Talk:Mano a Mano: Difference between revisions
No edit summary |
|||
Line 1: | Line 1: | ||
==Tables for faster Template/Character creation== | ==Tables for faster Template/Character creation== | ||
no variability -10 CP | |||
low variability -5 CP | |||
medium variability 0 CP | |||
high variability 5 CP | |||
¼ speed -30 CP | |||
½ speed 0 CP | |||
1 speed 30 CP | |||
2 speed 60 CP | |||
3 speed 90 CP | |||
agility levels 15 CP | |||
power levels 10 CP | |||
toughness levels 5 CP | |||
ability levels 8 CP | |||
flying 15 CP | |||
gliding 10 CP | |||
soaring 5 CP | |||
parachuting 5 CP | |||
perfect regeneration | perfect regeneration 10 CP | ||
daily regeneration 10 CP | |||
hourly regeneration 30 CP | |||
sudden regeneration 50 CP | |||
mechanical 5 CP | |||
streamlined -5 CP | |||
blind -70 CP | |||
deaf -30 CP | |||
dumb -10 CP | |||
mute -15 CP | |||
lame -30 CP | |||
immobile -70 CP | |||
inept -20 CP | |||
unintelligent -40 CP | |||
natural armor (5 × cover × absorption) | natural armor: | ||
partial cover (5 CP × cover × absorption) | |||
full cover (50 CP × absorption) | |||
natural weapons: | |||
none -50 CP | |||
single -20 CP | |||
multiple 0 CP | |||
each hand 10 CP | |||
leverage levels 4 CP | |||
meters of range 1 CP | |||
offense levels 5 CP | |||
1 sharp weapon 20 CP | |||
multiple sharp wpns 30 CP | |||
1 padded weapon 5 CP | |||
multiple padded wpns 8 CP | |||
==Character Sheet== | ==Character Sheet== | ||
Revision as of 18:55, 13 December 2008
Tables for faster Template/Character creation
no variability -10 CP low variability -5 CP medium variability 0 CP high variability 5 CP ¼ speed -30 CP ½ speed 0 CP 1 speed 30 CP 2 speed 60 CP 3 speed 90 CP agility levels 15 CP power levels 10 CP toughness levels 5 CP ability levels 8 CP flying 15 CP gliding 10 CP soaring 5 CP parachuting 5 CP perfect regeneration 10 CP daily regeneration 10 CP hourly regeneration 30 CP sudden regeneration 50 CP mechanical 5 CP streamlined -5 CP blind -70 CP deaf -30 CP dumb -10 CP mute -15 CP lame -30 CP immobile -70 CP inept -20 CP unintelligent -40 CP natural armor: partial cover (5 CP × cover × absorption) full cover (50 CP × absorption) natural weapons: none -50 CP single -20 CP multiple 0 CP each hand 10 CP leverage levels 4 CP meters of range 1 CP offense levels 5 CP 1 sharp weapon 20 CP multiple sharp wpns 30 CP 1 padded weapon 5 CP multiple padded wpns 8 CP
Character Sheet
- italics to suggest hand-written text
- underlines to indicate best absorption and melee defense
- lower case stun and damage separated by commas
Steven (adult male human robber, 95 kg, 1.6 m height, 151 CP)
1 speed, 0 agility, 3 power, 7 toughness, 14 stamina
2 unarmed combat, 4 one-handed weapons, 2 craftsmanship
2 hands (hand, 3 power, 2 attack, 12 defense)
2 feet (3 power, 2 attack, 12 defense)
1 machete (sharp, 0.5 kg, 3 heft, 5 power, 4 attack, 14 defense)
3 carrying capacity, 0.5 kg equipment mass, 0 encumbrance
4 ground movement, 0 water movement
0 total cover, 10 missile defense, 13 grapple defense, 3 grapple attack
____ stun, ____damage
Armor
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
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]
Compact NPCs
Can we abbreviate NPC stats by omitting some details?
- Carrying capacity, equipment mass and encumbrance are only needed to calculate movement.
- Movement, best absorption and total cover can be assumed to be 0 if they are not listed.
- Stun and damage can go on scratch paper.
Editing Character Sheet
If you change the character sheet format when editing any of the following, you must update the others:
- Blank Character Sheet
- Example Template
- Example Character
- Clone character sheet in the Combat Example!
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.