Difference between revisions of "Talk:Mano a Mano"

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(Tables for faster Template/Character creation)
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==Tables for faster Template/Character creation==
 
==Tables for faster Template/Character creation==
  
  no variablity (-10 CP)
+
      no variability -10 CP
low variability (-5 CP)
+
      low variability   -5 CP
medium variability (0 CP)
+
  medium variability   0 CP
high variability (5 CP)
+
    high variability   5 CP
&frac14 speed (-30 CP)
+
              ¼ speed -30 CP
&frac12 speed (0 CP)
+
              ½ speed   0 CP
1 speed (30 CP)
+
              1 speed   30 CP
2 speed (60 CP)
+
              2 speed   60 CP
3 speed (90 CP)
+
              3 speed   90 CP
agility levels (15 CP)
+
      agility levels   15 CP
power levels (10 CP)
+
        power levels   10 CP
toughness levels (5 CP)
+
    toughness levels   5 CP
ability levels (8 CP)
+
      ability levels   8 CP
flying (15 CP)
+
              flying   15 CP
gliding (10 CP)
+
              gliding   10 CP
soaring (5 CP)
+
              soaring   5 CP
parachuting (5 CP)
+
          parachuting   5 CP
  perfect regeneration (10 CP)
+
  perfect regeneration   10 CP
daily regeneration (10 CP)
+
  daily regeneration   10 CP
hourly regeneration (30 CP)
+
  hourly regeneration   30 CP
sudden regeneration (50 CP)
+
  sudden regeneration   50 CP
mechanical (5 CP)
+
          mechanical   5 CP
streamlined (-5 CP)
+
          streamlined   -5 CP
  blind (-70 CP)
+
                blind -70 CP
  deaf (-30 CP)
+
                deaf -30 CP
  dumb (-10 CP)
+
                dumb -10 CP
  mute (-15 CP)
+
                mute -15 CP
  lame (-30 CP)
+
                lame -30 CP
  immobile (-70 CP)
+
            immobile -70 CP
  inept (-20 CP)
+
                inept -20 CP
  unintelligent (-40 CP)
+
        unintelligent -40 CP
  natural armor (5 × cover × absorption)
+
  natural armor:
natural armor with full cover (50 × absorption)
+
        partial cover    (5 CP × cover × absorption)
  no natural weapons (-50 CP)
+
          full cover   (50 CP × absorption)
  single natural weapon (-20 CP)
+
  natural weapons:
two or more natural weapons (0 CP)
+
                none  -50 CP
each hand (10 CP)
+
              single -20 CP
natural weapon leverage levels (4 CP)
+
            multiple    0 CP
meters of natural weapon range (1 CP)
+
            each hand   10 CP
natural weapon offense levels (5 CP)
+
      leverage levels   4 CP
one sharp natural weapon (20 CP)
+
      meters of range   1 CP
two or more sharp natural weapons (30 CP)
+
      offense levels   5 CP
one padded natural weapon (5 CP)
+
      1 sharp weapon   20 CP
  two or more padded natural weapons (8 CP)
+
  multiple sharp wpns  30 CP
+
      1 padded weapon   5 CP
 +
  multiple padded wpns    8 CP
 +
 
 
==Character Sheet==
 
==Character Sheet==
  

Revision as of 11:55, 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:

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.