Difference between revisions of "Mano a Mano:Manufacturing and Modification"

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(Making Equipment)
(Creating Armor and Weapons)
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  (You can keep adding 1 to the time invested modifier by doubling the time)
 
  (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.)
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;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.)
  
'''Agility''' - Weapon Agility is based on the weapon's power. The formula for Weapon Agility is "Weapon Power times negative one."  For example, if a weapon's power were +2, it would automatically have an agility of -2.
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;Heft: Heft is related to a weapon's mass and power. (See [[Mano a Mano:Equipment|Game Design/Equipment]].)
  
Weapon agility can vary one point from this automatic default value.  It is worth 3 CP to have an Agility bonus one point higher than it would be by default. (For example, if a weapon's power was 2, and 3 of its CP was dedicated to improving its agility, its agility would be -1.)  It is worth -1 CP to have an agility bonus of one less than it would be by default. (For example, if a weapon's power was 2, and 1 of its CP was missing to lower its agility, its agility would be -3.)
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;Power: Power is related to a weapon's heft and mass. (See [[Mano a Mano:Equipment|Game Design/Equipment]].)
  
'''Power''' - Heavier weapons are more powerful, so the power of a weapon is usually -2 multiplied by it's Agility modifier.  No weapon should have a Power Level more than 2 levels higher or lower than -2 multiplied by it's Agility.  For example if I make a weapon with -5 agility, it's Power cannot be less than 8 or greater than 12.
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;Sharpness: Blunt weapons, including most punches and kicks, have a sharpness of 1/6. A weapon with a sharpness of 1 is extremely sharp, and 2/3 is considered to be the sharpest of natural claws, quills, and teeth.
 
 
'''Sharpness''' - Blunt weapons, including most punches and kicks, have a sharpness of 1/6. A weapon with a sharpness of 1 is extremely sharp, and 2/3 is considered to be the sharpest of natural claws, quills, and teeth.
 
  
 
{{:Mano a Mano:Make an Item}}
 
{{:Mano a Mano:Make an Item}}

Revision as of 11:43, 14 July 2007

Making Equipment

Creating Armor and Weapons

To create weapons and armor, add up your modifiers and roll against a difficulty level of zero. Your success level is the number of Character Points you may spend on weapon attributes. (See Game Design/Equipment/Equipment CP.)

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 1/6. A weapon with a sharpness of 1 is extremely sharp, and 2/3 is considered to be the sharpest of natural claws, quills, and teeth.

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)
MaMmachete.png

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.