Mano a Mano:Abilities
Abilities
Abilities allow characters to do certain types of actions, or do them better. Every game should have it's own ability list, adapted to the needs of the game and it's setting. Characters can usually 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 Game Design/Template CP.)
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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) |
- Unarmed combat
- A character's unarmed combat modifier is added to their 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
- Improves the character's ability to heal quickly. The character recovers one extra damage point each week for each point of their regeneration modifier.
- Strength
- An athletic ability which affects a character's grip. (See Character Creation/Grip.)
- Running
- An athletic ability that improves a character's ability to move on the ground. (See Action/Movement.)
- Swimming
- An athletic ability that improves a character's ability to move in water. (See Action/Movement.)
- Climbing
- An athletic ability that improves a character's ability to climb. (See Action/Movement.)
- Flight
- An athletic ability that improves a character's ability to move in the air. Usually characters may not develop the flight ability unless their template also has this ability. (See Action/Movement.)
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.)
Game designers should consider limitations on disabilities, to prevent characters with severe disabilities or multiple disabilities from getting huge advantages with the extra CP, and to prevent players from creating characters who are too difficult to play. A gem could limit which disabilities are allowed, maximum disability levels, how many disabilities a character can have, or the combined CP value of a character's disabilities.