Difference between revisions of "Mano a Mano:Disabilities"

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(Disabilities)
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===Disabilities===
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===Qualities===
  
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.
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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.
  
;Farsighted: Farsightedness affects close range actions such as hand to hand and craftsmanship.
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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.
;Nearsighted: Nearsightedness affects long range actions such as navigation and marksmanship.
 
;Deaf: Deafness affects sound-dependent actions such as detection and communication.
 
;Lame: Lameness affects movement abilities such as acrobatics, running, swimming, and climbing.
 
;Inept: Ineptitude affects any action for which a character does not have a specific ability modifier.
 
  
'''Disability modifiers''' are similar to normal ability modifiers, but disability modifiers are subtracted instead of added to success rolls. Disability modifiers are not cumulative: If a character has a Deaf modifier of 3 and a Nearsighted modifier of 4, then he has a total of -4 to detect a target at a distance (-3 for not being able to hear wellwhich is exceeded by -4 for poor distance vision.) Unless otherwise specified, disabilities have a maximum modifier of 4 (a modifier of -4/negative four.)
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;flying: This quality allows a character to fly. Specifically it allows powered flight, like a bird that can fly by flapping it's wings.
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;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.
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;soaring: This quality allows a character to gain altitude by riding thermals. Soaring requires ''gliding'' or ''flying''
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;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.
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;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.
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;blind: The character has very poor or no vision (legally blind or worse.)
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;deaf: The character has very poor or no hearing.
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;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.)
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;mute: The character has no voice. A character cannot have both the mute and dumb qualities because a mute character also cannot speak.
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;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.
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;immobile: The character cannot travel without assistance. His ground, water, air and climbing movement are all 0.
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;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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;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.
  
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 game could limit which disabilities are allowed, maximum disability modifiers, how many disabilities a character can have, or the combined CP value of a character's disabilities.
 
  
 
'''Negative circumstances modifiers''' are not added to disability modifiers. Use either the negative circumstances modifier or the disability modifier, which ever one has highest absolute value (or in other words which ever is worse for the character.) If two negative circumstance or disability modifiers have a compound effect which is significantly worse than the individual circumstances, then the compound effect counts as a third circumstance with a worse modifier which is used instead.
 
'''Negative circumstances modifiers''' are not added to disability modifiers. Use either the negative circumstances modifier or the disability modifier, which ever one has highest absolute value (or in other words which ever is worse for the character.) If two negative circumstance or disability modifiers have a compound effect which is significantly worse than the individual circumstances, then the compound effect counts as a third circumstance with a worse modifier which is used instead.

Revision as of 11:07, 11 June 2008

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.
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.
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.


Negative circumstances modifiers are not added to disability modifiers. Use either the negative circumstances modifier or the disability modifier, which ever one has highest absolute value (or in other words which ever is worse for the character.) If two negative circumstance or disability modifiers have a compound effect which is significantly worse than the individual circumstances, then the compound effect counts as a third circumstance with a worse modifier which is used instead.