Difference between revisions of "Mano a Mano:Manufacturing and Modification"

From RPGnet
Jump to: navigation, search
(Time Modifier)
m (Reverted edits by 80.179.151.70 (Talk); changed back to last version by SerpLord)
 
(42 intermediate revisions by 8 users not shown)
Line 1: Line 1:
 
==Manufacturing and Modification==
 
==Manufacturing and Modification==
  
Some abilities can be used to create or modify items or even other characters. Characters created by other characters are called artificial characters. Examples from popular fiction include the monster created by Dr. Frankenstein, and Robby the Robot created by Dr. Morbius.
+
Some abilities can be used to create or modify items or even other characters. Characters created by other characters are called artificial characters. Examples from popular fiction include the monster created by Dr. Frankenstein, and Robby the Robot created by Dr. Morbius. 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. (See [[Mano a Mano:Abilities#Other Abilities|Game Design/Abilities/Craftsmanship]].) A game might also have more high tech or fantastic abilities, like a "robotics" ability that allows you to build a lunar rover robot, or modify such a robot by mounting a gun to it.
  
A game's equipment list will describe how each ability is used. For example, 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. (See [[Mano a Mano:Abilities#Other Abilities|Game Design/Abilities/Craftsmanship]].) A game might also have a "robotics" ability that allows you to build a lunar rover robot, or modify such a robot by mounting a gun to it.
+
===Maximum CP===
  
===Difficulty Modifier===
+
To find the maximum CP of the item or character being modified, first add the ability used to a modifier based on the amount of time spent working on it:
 
 
Find the character point (CP) value that the item or character will have after it is created or modified. The difficulty modifier is this CP value divided by 500, rounded up. For example, the difficulty modifier for creating an item worth 1700 CP is 4, because 1700 divided by 500 is 3.4, which rounds up to 4. (See [[Mano a Mano:Equipment Lists|Game Design/Equipment/Equipment Lists]] and [[Mano a Mano:Equipment CP|Game Design/Equipment/Equipment CP]].)
 
 
 
Some modifications affect things the character inherits from their template such as limbs, natural weapons and armor, speed, agility, power and toughness modifier. Use the template CP rules to determine the CP value of the modifications. For example, if an extra limb is added to a character the CP value is the difference adding the extra limb would make to the character's template CP.
 
 
 
Add a +1 circumstance modifier to the difficulty modifier if the type of item or artificial character being created is rare in this culture, or if the culture deliberately avoids creating this kind of item or character. For example, if robots are common in a certain setting, but other types artificial characters are not, then add +1 to the difficulty modifier when a character creates a non-robot character like a clone or genetically engineered monster. If weapons are forbidden in a pacifist community, add +1 to the difficulty of creating weapons in that community.
 
 
 
Add a +2 circumstance modifier to the difficulty modifier when creating an artificial characters who is a new type of life form or prototype (with a new, unique template), or when creating an item or character based on a technology not found in this culture. For example the Inca empire had many well-developed technologies for it's time, but it did not have steel for making some equipment, like swords and plate armor. A character making those specific kinds of weapons among the Inca would have a +2 difficulty modifier as a result.
 
 
 
===Success Modifier===
 
 
 
The success modifier is the modifier of the ability used to create or modify the item or character plus technology, tool quality and culture modifiers.
 
  
 
{|
 
{|
! Modifier !! width="5" | !! Technology !! width="5" | !! Tool Quality
+
! style="width:6em" | modifier !! align="left" | time
 
|-
 
|-
| align="center" | +0 || || Stone age  || || makeshift, inadequate tools and materials
+
| align="center" | -4 || an hour
 
|-
 
|-
| align="center" | +1 || || Bronze age || || typical or mediocre tools and materials
+
| align="center" | -3 || a few hours
 
|-
 
|-
| align="center" | +2 || || Medieval  || || state of the art, best quality tools and materials
+
| align="center" | -2 || a day
 
|-
 
|-
| align="center" | +3 || || Industrial || ||
+
| align="center" | -1 || a few days
 
|-
 
|-
| align="center" | +4 || || Modern    || ||
+
| align="center" | 0 || a week
 
|-
 
|-
| align="center" | +5 || || Futuristic || ||
+
| align="center" | +1 || a couple of weeks
 +
|-
 +
| align="center" | +2 || a month
 +
|-
 +
| align="center" | +3 || a few months
 +
|-
 +
| align="center" | +4 || a year
 
|}
 
|}
  
Add a +1 circumstance modifier to the success modifier if this type of item or artificial character is common in this culture.
+
Then add a circumstance modifier:
Add a +2 circumstance modifier to the success modifier if the culture specializes in creating this type of item or artificial character.
 
 
 
===Time Modifier===
 
 
 
If the success modifier is greater than the difficulty modifier, then the time modifier is 0. Otherwise the time modifier is the difficulty modifier minus the success modifier. Use the chart below to find the time required to create the item based on it's time modifier.  If the time modifier is greater than 16, then the character cannot create or modify the item or character.
 
 
 
If the modifications to an item or character will only increase it's CP by 250 CP or less, the modifications take half as long.  If the modifications to an item or character will increase it's CP by 251-500 CP, the modifications take three-quarters as long.
 
  
 
{|
 
{|
! Modifier
+
! style="width:6em" | modifier !! align="left" | examples
! width="5" | !! New or more than 500 CP added
 
! width="5" | !! 251-500 CP added
 
! width="5" | !! 1-250 CP added
 
 
|-
 
|-
| align="center" | 0 || || 30 minutes || ||  22 minutes || ||  15 minutes
+
| align="center" | -4 || poor quality tools ''and'' a culture which has taboos against making this item
 
|-
 
|-
| align="center" | +1 || || 60 minutes || ||  45 minutes || ||  30 minutes
+
| align="center" | -2 || poor quality tools ''or'' a culture which has taboos against making this item
 
|-
 
|-
| align="center" | +2 || ||  2 hours  || |90 minutes || ||  60 minutes
+
| align="center" |  0 || circumstances do not significantly help or hinder the work
 
|-
 
|-
| align="center" | +3 || ||  4 hours  || ||    3 hours  || ||  2 hours
+
| align="center" | +2 || state of the art tools ''or'' a culture which has specialized in making this item
 
|-
 
|-
| align="center" | +4 || ||   8 hours  || ||    6 hours  || ||  4 hours
+
| align="center" | +4 || state of the art tools ''and'' a culture which has specialized in making this item
 +
|}
 +
 
 +
Finally, multiply the result by a technology CP rating. Many games only need a single technology CP value, but technology CP can vary between cultures and even between different kinds of technology.
 +
 
 +
{|
 +
! style="width:9em" | technology CP !! align="left" | example
 
|-
 
|-
| align="center" | +5 || ||  16 hours  || ||  12 hours  || ||  8 hours
+
| align="center" | 10 || stone age
 
|-
 
|-
| align="center" | +6 || ||  32 hours  || ||  24 hours  || ||  16 hours
+
| align="center" | 20 || ancient
 
|-
 
|-
| align="center" | +7 || ||  60 hours  || ||  45 hours  || ||  30 hours
+
| align="center" | 50 || industrial
 
|-
 
|-
| align="center" | +8 || ||  120 hours || ||  90 hours  || ||  60 hours
+
| align="center" | 100 || modern
 
|-
 
|-
| align="center" | +9 || ||  240 hours || ||  180 hours  || || 120 hours
+
| align="center" | 200 || futuristic
|-
 
| align="center" | +10 || || 480 hours || ||  360 hours || || 240 hours
 
|-
 
| align="center" | +11 || || 1000 hours || || 750 hours || || 500 hours
 
|-
 
| align="center" | +12 || || 2000 hours || || 1500 hours || || 1000 hours
 
|-
 
| align="center" | +13 || || 4000 hours || || 3000 hours || || 2000 hours
 
|-
 
| align="center" | +14 || || 10,000 hours || || 7500 hours || || 5000 hours
 
|-
 
| align="center" | +15 || || 20,000 hours || || 15,000 hours || || 10,000 hours
 
|-
 
| align="center" | +16 || || 40,000 hours || || 30,000 hours || || 20,000 hours
 
|-
 
| align="center" | +17 || || 100,000 hours || || 75,000 hours || || 50,000 hours
 
|-
 
| align="center" | +18 || || 200,000 hours || || 150,000 hours || || 100,000 hours
 
|-
 
| align="center" | +19 || || 400,000 hours || || 300,000 hours || || 200,000 hours
 
|-
 
| align="center" | +20 || || 1,000,000 hours || || 750,000 hours || || 500,000 hours
 
 
|}
 
|}
 +
 +
The result is the maximum total CP which a newly created weapon or character can have. It is also the maximum total CP which a character or weapon can have after modification.
  
 
===Surgery===
 
===Surgery===
  
Modifying organic characters requires surgery.
+
[[Image:MaMimplants.jpg|323px|right]]Modifying organic characters requires surgery.
  
When a character performs surgery, a success roll is required. The surgeon's medicine ability is used for the success roll, and the difficulty of the surgery is added to the roll against success.  Superficial operations like cutting hair or sharpening claws, which only affect non-living tissue, do not require a roll. Surgery which does not directly affect vital organs has a difficulty between 0 and 5. Surgery which affects vital organs or involves other major changes has a difficulty between 5 and 10.
+
When a character performs surgery, a success roll is required. The surgeon's medicine ability is used for the success roll.  Superficial operations like cutting hair or sharpening claws, which only affect non-living tissue, do not require a roll. Surgery which does not directly affect vital organs has a difficulty between 0 and 10. Surgery which affects vital organs or involves other major changes has a difficulty between 11 and 20.
  
If the roll succeeds, healing from the surgery only affect the character's performance for a few days. If the roll fails, the character must spend an extra month healing. If the roll fails by more than 5, the character dies.
+
If the roll succeeds, healing from the surgery only affect the character's performance for a few days. If the roll fails, the surgeon must make a second roll, identical to the first.  If the surgeon succeeds on his second roll, the character must spend an extra month healing. If the second roll fails, the character dies.
  
 
{|
 
{|
Line 107: Line 77:
 
| align="center" | 0 || || no living tissue affected (sharpening claws)
 
| align="center" | 0 || || no living tissue affected (sharpening claws)
 
|-
 
|-
| align="center" | 2 || || no significant effect on organs, muscles or bones (implanting an explosive device.)
+
| align="center" | 4 || || no significant effect on organs, muscles or bones (implanting an explosive device.)
 
|-
 
|-
| align="center" | 4 || || modifications to non-vital organs (removing an appendix)
+
| align="center" | 8 || || modifications to non-vital organs (removing an appendix)
 
|-
 
|-
| align="center" | 6 || || significant muscle or skeleton modification (amputation, limb lengthening)
+
| align="center" | 12 || || significant muscle or skeleton modification (amputation, limb lengthening)
 
|-
 
|-
| align="center" | 8 || || modification to vital organs or peripheral nervous system (heart transplant, new limbs)
+
| align="center" | 16 || || modification to vital organs or peripheral nervous system (heart transplant, new limbs)
 
|-
 
|-
| align="center" | 10 || || major modifications involving central nervous system (add a new head and spinal column)
+
| align="center" | 20 || || major modifications involving central nervous system (add a new head and spinal column)
 
|}
 
|}
  
Line 124: Line 94:
 
'''1. Design the Modified Weapon'''
 
'''1. Design the Modified Weapon'''
  
An evil alien steals one of Steven's machetes with intent to modify it for his own evil purposes:
+
Steven decides to alter the shape of his machete to give it more power. Adding 2 power to the machete would add 20 to the weapon's CP value:
 
 
{{:Mano a Mano:Example Weapon}}
 
 
 
The evil alien wants to elongate the handle to give the weapon more reach, so that it will be this weapon:
 
  
 
{| style="text-align:center"
 
{| style="text-align:center"
! align="left" | Item Name !! Special Modifiers
+
! align="left" | Item Name       !!  CP  !!  Mass  !! Heft !! Power !! Features
CP !!  Mass  !! Heft !! Reach !! Pwr !! Shp !! Cvr !! Abs
 
 
|-
 
|-
| align="left" | Ice Blade || (no special modifiers)
+
| align="left" | machete (before) ||      61      || 0.5 kg ||  3  || 5 || sharp
| 1750 || 0.5 kg ||  3  || 1.5 m || 3-6 ||  S ||     ||
+
|-
 +
| align="left" | machete (after) ||      81      || 0.5 kg ||  3 || 7 || sharp
 
|}
 
|}
  
This modification uses 100 CP to to add 1/2 of a meter reach for to ice blade, making to total 1850 CP.
+
'''2. Find the Maximum CP'''
  
'''2. Find Difficulty Modifier'''
+
We start with Steven's +2 Craftsmanship modifier. We subtract to this because Steven is taking a dayto modify the machete, so that his maximum CP is now 1.  We add 1 because his culture specializes in making machetes, so that his maximum CP is now 2. We multiply his maximum CP by 50 because Steven is in a culture that has "ancient" technology, so that the maximum CP is 100.
  
Because the Ice Blade's CP is 1850, the evil alien's difficulty modifier for making it is 19 (rounded from 18.5.)
+
'''3. Compare Maximum CP to the CP of the Designed Weapon'''
  
'''3. Find Success Modifier'''
+
Since the maximum CP (100) is equal to or greater than the modified machete's CP (91), Steven is able to modify the machete.
  
We start with the evil alien's +2 craftsmanship ability modifier. We add a +5 modifier for his access to this "futuristic" technology (for a total modifier of +7 so far.) The nano-bot lab he uses counts a "high tech" even for his futuristic technology, giving him another +4 modifier and making the total modifier +11.
+
===Artificial Character Example===
  
'''4. Find the Time Modifier'''
+
'''1. Design the Character'''
  
The Time modifier is the Difficulty Modifier with the Success Modifier subtracted from it. The evil alien's difficulty modifier is 19, and his Success Modifier is 11, so his Time Modifier is 8 (19 - 11 = 8.) Looking at the modification time modifier chart, we see it will take the evil alien 32 hours to add 0.5 meters reach to the stolen machete.
+
An evil alien decides to make a synthetic clone of Steven.  No new template is needed because the clone uses Modre's Human template. The clone also has the same build and abilities as Modre, so it also has the same character points: 151 CP.
  
===Artificial Character Example===
+
'''2. Find Maximum CP'''
 +
 
 +
We start with the evil alien's +2 biotech ability modifier, so that his maximum CP so far is 2. He is only taking one day to make the clone, so we subtract one from his maximum CP leaving 1.  He has no special circumstances, so we add 0 to his maximum CP.  The evil alien is using futuristic technology, so we multiply his maximum CP by 500, for a total maximum CP of 500.
 +
 
 +
'''3. Compare Maximum CP to the CP of the Designed Character'''
 +
 
 +
Since the maximum CP (500) is equal to or greater than the Clone's CP (151), the evil alien is able to make the clone.
 +
 
 +
===Modify Character Example===
  
 
'''1. Design the Character'''
 
'''1. Design the Character'''
  
An evil alien decides to make a synthetic clone of Steven.  No new template is needed because the clone uses Modre's Human template. The clone also has the same build and abilities as Modre, so it also has the same character points: 3050 CP.
+
After the Clone's defeat at the hands of Modre, the evil alien decides to upgrade the clone with 729 CP worth of enhancements, so that the enhanced clone's CP value is 830.
 +
 
 +
'''2. Find Maximum CP'''
  
'''2. Find Difficulty Modifier'''
+
We start with the evil alien's +3 surgery ability modifier, so that his maximum CP so far is 2. He is only taking a a day to modify the clone, so we subtract 1 from his maximum CP leaving 2. He has no special circumstances, so we add 0 to his maximum CP.  The evil alien is using futuristic technology, so we multiply his maximum CP by 500, for a total maximum CP of 1000.
  
Because the clone's CP is 3050, the evil alien's difficulty modifier for making the clone is 31.
+
'''3. Compare Maximum CP to the CP of the Designed Character'''
  
'''3. Find Success Modifier'''
+
Since the maximum CP (1000) is equal to or greater than the Modified Clone's CP (830), the evil alien is able to modify the clone.
  
We start with the evil alien's +4 biotech ability modifier. The evil alien is using a alien cloning laboratory (futuristic technology,) adding a +7 modifier (for a total modifier of +11 so far.) The brain-wave reading cloning vat he uses is considered "state of the art" even by alien standards, giving him another +4 modifier and making the total success modifier +15.
+
'''4. For non-mechanical characters, perform the surgery roll'''
  
'''4. Find the Time Modifier'''
+
Since the Clone is a creature of flesh and blood rather than a mechanical or robotic one, a surgery roll must be made to ensure his survival.  Because the evil alien is significantly modifying the clone's physiology the difficulty of this surgery is 20. On his first roll the clone rolls a 5, for a total of 8, which is not higher than 20. 
  
The Time modifier is the Difficulty Modifier with the Success Modifier subtracted from it. The evil alien's difficulty modifier is 31, and his Success Modifier is 15, so his Time Modifier is 16 (31 - 15 = 15.) Looking at the Time modifier chart, we see it will take the evil alien 16384 hours to make the Clone.
+
Having failed his first roll, the evil alien has to do another roll to see if the clone will even survive the modification. The clone rolls a 18, for a total of 21, barely over the 20 difficulty level.  The now-enhanced clone barely survives the modification and recovers in about a month from this surgery.

Latest revision as of 16:30, 15 August 2008

Manufacturing and Modification[edit]

Some abilities can be used to create or modify items or even other characters. Characters created by other characters are called artificial characters. Examples from popular fiction include the monster created by Dr. Frankenstein, and Robby the Robot created by Dr. Morbius. 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. (See Game Design/Abilities/Craftsmanship.) A game might also have more high tech or fantastic abilities, like a "robotics" ability that allows you to build a lunar rover robot, or modify such a robot by mounting a gun to it.

Maximum CP[edit]

To find the maximum CP of the item or character being modified, first add the ability used to a modifier based on the amount of time spent working on it:

modifier time
-4 an hour
-3 a few hours
-2 a day
-1 a few days
0 a week
+1 a couple of weeks
+2 a month
+3 a few months
+4 a year

Then add a circumstance modifier:

modifier examples
-4 poor quality tools and a culture which has taboos against making this item
-2 poor quality tools or a culture which has taboos against making this item
0 circumstances do not significantly help or hinder the work
+2 state of the art tools or a culture which has specialized in making this item
+4 state of the art tools and a culture which has specialized in making this item

Finally, multiply the result by a technology CP rating. Many games only need a single technology CP value, but technology CP can vary between cultures and even between different kinds of technology.

technology CP example
10 stone age
20 ancient
50 industrial
100 modern
200 futuristic

The result is the maximum total CP which a newly created weapon or character can have. It is also the maximum total CP which a character or weapon can have after modification.

Surgery[edit]

MaMimplants.jpg

Modifying organic characters requires surgery.

When a character performs surgery, a success roll is required. The surgeon's medicine ability is used for the success roll. Superficial operations like cutting hair or sharpening claws, which only affect non-living tissue, do not require a roll. Surgery which does not directly affect vital organs has a difficulty between 0 and 10. Surgery which affects vital organs or involves other major changes has a difficulty between 11 and 20.

If the roll succeeds, healing from the surgery only affect the character's performance for a few days. If the roll fails, the surgeon must make a second roll, identical to the first. If the surgeon succeeds on his second roll, the character must spend an extra month healing. If the second roll fails, the character dies.

Difficulty Type of Modification
0 no living tissue affected (sharpening claws)
4 no significant effect on organs, muscles or bones (implanting an explosive device.)
8 modifications to non-vital organs (removing an appendix)
12 significant muscle or skeleton modification (amputation, limb lengthening)
16 modification to vital organs or peripheral nervous system (heart transplant, new limbs)
20 major modifications involving central nervous system (add a new head and spinal column)

Make an Item - Equipment Generation Example[edit]

We will use our Steven character from the character creation example to make a new weapon. (See Character Creation/Make a Character.) Steven has craftsmanship ability with a modifier of 2.

1. Design the weapon

We decide Steven is making a "machete". The mass of the machete is 0.5 kilograms, worth 1 CP. The machete's 5 power is worth 50 CP. The machete's 3 heft is worth -30 CP. The total CP is 21 so far. (-30 + 60 + 1 = 31.) Having no shots feature (not requiring ammunition or reloading) is worth 20 CP. We add 20 CP for the sharp feature for a final total of 61 CP. In other words, Steven wants to make this machete:

machete (81 CP, 0.5 kg, 3 heft, 5 power, sharp)
MaMmachete.png

2. Find the Maximum CP We start with Steven's craftsmanship modifier (2). We subtract 1 from this because Steven is only taking a few days make the machete. We add a circumstance modifier of 1 because his culture specializes in making machetes. We multiply the result by 50 CP because Steven is in a culture that has "ancient" technology. The maximum CP is 100 CP: (2 craftsmanship ability - 1 time modifier + 1 circumstance modifier) × 50 technology CP.

3. Compare Maximum CP to the CP of the Designed Weapon

Since the maximum CP (100) is equal to or greater than the Machete's CP (61), Steven is able to make it.

Modify Weapon Example[edit]

1. Design the Modified Weapon

Steven decides to alter the shape of his machete to give it more power. Adding 2 power to the machete would add 20 to the weapon's CP value:

Item Name  CP  Mass Heft Power Features
machete (before) 61 0.5 kg 3 5 sharp
machete (after) 81 0.5 kg 3 7 sharp

2. Find the Maximum CP

We start with Steven's +2 Craftsmanship modifier. We subtract to this because Steven is taking a dayto modify the machete, so that his maximum CP is now 1. We add 1 because his culture specializes in making machetes, so that his maximum CP is now 2. We multiply his maximum CP by 50 because Steven is in a culture that has "ancient" technology, so that the maximum CP is 100.

3. Compare Maximum CP to the CP of the Designed Weapon

Since the maximum CP (100) is equal to or greater than the modified machete's CP (91), Steven is able to modify the machete.

Artificial Character Example[edit]

1. Design the Character

An evil alien decides to make a synthetic clone of Steven. No new template is needed because the clone uses Modre's Human template. The clone also has the same build and abilities as Modre, so it also has the same character points: 151 CP.

2. Find Maximum CP

We start with the evil alien's +2 biotech ability modifier, so that his maximum CP so far is 2. He is only taking one day to make the clone, so we subtract one from his maximum CP leaving 1. He has no special circumstances, so we add 0 to his maximum CP. The evil alien is using futuristic technology, so we multiply his maximum CP by 500, for a total maximum CP of 500.

3. Compare Maximum CP to the CP of the Designed Character

Since the maximum CP (500) is equal to or greater than the Clone's CP (151), the evil alien is able to make the clone.

Modify Character Example[edit]

1. Design the Character

After the Clone's defeat at the hands of Modre, the evil alien decides to upgrade the clone with 729 CP worth of enhancements, so that the enhanced clone's CP value is 830.

2. Find Maximum CP

We start with the evil alien's +3 surgery ability modifier, so that his maximum CP so far is 2. He is only taking a a day to modify the clone, so we subtract 1 from his maximum CP leaving 2. He has no special circumstances, so we add 0 to his maximum CP. The evil alien is using futuristic technology, so we multiply his maximum CP by 500, for a total maximum CP of 1000.

3. Compare Maximum CP to the CP of the Designed Character

Since the maximum CP (1000) is equal to or greater than the Modified Clone's CP (830), the evil alien is able to modify the clone.

4. For non-mechanical characters, perform the surgery roll

Since the Clone is a creature of flesh and blood rather than a mechanical or robotic one, a surgery roll must be made to ensure his survival. Because the evil alien is significantly modifying the clone's physiology the difficulty of this surgery is 20. On his first roll the clone rolls a 5, for a total of 8, which is not higher than 20.

Having failed his first roll, the evil alien has to do another roll to see if the clone will even survive the modification. The clone rolls a 18, for a total of 21, barely over the 20 difficulty level. The now-enhanced clone barely survives the modification and recovers in about a month from this surgery.