Difference between revisions of "Talk:Mano a Mano"

From RPGnet
Jump to: navigation, search
(Character Sheets)
Line 1: Line 1:
==Character Sheets==
+
==Tables for faster Template/Character creation==
 +
 
 +
no variablity (-10 CP)
 +
low variability (-5 CP)
 +
medium variability (0 CP)
 +
high variability (5 CP)
 +
&frac14 speed (-30 CP)
 +
&frac12 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 (5 × cover × absorption)
 +
natural armor with full cover (50 × absorption)
 +
no natural weapons (-50 CP)
 +
single natural weapon (-20 CP)
 +
two or more natural weapons (0 CP)
 +
each hand (10 CP)
 +
natural weapon leverage levels (4 CP)
 +
meters of natural weapon range (1 CP)
 +
natural weapon offense levels (5 CP)
 +
one sharp natural weapon (20 CP)
 +
two or more sharp natural weapons (30 CP)
 +
one padded natural weapon (5 CP)
 +
two or more padded natural weapons (8 CP)
 +
 +
==Character Sheet==
  
 
* italics to suggest hand-written text
 
* italics to suggest hand-written text

Revision as of 11:43, 13 December 2008

Tables for faster Template/Character creation

no variablity (-10 CP)
low variability (-5 CP)
medium variability (0 CP)
high variability (5 CP)
&frac14 speed (-30 CP)
&frac12 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 (5 × cover × absorption)
natural armor with full cover (50 × absorption)
no natural weapons (-50 CP)
single natural weapon (-20 CP)
two or more natural weapons (0 CP)
each hand (10 CP)
natural weapon leverage levels (4 CP)
meters of natural weapon range (1 CP)
natural weapon offense levels (5 CP)
one sharp natural weapon (20 CP)
two or more sharp natural weapons (30 CP)
one padded natural weapon (5 CP)
two or more padded natural weapons (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:

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.