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==Templates==
 
==Templates==
  

Revision as of 06:41, 31 January 2008

Templates

Templates are used to generate characters. Each template represents a certain type of character. The character could be a person, animal, alien, monster or even a machine depending on their template. A template can be a race, species, model, stereotype or archetype. Age categories and sexes can have seperate templates if the differences are significant.

To create a template, fill in certain parts of a blank character sheet:

Name  
Age   Sex   Template  
Occupation(s)  
 
Abilities & Qualities   Modifier
    /  
    /  
    /  
    /  
    /  
    /  
    /  
    /  
    /  
    /  
    /  
    /  
 
Mass   /   kg
Length   /   m
Length Type  
Variability  
 
Speed   /  
Agility   /  
Strength   /  
Toughness   /  
 
CP Value   /  
 
Equipment & Natural Defenses   Features   Mass   Heft   Power   Attack   Defense
      kg        
      kg        
      kg        
      kg        
      kg        
      kg        
      kg        
      kg        
      kg        
      kg        
Carrying Capacity   kg
Equipment Mass   kg
Encumbrance  
Ground Movement   m
Water Movement   m
Air Movement   m
Best Absorption  
Total Cover  
Grapple Attack  
Melee Defense  
Missile Defense  
Grapple Defense  
Stun Stamina   Damage
 
 
Template
This is the name of the template, which can include details such as age group or sex if each sex or age group has a separate template.
Abilities
Templates can have natural abilities with 0, 1 or 2 levels of template ability modifier (Tmp Mod). (See Game Design/Abilities.)
Disabilities
Templates can have disabilities with -1, -2, -3 or -4 template disability modifier (Tmp Mod). (See Game Design/Abilities/Disabilities.)
Template Mass
This is the average mass of characters based on this template.
Template Length
This is the average length of characters based on this template.
(Length) Type
This explains how length measured for this template: length, height or wingspan for example.
Variability (Var.)
Variability determines how much characters with this template can differ from the average size and proportions.
  • Characters with no variability (none) always have the average length, reach, mass, agility, toughness and power for their template. For example, a specific model of robot might have no variability because they are all built the same.
  • Characters with low variability (low) are always within 10% of the average length of their template. Bird species often have low variability.
  • Characters with medium variability (med) can be up to 20% longer or shorter than the average length of their template. Humans and most mammals have medium variability.
  • Characters with high variability (high) can be up to 30% longer or shorter than the average length of their template. Many reptiles grow slowly throughout their lives and have high variability. Species whose growth adjusts to the space or food available also have high variability.
Agility
Agility is roughly based on size, but some templates are awkward or slow moving for their size, and others are surprisingly agile for their size. Agility is on a 0-6 scale with humans in the middle (3 Agi.)
Speed
Speed is maximum number of times a character based on this template can attack per round with a single weapon. Very large creatures typically have less speed. Speed emphasizes strength and energy while agility emphasizes coordination and reflexes, but the main difference is that agility affects the success of actions while speed affects how fast actions can be performed.
1/4 very slow (sloth, tortoise)
1/2 slow (python, elephant, turtle)
1 medium (horse, average human speed)
2 fast (dog, maximum human speed)
3 fast (cat, shrew, tasmanian devil)
Power
Power is the maximum damage an average character based on the template can cause in a single attack with natural weapons. Template power is usually less than or equal to template toughness and never less than 0. Creatures of roughly human size and power have 4 power. Creatures with 0 power cannot do any damage with their natural weapons.
Toughness
Toughness is the amount of damage an average character based on the template can take without being incapacitated. Template toughness is usually greater than or equal to template power and never less than 0. Creatures of roughly human size and toughness have 6 toughness.

Toughness, agility and strength are all related to a template's size. The following examples should help guide template creation, but some creatures will be stronger or weaker, quicker or clumsier than their mass would suggest.

Example mouse rat cat human horse elephant whale MaMdragon-vs-city.jpg
mass (kg) 0.02 0.3 5 80 500 8000 50,000
Agility 5 3 2 0 -2 -4 -5
agility CP 75 45 30 0 -30 -60 -75
Speed 1 1 1 1 1 ½ ½
speed CP 30 30 30 30 30 0 0
Toughness 0 1 2 5 12 40 100
toughness CP 0 5 10 25 60 200 500
Strength 0 1 2 3 8 25 50
strength CP 0 10 20 30 80 250 500
Cover 0 0 0 0 0 10 10
Absorption 0 0 0 0 0 1 2
armor CP 0 0 0 0 0 50 100
Total CP 105 90 90 85 140 440 1025

Natural Armor

Abs (Absorption)
A template can have one or more types of natural armor. Each type of armor can have a different absorption modifier. Absorption is the amount of attack power the armor can block from a single attack.
1 tough skin, scales or guard hairs
2 big scales, small bones in skin, thick padding
3-5 large bony plates, flattened ribs
5-9 carapace, bony sheild, hard shell
10+ extremely thick and tough armor
Cvr (Cover)
The cover of each type of natural armor is the number of areas it protects. A template's natural armor can protect up to 6 areas. Only one type of armor can protect a given area.
1 limited armor - protects a specific area of the body like a shield
2 partial armor - more area(s) covered but less than 50%
3 extensive armor - at least 50% cover like a shell or carapace
4 mostly armored - covers most of the body but exposes large ares
5 fully armored - covers the whole body but has weak points
6 tough hide - full cover without weak points

Natural Weapons

Dex (Manual Dexterity)
A natural weapon may be a hand or manipulator which is used to wield weapons. (The terms hand and manipulator can be used interchangeably.) A hand's manual dexterity is added to the character's combat modifier with weapons held in that hand.
0 fully developed manipulator (right hand for most humans)
-1 improved tool-manipulator (left hand for the average human)
-2 basic tool-using manipulator (ape hand)
-3 dextrous grasping limb (raccoon paw)
-4 basic grasping limb
Rch (Template Reach)
The natural weapon's template reach is the maximum range of attacks with the weapon. If the natural weapon is a hand, it's reach is also added to the reach of weapons held in that hand.
Shp (Sharpness)
Sharpness determines whether the weapon's attack power becomes damage or stun. (See Action/Armor and Weapons.) If the natural weapon is a hand, this sharpness does not affect the damage and stun of weapons held in that hand.
Qty (Quantity)
Having more than one natural weapon allows a creature with at least 1 speed to attack more often. (This is different from having more speed because it does not allow a creature with only 1 speed to do powerful actions.) If a creature cannot use it's natural weapons quickly, they may count as a single natural weapon. For example, an Elephant has both tusks and a trunk that can be used as weapons, but the elephant cannot use them as separate weapons in a combo attack. A character with at least two hands can do a secondary attack with a hand weapon - as long as the character has a weapon in each hand.

Template CP

Template CP is the sum of the template's ability, disability, variability, toughness, power, speed, agility, natural weapon and armor CP.

Template Ability CP
The CP of a template ability is the ability modifier times 15: 15 CP for a modifier of 1 or 30 CP for a modifier of 2.
Template Variability CP
No variability is worth -10 CP. Low variability is worth -5 CP. Medium variability is worth 0 CP. High variability is worth 5 CP.
Template Toughness CP
Each point of template toughness is worth 5 CP.
Template Power CP
Each point of template power is worth 10 CP. A natural weapon point of additional power is worth 5 CP, but natural weapon power does not increase the character's carrying capacity or make it easier to wield hefty weapons in any way.
Template Speed CP
1/4 speed is worth -30 CP. 1/2 speed is worth 0 CP. 1 speed is worth 30 CP. 2 speed is worth 60 CP. 3 speed is worth 90 CP.
Template Agility CP
0 agility is worth 0 CP. 1 agility is worth 30 CP. 2 agility is worth 60 CP. 3 agility is worth 90 CP. 4 agiilty is worth 120 CP. 5 agility is worth 150 CP. 6 agility is worth 180 CP.
Natural Armor CP
The CP of natural armor is 5 multiplied by the cover and absorption. For example, natural armor with 3 cover and 2 absorption is worth 30 CP.


The CP of template's natural weapons is based on their quantity, sharpness and number of hands:

Quantity CP
Quantity CP is based on the total quantity of all of the template's natural weapons. No natural weapons (0 total quantity) is worth -50 CP. A single natural weapon (1 total quantity) is worth -20 CP. Two or more natural weapons is worth 0 CP.
Template Range CP
The range of a natural weapon is worth 1 CP per meter.
Sharpness CP
Blunt sharpness is worth 0 CP. One sharp natural weapon is worth 20 CP, two or more sharp natural weapons is worth 30 CP. One padded natural weapon is worth 5 CP. Two or more padded natural weapons is worth 8 CP. For example, the sharpness of 10 razor blades (sharp) and 10 electro-shock tentacles (padded) would be worth a total of 38 CP (8 + 30.)
Hand CP
Each natural weapon that is a "hand" capable of wielding tools or weapons is worth an additional 10 CP.


Templates can also have various "qualities":

Flight
"Powered Flight" is worth 15 CP. "Gliding" is worth 10 CP. "Soaring" requires Powered Flight or Gliding, and is worth 5 CP. "Parachuting" is worth 5 CP.
Mechanical
Being Mechanical (rather than organic) is worth 3 CP. (Being organic is worth 0 CP and does not need to be specified if the character is not mechanical.)
Sensory Impairment
Blind is worth -70 CP. Deaf is worth -30 CP.
Communication Impairment
Dumb is worth -10 CP. Mute is worth -15 CP.
Physical Impairment
Lame is worth-30 CP. Immobile is worth -70 CP.
Mental Impairment
Inept is worth -20 CP. Unintelligent is worth -40 CP.

Make a Template - Template Generation Example

To demonstrate the creation of a character template, this tutorial will show how to create a human template which can be used for many RPG settings. This template can be used to create most adult human characters, including both men and women.

1. Build - A quick Internet search suggests that average humans are around 75 kg and 1.7 meters tall. Most humans are within 20% of average height but many are more than 10% taller or shorter, so humans have medium variability (worth 0 CP.) Humans have 1 speed (worth 30 CP), 3 strength (worth 30 CP), 5 toughness (worth 25 CP), 0 agility (worth 0 CP), 5 running (worth 50 CP). Humans have no swimming, although individuals can learn to swim, and no airspeed because they cannot fly.

2. Abilities and Qualities - Humans have no special abilities or disabilities.

3. Natural Defenses - Humans have two or more natural weapons, which is worth 0 CP. They have two hands, which together are worth 20 CP. Humans have no natural armor.

4. Template CP - The total CP value of our new human template is 105 CP.

0 variability CP
25 toughness CP
30 strength CP
30 speed CP
0 agility CP
50 running CP
0 ability and quality CP
20 natural weapons CP
+ 0 natural armor CP
105 template CP

human, 75 kg, 1.7 m height, medium variability, 155 CP
1 speed, 0 agility, 3 strength, 5 toughness, 5 running
2 hands (hand)
2 feet

Compact Templates

This compact form of a template leaves out all unnecessary details. To create a character from a compact template, copy each piece of information from the template to a blank character sheet. If you need to recalculate the template CP for a character, you will have to look up all of the CP values which have been left out the compact template.

TEMPLATE  ___________________  ______ CP
ABILITIES ______________________________
          ______________________________
____ kg ___ Agi ___ Spd ___ Tgh ___ Pwr
____ m  _____________  var. ____________
Qty Natural Weapons       Reach  Shp Dex
___ _____________________ ____ m ___ ___
___ _____________________ ____ m ___ ___
___ _____________________ ____ m ___ ___
Natural Armor                    Abs Cvr
________________________________ ___ ___
________________________________ ___ ___

A compact template for the Sabretooth Penguin example would look like this:

TEMPLATE  Sabretooth Penguin     1800 CP
ABILITIES 3 swimming

  60 kg   4 Agi   1 Spd   4 Tgh   4 Pwr
 1.0 m  height         var. low
Qty NATURAL WEAPONS       Reach  Shp Dex
 3  claws and teeth        0.5 m  S   0
___ _____________________ ____ m ___ ___
___ _____________________ ____ m ___ ___
NATURAL ARMOR                    Abs Cvr
________________________________ ___ ___
________________________________ ___ ___

An even more compact form is a list of information on one line, separated by commas, with unnecessary blank space and labels removed:

Sabretooth Penguin, 1800 CP, 3 swimming, 40 - 90 kg, 0.75 - 1.5 m height, low var., 4 Agi, 1 Spd, 4 Toughness, 4 Pwr, 3 claws and teeth (0.5 m, S Shp, 0 Dex)