Difference between revisions of "Mano a Mano:Abilities"

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==Abilities==
 
==Abilities==
  
Abilities allow characters to do certain types of actions, or do them better. Each of a character's abilities has a modifier which is added as 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 modifier. 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 [[Mano a Mano:Template CP|Game Design/Template CP]].)
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Each of a character's abilities has a modifier.
 
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This modifier is added as to success rolls when a character uses the ability to try something difficult.
Each game should have an ability list adapted to the setting and style of play.
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Abilities can also give the character other advantages based on ability modifier.
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Each game may have an ability list adapted to the setting and style of play.
 
The following ability list is just one example of the abilities a game might have.
 
The following ability list is just one example of the abilities a game might have.
Some abilities may only be available to certain templates, and others have a maximum modifier.
 
(See [[Mano a Mano:Templates#Abilities|Game Design/Templates/Abilities]].)
 
The game designer should decide which abilities characters can develop.
 
 
Some abilities may be available to all characters all the time.
 
Some abilities may be available to all characters all the time.
 
Others may only be available to certain templates, or may only be changed while creating a character.
 
Others may only be available to certain templates, or may only be changed while creating a character.
  
===Movement Abilities===  
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===Ability Modifier Limits===
Movement abilities help character's move faster and more effectively. (See [[Mano a Mano:Movement|Action/Movement]].)
 
  
;Running: A movement ability that improves a character's ability to move on the ground.
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Unless otherwise stated, the maximum ability modifier for a beginning character is 4 more than it's template default.  (For example, if a template had a stealth modifier of two and no natural weapons modifier, the beginning character's maximum stealth ability modifier would be 6, and his maximum natural weapons ability modifier would be 4.)  4 is an advanced "expert" level of training.  Games that start off with very untested characters may have a lower beginning character ability modifier limit, and games that start of with very advanced "super" characters might start with a higher beginning character ability modifier limit.
  
;Swimming: A movement ability that improves a character's ability to move in water.
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Unless otherwise stated, the maximum ability modifier for all character is 10 more than his template's default modifier for that ability.  (For example, if a template had a stealth modifier of two and no natural weapons modifier, the character's maximum stealth ability modifier would be 12, and his maximum natural weapons ability modifier would be 10.) Games that aim for brutally realistic character development may have a lower maximum ability limit, and games which allow characters to train to extreme or "super" levels may have a higher maximum ability limit.
  
;Climbing: A movement ability that improves a character's ability to climb.
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===Combat Abilities===
  
;Acrobatics: A movement ability which helps a character perform acrobatic feats, such as jumping and tumbling without getting hurt.
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;[[Image:MaMsuspenders.png|right]]Natural weapons: A character's natural weapons modifier is added to attempts to strike using parts of the character's body, including such natural weapons as fists, feet, elbows, claws, horns, etc.
  
;Flight: A movement 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.
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;One-handed weapons: A combat ability which can be used with striking weapons held in one hand, such as a club, mace, axe or sword.
  
===Combat Abilities===
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;Two-handed weapons: A combat ability which can be used with two-handed striking weapons held in two hands, such as a staff, polearm or two-handed sword.
  
;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.
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;Grappling: Is a combat ability used for any grappling move the character might attempt, with or without a weapon.
  
;One-handed weapons: A combat ability which can be used with short weapons and flexible weapons as long as the heft of the weapon is at least one point less than the character's power.
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;Throwing: A combat ability used when throwing striking weapons or using a sling or atlatl.  This ability can be used for catching and throwing both weapons and other items.
  
;Two-handed weapons: A combat ability which can be used with long weapons and some short weapons and flexible weapons (ball and chain, giant sword, bastard sword, broadsword, club, cane, maul, axe, mattock)
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;Marksmanship: A combat ability used with guns and bows
  
;Thrown weapons: A combat ability used when throwing thrown weapons or hand weapons.  This ability can be used for catching and throwing both weapons and other items.
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;Combat Engineering: Knowledge of fortifications, siege engines, sabotage, setting and disarming traps.
  
;Marksmanship: A combat ability used with guns and bows
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;Tactics: The ability to improve the performance of a group of characters in battle when this character is leading them.
  
 
===Stealth and Detection Abilities===
 
===Stealth and Detection Abilities===
  
;Sleight of hand: The ability to use illusion, distraction and suggestion as well as manual dexterity to perform subtle actions in plain sight without being noticed. Sleight of hand can be used to conceal weapons, draw them without being noticed, pick pockets, pass notes in class and perform magic tricks.
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;Detection: The ability to detect others sneaking around, avoid ambushes, and search for hidden objects and characters. Detection can also be used to spot traps and secret doors, find evidence at a crime scene or track down people and creatures. This ability modifier is added to success rolls to detect characters using stealth.
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;Illusion: The ability to make things appear to be that are not, or to make things that are there look as if they are not. This is the main ability behind stage magic (though some Magic Tricks instead use Sleight of Hand,) and concealing hidden goods.
  
;Stealth: The ability to remain undetected while sneaking around, ambushing, or hiding from searches. Stealth is used against detection rolls. When a stealth roll succeeds against one or more opposing detection rolls, the character using stealth successfully hides from the characters trying to find him. (See [[Mano a Mano:Success Rolls#Multiple Opposing Actions|Gameplay/Success Rolls/Multiple Opposing Actions]].)
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;Sleight of hand: The ability to use distraction, misdirection and suggestion as well as manual dexterity to perform subtle actions in plain sight without being noticed. Sleight of hand can be used to conceal weapons, draw them without being noticed, pick pockets and pass notes in class.
  
;Detection: The ability to detect others sneaking around, avoid ambushes, and search for hidden objects and characters. Detection is used against stealth rolls.  When a detection roll succeeds against a stealth roll, the detecting character successfully finds those trying to hide from him.
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;Stealth: The ability to remain undetected while sneaking around, ambushing, or hiding from searches. The difficulty of detecting a hiding character is usually 10 plus the character's stealth modifier plus circumstance modifiers.
  
===Transportation Abilities===
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===Movement Abilities===  
  
;Navigation: This ability is used to control water vehicles.  For piloting planes, see piloting ability. Navigation includes both the ability to steer the vessel and the ability to use charts, instruments and visual cues to get where you want to go.
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;Climbing: An ability that improves a character's ability to climb. (See [[Mano a Mano:Movement|Action/Movement]].)
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;Acrobatics: An ability which helps a character perform acrobatic feats, such as jumping and tumbling without getting hurt. (See [[Mano a Mano:Movement|Action/Movement]].)
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;[[Image:MaMmechanic.png|right]]Navigation: This ability is used to control water vehicles.  For piloting planes, see piloting ability. Navigation includes both the ability to steer the vessel and the ability to use charts, instruments and visual cues to get where you want to go.
  
 
;Piloting: This ability is used to control air vehicles.  For piloting boats see navigation ability. Piloting includes both the ability to steer and land the vehicle, and the ability to use instruments, charts and so forth.
 
;Piloting: This ability is used to control air vehicles.  For piloting boats see navigation ability. Piloting includes both the ability to steer and land the vehicle, and the ability to use instruments, charts and so forth.
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===Communication Abilities===
 
===Communication Abilities===
  
Each language the character knows in addition to the character's first language is an ability. Effective conversation in languages other than the character's first language usually requires a success roll.
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Most characters can communicate in at least one language: their first or native language. Each additional language the character can understand and use is a quality worth 5 CP. Effective conversation in languages other than the character's first language usually requires a success roll.
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;Communication: This ability improves a character's ability to communicate in all languages, including the character's native language. Communication ability success rolls are required for simple communication, like asking for the general direction to a named place, except in the character's first language. Complex communication can require a success roll even in a character's first language.
  
;Communication: This ability improves a character's ability to communicate in all languages, including the character's native language. Communication or specific language ability modifier, whichever is greater, is added to success rolls for simple communication, like asking for the general direction to a named place.  More complex communication may use the character's language ability or communication modifier, whichever is less. Complex communication in a character's first language can even require a communication success roll.
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;Acting: This ability is used by a character to change their own behavior for entertainment or deception. Acting can be used to conceal beliefs or intentions, or for impersonation. Acting ability can make a believable lie more convincing, but making a lie believable may require both communication and acting ability. Acting ability can be used to manipulate characters who are susceptible to deception, flattery or intimidation.
  
;Acting: This ability is used by a character to change their own behavior for entertainment or deception. Acting can be used for concealing beliefs or intentions, and for impersonation. Acting ability can make a believable lie more convincing, but making a lie believable may require both communication and acting ability.
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;Persuasion: This ability improves a character's ability to influence others, negotiate and lead. It is also useful when haggling over prices. Persuasion ability can also include a character's honor, status, reputation and prestige.
  
 
===Other Abilities===
 
===Other Abilities===
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;Art: This ability is used to make effective visual presentations, including decoration, sculpting, painting and drawing.
 
;Art: This ability is used to make effective visual presentations, including decoration, sculpting, painting and drawing.
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;Chemistry: This is used to make substances involving complex chemical processes, including explosives, alcohol, etc.
  
 
;Cooking: This ability is used to produce food from appropriate raw materials.
 
;Cooking: This ability is used to produce food from appropriate raw materials.
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;Law: Understanding how systems of government work, and the ability to use those systems.
 
;Law: Understanding how systems of government work, and the ability to use those systems.
  
;Medicine: This ability is used to help injured characters heal, to treat sickness, disease and poisoning, and to help characters stay healthy. (A character can also use their medical knowledge to poison others or spread disease.)
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;Locksmith: This ability is used both to create locks and to defeat locks, including lock-picking and safe-cracking. Locksmith ability includes general knowledge of physical security systems including ways of breaking into secured places without picking the lock.
 
 
;Music: The ability to produce effective structured audio presentations. Music includes the ability to recognize, remember and repeat organized patterns of pitch and rythm, as long as the character is physically able to hear and duplicate the sounds.
 
 
 
;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.
 
 
 
;Science: The ability to learn about the natural world through observation and experiments. Science also includes the ability to share observations and broad familiarity with current scientific knowledge. Scientific research combined with the application of other abilities helps to increase the level of technology available.
 
 
 
;Teaching: This ability is used to help other characters learn.
 
 
 
===Qualities===
 
 
 
Qualities are "on or off": you have it or you don't. Qualities do not have levels. Qualities can have positive, negative or 0 CP value. Negative qualities replace disabilities.
 
 
 
The quality which allows you to fly will be separated from the ''flight ability'' which determines your air movement. A character cannot have any of the flight-related qualities unless his template has it or the setting specifically allows it. For example a superhero game might allow characters of any template to have the flying quality.
 
 
 
;flying: This quality allows a character to fly. Specifically it allows powered flight, like a bird that can fly by flapping it's wings.
 
 
 
;gliding: This quality allows a character to steer while falling. A character cannot have both ''gliding'' and ''flying'' because ''flying'' includes the ability to steer while falling.
 
 
 
;soaring: This quality allows a character to gain altitude by riding thermals. Soaring requires ''gliding'' or ''flying''
 
 
 
;parachuting: This quality prevents a character from taking falling damage. A character cannot have both '''parachuting''' and '''flying''' because '''flying''' includes the ability to take no damage from falling.
 
 
 
;mechanical: A mechanical character does not heal, but can be repaired using craftsmanship or abilities which allow characters to modify mechanical characters. Mechanical characters do not require surgery rolls when they are modified. Characters who do not have this ability are called organic characters. The main difference between mechanical and organic characters is how they are affected by trauma. (A very complex robot which can heal itself but can be easily destroyed by an attempted modification might not have the mechanical character ability.) Mechanical characters do not decay as quickly as organic creatures, so they can be easier to resuscitate from fatal injuries. Mechanical characters can be repaired more quickly than organic (non-mechanical) character's heal. For each day of repairs the mechanical character recovers damage equal to the ability of the character performing the repairs plus circumstance modifiers. Mechanical characters recover from stun like normal characters. Even a simple machine can often correct temporary mechanical problems, especially autonomous and semi-autonomous robots with redundant systems like space probes.
 
 
 
;blind: The character has very poor or no vision (legally blind or worse.)
 
 
 
;deaf: The character has very poor or no hearing.
 
 
 
;dumb: The character cannot speak. In other words the character cannot reproduce the complex sounds used by some species for communication. Most species who do not have a complex language are dumb even though they use their voices for simple communication and emotional expression. (This ability is not related to intelligence or competence. See the inept and unintelligent qualities for characters who are "dumb" in the pejorative sense.)
 
 
 
;mute: The character has no voice. A character cannot have both the mute and dumb qualities because a mute character also cannot speak.
 
 
 
;lame: The character's ability to move is limited, halving ground, water and climbing movement. The character also has a -2 modifier to any rolls involving acrobatics, running, swimming or climbing. A character could have this quality if walking is very difficult and painful or if the character is paraplegic and cannot walk at all.
 
  
;immobile: The character cannot travel without assistance. His ground, water, air and climbing movement are all 0.
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;Medicine: This ability is used to help injured characters heal, to treat sickness, disease and poisoning, and to help characters stay healthy. (A character can also use their medical knowledge to poison others or spread disease.) Medicine ability modifier can be added to the  weekly healing rolls of any character being treated with the ability. However, if several characters use their medicine modifier to assist the same patient, only the highest medicine modifier applies.
  
;inept: The character has serious difficulty doing most things a normal person can do, but may still be able to do some things well. The character has a -2 modifier to all rolls unless the character has an ability which applies to that roll. Animals which are smart but not as intelligent as people are often inept.
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;Music: The ability to produce effective structured audio presentations. Music includes the ability to recognize, remember and repeat organized patterns of pitch and rhythm, as long as the character is physically able to hear and duplicate the sounds.
  
;unintelligent: The character does not do anything except what it was designed or trained to do, although it might be very good at those things. The things the character can do are basically limited to it's abilities. If the character does not have a fighting ability it cannot fight. If the character does not have a movement ability it cannot move. If the character does not have a communication ability it cannot move.
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;Surgery: The ability to physically modify organic characters. It is also used to create artificial organic characters.

Latest revision as of 05:01, 20 May 2009

Abilities

Each of a character's abilities has a modifier. This modifier is added as to success rolls when a character uses the ability to try something difficult. Abilities can also give the character other advantages based on ability modifier. Each game may have an ability list adapted to the setting and style of play. The following ability list is just one example of the abilities a game might have. Some abilities may be available to all characters all the time. Others may only be available to certain templates, or may only be changed while creating a character.

Ability Modifier Limits

Unless otherwise stated, the maximum ability modifier for a beginning character is 4 more than it's template default. (For example, if a template had a stealth modifier of two and no natural weapons modifier, the beginning character's maximum stealth ability modifier would be 6, and his maximum natural weapons ability modifier would be 4.) 4 is an advanced "expert" level of training. Games that start off with very untested characters may have a lower beginning character ability modifier limit, and games that start of with very advanced "super" characters might start with a higher beginning character ability modifier limit.

Unless otherwise stated, the maximum ability modifier for all character is 10 more than his template's default modifier for that ability. (For example, if a template had a stealth modifier of two and no natural weapons modifier, the character's maximum stealth ability modifier would be 12, and his maximum natural weapons ability modifier would be 10.) Games that aim for brutally realistic character development may have a lower maximum ability limit, and games which allow characters to train to extreme or "super" levels may have a higher maximum ability limit.

Combat Abilities

MaMsuspenders.png
Natural weapons
A character's natural weapons modifier is added to attempts to strike using parts of the character's body, including such natural weapons as fists, feet, elbows, claws, horns, etc.
One-handed weapons
A combat ability which can be used with striking weapons held in one hand, such as a club, mace, axe or sword.
Two-handed weapons
A combat ability which can be used with two-handed striking weapons held in two hands, such as a staff, polearm or two-handed sword.
Grappling
Is a combat ability used for any grappling move the character might attempt, with or without a weapon.
Throwing
A combat ability used when throwing striking weapons or using a sling or atlatl. This ability can be used for catching and throwing both weapons and other items.
Marksmanship
A combat ability used with guns and bows
Combat Engineering
Knowledge of fortifications, siege engines, sabotage, setting and disarming traps.
Tactics
The ability to improve the performance of a group of characters in battle when this character is leading them.

Stealth and Detection Abilities

Detection
The ability to detect others sneaking around, avoid ambushes, and search for hidden objects and characters. Detection can also be used to spot traps and secret doors, find evidence at a crime scene or track down people and creatures. This ability modifier is added to success rolls to detect characters using stealth.
Illusion
The ability to make things appear to be that are not, or to make things that are there look as if they are not. This is the main ability behind stage magic (though some Magic Tricks instead use Sleight of Hand,) and concealing hidden goods.
Sleight of hand
The ability to use distraction, misdirection and suggestion as well as manual dexterity to perform subtle actions in plain sight without being noticed. Sleight of hand can be used to conceal weapons, draw them without being noticed, pick pockets and pass notes in class.
Stealth
The ability to remain undetected while sneaking around, ambushing, or hiding from searches. The difficulty of detecting a hiding character is usually 10 plus the character's stealth modifier plus circumstance modifiers.

Movement Abilities

Climbing
An ability that improves a character's ability to climb. (See Action/Movement.)
Acrobatics
An ability which helps a character perform acrobatic feats, such as jumping and tumbling without getting hurt. (See Action/Movement.)
MaMmechanic.png
Navigation
This ability is used to control water vehicles. For piloting planes, see piloting ability. Navigation includes both the ability to steer the vessel and the ability to use charts, instruments and visual cues to get where you want to go.
Piloting
This ability is used to control air vehicles. For piloting boats see navigation ability. Piloting includes both the ability to steer and land the vehicle, and the ability to use instruments, charts and so forth.
Driving
This ability is used to control mechanical ground vehicles. This ability includes both the physical skill of driving and knowledge of roads and traffic systems related to driving.
Animal handling
A knowledge of animal behavior, maintenance and safety. Animal handling includes the ability to control riding animals, but not the physical ability to do riding stunts. (See riding ability.)
Riding
An athletic ability similar to animal handling ability except that it can only be used to control animals that are ridden. Riding ability helps with physically challenging riding stunts.

Communication Abilities

Most characters can communicate in at least one language: their first or native language. Each additional language the character can understand and use is a quality worth 5 CP. Effective conversation in languages other than the character's first language usually requires a success roll.

Communication
This ability improves a character's ability to communicate in all languages, including the character's native language. Communication ability success rolls are required for simple communication, like asking for the general direction to a named place, except in the character's first language. Complex communication can require a success roll even in a character's first language.
Acting
This ability is used by a character to change their own behavior for entertainment or deception. Acting can be used to conceal beliefs or intentions, or for impersonation. Acting ability can make a believable lie more convincing, but making a lie believable may require both communication and acting ability. Acting ability can be used to manipulate characters who are susceptible to deception, flattery or intimidation.
Persuasion
This ability improves a character's ability to influence others, negotiate and lead. It is also useful when haggling over prices. Persuasion ability can also include a character's honor, status, reputation and prestige.

Other Abilities

Agriculture
The ability to produce raw materials by growing plants and animals.
Art
This ability is used to make effective visual presentations, including decoration, sculpting, painting and drawing.
Chemistry
This is used to make substances involving complex chemical processes, including explosives, alcohol, etc.
Cooking
This ability is used to produce food from appropriate raw materials.
Craftsmanship
General proficiency in creating "low tech" products in a variety of materials from textiles to smithing, carpentry and stonework. Craftsmanship ability can be used to create armor and weapons from an equipment list, to modify armor and weapons, or to create new items designed by a player or GM.
Engineering
The ability to design and repair technologically sophisticated things, from structures to gadgets.
Law
Understanding how systems of government work, and the ability to use those systems.
Locksmith
This ability is used both to create locks and to defeat locks, including lock-picking and safe-cracking. Locksmith ability includes general knowledge of physical security systems including ways of breaking into secured places without picking the lock.
Medicine
This ability is used to help injured characters heal, to treat sickness, disease and poisoning, and to help characters stay healthy. (A character can also use their medical knowledge to poison others or spread disease.) Medicine ability modifier can be added to the weekly healing rolls of any character being treated with the ability. However, if several characters use their medicine modifier to assist the same patient, only the highest medicine modifier applies.
Music
The ability to produce effective structured audio presentations. Music includes the ability to recognize, remember and repeat organized patterns of pitch and rhythm, as long as the character is physically able to hear and duplicate the sounds.
Surgery
The ability to physically modify organic characters. It is also used to create artificial organic characters.