Difference between revisions of "Mano a Mano:Abilities"

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(Examples)
(Athletic Abilities)
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=== Athletic Abilities ===
 
=== Athletic Abilities ===
  
Athletic abilities affect hit points (See [[Mano a Mano:Hit Points|Action Rules/Hit Points]].) 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.  In the example ability list, the abilities followed by an asterisk ("*") are Athletic abilities.
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Athletic abilities can increase a character's health. (See [[Mano a Mano:Damage|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 [[Mano a Mano:Movement|Action/Movement]].) In the example ability list, the abilities followed by an asterisk ("*") are Athletic abilities.
  
* '''Running''' - At ability level 2, Running doubles the character's original stride.  (For example, if a character's original stride was 1, and his running ability level was 2, his stride would be 2.)  At ability level 4, Running triples the character's original stride.  (For example, if a character's original stride was 1, and his Running ability was 4, his stride would be 3.)
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;Strength: Strength increases a character's CC by 20% of that character's original CC for each level.  For example, if a character's original CC was 10 kg, and his strength was 3, his CC would be 16. (20% x 3 = 60%, 60% of 10 = 6, and 10 + 6 = 16.)
 
 
* '''Swimming''' - Swimming level is the number of quarter meters a character can travel for each hit point used to move when over half submerged or over his head in the water. In this situation, characters have a -4 to their combat rolls. For every level of swimming ability up to level 4, characters get a +1 to combat rolls when swimming. After level 4 they still only have +4 to swimming combat rolls. When attacking from a situation where swimming skill applies, the stun effect on hit points is halved, except in the case of grappling attacks.
 
 
 
* '''Flight''' - Flight level is the number of meters a character can fly for hit point used to move. Only a character whose template has the flight ability can have the flight ability, even at level 0. Flight level 0 means a character can barely fly horizontally at the same speed they were going when they took off. The "special CP" for Flight is 5. (See [[Mano a Mano:Character Points|Character Points]].)
 
 
 
* '''Strength''' - Strength increases a character's CC by 20% of that character's original CC for each level.  For example, if a character's original CC was 10 kg, and his strength was 3, his CC would be 16. (20% x 3 = 60%, 60% of 10 = 6, and 10 + 6 = 16.)
 
  
 
===Disabilities===
 
===Disabilities===

Revision as of 13:27, 29 June 2007

Abilities

Example ability list:

Acrobatics * 
Art
Acting
Agriculture
Animal Handling
Climbing *
Detection
Dance *
Cooking
Craftsmanship
Language
Law
Marksmanship
Medicine
Music
One-handed weapons
Piloting
Regeneration
Running *
Sleight of Hand
Science
Stamina *
Stealth
Strength *
Swimming *
Teaching
Two-handed weapons
Thrown weapons
Unarmed combat
Yoga *

(* Athletic ability)

Abilities allow a character to do certain types of actions, or do them better. Every game using the Mano a Mano should have it's own ability list, adapted to the needs of the game and it's setting. Characters can 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 Character Points.)

Ability Level - Each of a character's abilities has an ability level, which is added as a modifier 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 level.

Natural Abilities - A Template may give characters natural abilities and ability levels. A character's level in each ability is their natural ability level (from the template) plus any extra levels they have personally developed. A game may limit which abilities can be personally developed.

Availability

Availability describes which characters can have which abilities, and how they can be developed. Availability can be different for each template. Some abilities are not available at all to certain templates, and others have a maximum modifier. Some abilities can vary between individuals while others are the same for every character who uses the template. Some abilities can be developed at any time while others can only be changed while creating a character.

Examples

Unarmed combat - A character's unarmed combat level is added to close range fighting bonuses with grappling techniques or natural weapons. A martial-arts themed game might have more than one unarmed combat ability, with a different set of techniques for each of these abilities.

Regeneration - is the character's ability to heal quickly. The character recovers one extra damage point each week for each level of regeneration.

Athletic Abilities

Athletic abilities can 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.) In the example ability list, the abilities followed by an asterisk ("*") are Athletic abilities.

Strength
Strength increases a character's CC by 20% of that character's original CC for each level. For example, if a character's original CC was 10 kg, and his strength was 3, his CC would be 16. (20% x 3 = 60%, 60% of 10 = 6, and 10 + 6 = 16.)

Disabilities

While 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.

  • Farsighted - affects close range actions, particularly hand to hand and craftsmanship.
  • Nearsighted - affects long range actions, particularly navigation and marksmanship.
  • Deaf - affects sound-dependent actions, particularly detection and communication.
  • Lame - affects movement abilities such as acrobatics, running, swimming, and climbing.
  • Ignorant - affects any action for which you do not have a specific ability modifier.
  • Thumbless - affects any action using a tool or weapon that is not part of or mounted on the character's body (so that the character cannot easily remove it by himself.) This disability is important for generating Templates that do not naturally use tools.

Disability Levels - 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 Thumbless and 4 levels of Nearsighted, then he has a total of -7 to use a crossbow (-3 for using a weapon and -4 for doing a ranged attack.)

Unless otherwise specified, disabilities have a maximum level of 4 (a modifier of -4/negative four.)