="center" | +6 || || 8 hours || || Machine age | | align="center" | +6 || || 8 hours || || Machine age || || | ||
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| align="center" | +7 || || 16 hours || || Cybernetic age | | align="center" | +7 || || 16 hours || || Cybernetic age || || | ||
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| align="center" | +8 || || 32 hours || || Future age | | align="center" | +8 || || 32 hours || || Future age || || | ||
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Revision as of 06:15, 14 September 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)
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.