Mano a Mano:Manufacturing and Modification: Difference between revisions
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===Creating Armor and Weapons=== | ===Creating Armor and Weapons=== | ||
;Difficulty modifier: When a character creates new weapons or armor, the difficulty modifier | ;Difficulty modifier: When a character creates new weapons or armor, the difficulty modifier for creating that item is one percent (1%) of the item'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.) | ;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.) | ||
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;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. | ;Time modifier: If the success modifier is greater than the difficulty modifier, then 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. | ||
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Revision as of 15:57, 22 November 2007
Creating Armor and Weapons
- Difficulty modifier
- When a character creates new weapons or armor, the difficulty modifier for creating that item is one percent (1%) of the item'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, then 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)
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.