Mano a Mano:Manufacturing and Modification

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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.

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 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.

Difficulty Modifier

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 50, rounded up. For example, the difficulty modifier for creating an item worth 170 CP is 4, because 170 divided by 50 is 3.4, which rounds up to 4. (See Game Design/Equipment/Equipment Lists and 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 character 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

To find the success modifier multiply the total modifier of the ability used to create or modify the item or character by a technology factor then add circumstance modifiers.

Factor Technology
1/2 Stone age
1 Bronze age
2 Medieval
5 Industrial
10 Modern
20 Futuristic

Add a +1 circumstance modifier to the success modifier if this type of item or artificial character is common in this culture, or if the best quality, state-of-the-art tools and materials are used. Add a +2 circumstance modifier to the success modifier if the culture specializes in creating this type of item or artificial character.

For example, a character with 2 craftsmanship ability making an item with the best tools and materials available (+1 circumstance modifier) in an industrial society (technology factor of 5) has a success modifier of 11 (2 ability times 5 technology is 10, plus one circumstance is 11.)

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 increase it's CP by more than 50 CP, the modifications take as much time as creating a new item or character. If the modifications to an item or character will only increase it's CP by 25 CP or less, the modifications take half as much time. If the modifications to an item or character will increase it's CP by 26-50 CP, the modifications take three-quarters as much time.

Modifier New or more than 50 CP added 26-50 CP added 1-25 CP added
0 30 minutes 22 minutes 15 minutes
+1 60 minutes 45 minutes 30 minutes
+2 2 hours 90 minutes 60 minutes
+3 4 hours 3 hours 2 hours
+4 8 hours 6 hours 4 hours
+5 16 hours 12 hours 8 hours
+6 32 hours 24 hours 16 hours
+7 60 hours 45 hours 30 hours
+8 120 hours 90 hours 60 hours
+9 240 hours 180 hours 120 hours
+10 480 hours 360 hours 240 hours
+11 1000 hours 750 hours 500 hours
+12 2000 hours 1500 hours 1000 hours
+13 4000 hours 3000 hours 2000 hours
+14 10,000 hours 7500 hours 5000 hours
+15 20,000 hours 15,000 hours 10,000 hours
+16 40,000 hours 30,000 hours 20,000 hours
+17 100,000 hours 75,000 hours 50,000 hours
+18 200,000 hours 150,000 hours 100,000 hours
+19 400,000 hours 300,000 hours 200,000 hours
+20 1,000,000 hours 750,000 hours 500,000 hours

Surgery

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.

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)
2 no significant effect on organs, muscles or bones (implanting an explosive device.)
4 modifications to non-vital organs (removing an appendix)
6 significant muscle or skeleton modification (amputation, limb lengthening)
8 modification to vital organs or peripheral nervous system (heart transplant, new limbs)
10 major modifications involving central nervous system (add a new head and spinal column)

Make an Item - Equipment Generation Example

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

1. Design the Modified Weapon

Steven decides to elongate the handle of one of his machetes to make a pole arm:

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

Steven will give the weapon more reach, so that it will be this weapon:

Item Name Special Modifiers CP Mass Heft Reach Pwr Shp Cvr Abs
Ice Blade (no special modifiers) 195 0.5 kg 3 2.5 m 3-6 S

This modification uses 30 CP to to add 1.5 of a meters reach for to the machete, making to total 205 CP.

2. Find Difficulty Modifier

Because the long Machete's CP is 205, the Steven's difficulty modifier for making it is 5 (205/50 rounded up is 5.)

3. Find Success Modifier

We start with Steven's +2 craftsmanship ability modifier. Steven is using Midievil +2 technology bonus which multiplied by his ability bonus give a total success bonus of +4.

4. Find the Time Modifier

The Time modifier is the Difficulty Modifier with the Success Modifier subtracted from it. Steven's difficulty modifier is 5, and his Success Modifier is 4, so his Time Modifier is 1 (5 - 4 = 1.) Looking at the modification time modifier chart, we see it will take Stephen 30 minutes to add 1.5 meters reach to the machete. (If the modification had added 50 CP or more it would have taken an hour, but because the modification was less than 25 CP we use a different column on the time modifier chart.)

Artificial Character Example

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: 305 CP.

2. Find Difficulty Modifier

Because the clone's CP is 305, the evil alien's difficulty modifier for making the clone is 7 (305/50 rounded up is 7.)

3. Find Success Modifier

We start with the evil alien's +2 biotech ability modifier. The evil alien is using a alien cloning laboratory (modern technology,) which has a +10 technology modifier (which multiplied by his ability gives him a +20 bonus so far.)

4. Find the Time Modifier

Since the evil alien's success modifier is greater than his difficulty modifier, he is can forge a new Clone from scratch in a half hour. (He automatically has a time modifier of 0, and on the time modifier chart 0 requires 30 minutes to create.)