Talk:Mano a Mano

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Revision as of 14:54, 30 November 2007 by 75.165.105.32 (talk) (Size)
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New Character Sheet, Template and Build system

This character sheet is intended to serve for both characters and templates. It should have everything you need to modify a character (including template modifications) except for information like special CP which is part of the ability list.

NAME ________________________ AGE _______ SEX ______ TEMPLATE _______________

OCCUPATION(S) _______________________________________________________________

Grip              _____     ABILITIES              Template     Character
Carrying Capacity _____ kg  and disabilities       CP    Mod    CP    Lvl Mod
Equipment Mass    _____ kg  ___________________ (______) ___ (______) ___ ___
Encumbrance       _____     ___________________ (______) ___ (______) ___ ___
Speed-Encumbrance _____     ___________________ (______) ___ (______) ___ ___
Stride            _____     ___________________ (______) ___ (______) ___ ___
ground movement   _____ m   ___________________ (______) ___ (______) ___ ___
water movement    _____ m   ___________________ (______) ___ (______) ___ ___
air movement      _____ m   ___________________ (______) ___ (______) ___ ___
climbing movement _____ m   ___________________ (______) ___ (______) ___ ___
                            ___________________ (______) ___ (______) ___ ___
    Template CP (_______)   ___________________ (______) ___ (______) ___ ___
   Character CP (_______)   ___________________ (______) ___ (______) ___ ___
       Total CP (_______)   ___________________ (______) ___ (______) ___ ___

       Template       Character                    Template     Character
Mass   ________ kg +/-___% ________ kg             CP    Mod    CP    Lvl Mod 
Length ________ m  +/-___% ________ m   Agility (______) ___ (______) ___ ___
Type __________                           Speed (______)              ___ ___
Var. __________                          Health (______) ___ (______) ___ ___
                                          Power (______) ___ (______) ___ ___

NATURAL          Template                                Character 
WEAPONS     Dex Qty Rch Shp  QtyCP RchCP ShpCP     CP    Rch    CP    Cmb Pwr
___________ ___ ___ ___ ___ (_____+_____+_____)=(______) ___ (______) ___ ___
___________ ___ ___ ___ ___ (_____+_____+_____)=(______) ___ (______) ___ ___
___________ ___ ___ ___ ___ (_____+_____+_____)=(______) ___ (______) ___ ___

manual dexterity: best ___ 2nd best ___  DexCP =(______)

NATURAL ARMOR                 Abs Cvr    AbsCP     CP      
_____________________________ ___ ___ x (_____)=(______)      
_____________________________ ___ ___ x (_____)=(______)

EQUIPMENT       special modifiers Qty Mass Heft Cmb Reach Cvr Abs  Power  Shp
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___

                   STUN                 |                DAMAGE
                                        |
                                        |
                                        |

Build Replaced by Variance

Should it be called "variance" or "variability"?

Templates have an average length, average mass and variance (none, low, medium or high.) If variance has a CP value, it might be something like -200 CP for no variance, -100 CP for low variance, 0 CP for medium variance and +100 CP for high variance.

Characters have 7 size options: tiny, very small, small, average, big, very big and huge. Size determines length and reach by adding or subtracting a percentage from the template's average length and reach. Size also affects mass, agility, health and power. Characters have 3 agility options which also affect mass: fast, normal and slow; 3 health options: fragile, normal and tough; and 3 power options: weak, normal and powerful.

Characters whose templates have no variance can only have average length/mass, normal mass/agility, power and health. All of the agility, power and health options are available to characters whose templates have low, medium or high variance.


SIZE tiny  very small  small  average  big very big huge
 variance  high medium low none low medium high
length -30% -20% -10% ±0% +10% +20% +30%
reach -30% -20% -10% ±0% +10% +20% +30%
mass tiny  very small  small  average  big very big huge
fast -70% -50% -30% -10% +20% +50% +100%
normal -60% -40% -20% ±0% +30% +100% +200%
slow -40% -10% +20% +50% +100% +200% +400%
agility tiny  very small  small  average  big very big huge
fast +3 +2 +1 +1 +1 0 -1
normal +2 +1 0 0 0 -1 -2
slow +1 +0 -1 -1 -1 -2 -3
health tiny  very small  small  average  big very big huge
fragile -7 -5 -3 -1 +1 +3 +5
normal -6 -4 -2 0 +2 +4 +6
tough -5 -3 -1 +1 +3 +5 +7
power tiny  very small  small  average  big very big huge
weak -4 -3 -2 -1 0 +1 +2
normal -3 -2 -1 0 +1 +2 +3
powerful -2 -1 0 +1 +2 +3 +4
 Size    |    tiny   | very small |   small   |  average  |    big     |  very big  |   huge
---------+-----------+------------+-----------+-----------+------------+------------+------------
variance |    high   |   medium   |    low    |    low    |    low     |   medium   |   high
---------+-----------+------------+-----------+-----------+------------+------------+------------
length   |           |            |           |           |            |            |
/reach   |    -30%   |    -20%    |    -10%   |  average  |   +10%     |    +20%    |   +30%
---------+-----------+------------+-----------+-----------+------------+------------+------------
fast     | -70% mass | -50% mass  | -30% mass | -10% mass |  +20% mass |  +50% mass | +100% mass
         |   +3 agi  |   +2 agi   |   +1 agi  |   +1 agi  |    +1 agi  |  +/-0 agi  |    -1 agi
---------+-----------+------------+-----------+-----------+------------+------------+------------
normal   | -60% mass | -40% mass  | -20% mass | +/-0 mass |  +30% mass | +100% mass | +200% mass
         |   +2 agi  |   +1 agi   | +/-0 agi  | +/-0 agi  |  +/-0 agi  |    -1 agi  |    -2 agi
---------+-----------+------------+-----------+-----------+------------+------------+------------
slow     | -40% mass | -10% mass  | +20% mass | +50% mass | +100% mass | +200% mass | +400% mass
         |   +1 agi  | +/-0 agi   |   -1 agi  |   -1 agi  |    -1 agi  |    -2 agi  |    -3 agi
---------+-----------+------------+-----------+-----------+------------+------------+------------
fragile  | -7 health | -5 health  | -3 health | -1 health | +1 health  | +3 health  | +5 health
normal   | -6 health | -4 health  | -2 health |  0 health | +2 health  | +4 health  | +6 health
tough    | -5 health | -3 health  | -1 health | +1 health | +3 health  | +5 health  | +7 health
---------+-----------+------------+-----------+-----------+------------+------------+------------
weak     | -4 power  | -3 power   | -2 power  | -1 power  |  0 power   | +1 power   | +2 power
normal   | -3 power  | -2 power   | -1 power  |  0 power  | +1 power   | +2 power   | +3 power
powerful | -2 power  | -1 power   |  0 power  | +1 power  | +2 power   | +3 power   | +4 power


Reach, agility, health and power modifiers have a character point value.

 200 CP x (character reach - template reach) see equipment CP
+ agility CP for agility modifier (-3 to +3) see template CP
+ health CP  for health  modifier (-7 to +7) see template CP
+ power CP   for power   modifier (-4 to +4) see template CP

Variance

Variance determines how much characters with this template vary from the average size.

None/no variance (-200 CP)
Characters with no variance always have the average length, reach, mass, agility, health and power for their template. For example, a specific model of robot might have no variance because they are all built the same.
Low variance (-100 CP)
Characters with low variance are always within 10% of the average length of their template. Bird species often have low variance.
Medium variance (0 CP)
Characters with medium variance can be up to 20% longer or shorter than the average length of their template. Humans and most mammals have medium variance.
High variance (100 CP)
Characters with high variance 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 variance. Species whose growth adjusts to the space or food available also have high variance.

Size

Characters have 7 size options: tiny, very small, small, average, big, very big and huge. Size determines length and reach by adding or subtracting a percentage from the template's average length and reach. Size also affects mass, agility, health and power.

size variance length reach
tiny high -30% -30%
very small medium -20% -20%
small low -10% -10%
average none ±0% ±0%
big low +10% +10%
very big medium +20% +20%
huge high +30% +30%

Characters have 3 agility options: fast, normal and slow. Characters with no variance can only have normal agility. A character's size and agility options can also affect their mass by adding or subtracting a percentage from their template's average mass.

size agility mass
slow normal fast slow normal fast
tiny -3 -2 -1 -40% -60% -70%
very small -2 -1 0 -10% -40% -50%
small -1 0 +1 +20% -20% -30%
average -1 0 +1 +50% ±0% -10%
big -1 0 +1 +100% +30% +20%
very big 0 +1 +2 +200% +100% +50%
huge +1 +2 +3 +400% +200% +100%

Characters have 3 health options: fragile, normal and tough; Characters with no variance can only have normal health.

size health
fragile normal tough
tiny -7 -6 -5
very small -5 -4 -3
small -3 -2 -1
average -1 0 +1
big +1 +2 +3
very big +3 +4 +5
huge +5 +6 +7

Characters have 3 power options: weak, normal and powerful. Characters with no variance can only have normal power.

size power
weak normal powerful
tiny -4 -3 -2
very small -3 -2 -1
small -2 -1 0
average -1 0 +1
big 0 +1 +2
very big +1 +2 +3
huge +2 +3 +4

Compact Character Sheet

Name _________________________  ______ kg ______ m
Age _______ Sex _______ Template _________________
Occupation(s) ____________________________________
Abilities ________________________________________
Agi Spd Hlth Pwr   ground  water    air   climbing
___ ___ ____ ___   _____ m _____ m _____ m _____ m
Equipment      special Qty Cmb Rch Cvr Abs Pwr Shp
______________ _______ ___ ___ ___ ___ ___ ___ ___
______________ _______ ___ ___ ___ ___ ___ ___ ___
______________ _______ ___ ___ ___ ___ ___ ___ ___
______________ _______ ___ ___ ___ ___ ___ ___ ___
______________ _______ ___ ___ ___ ___ ___ ___ ___
          Stun          |         Damage

The compact character sheet is for characters who will not change, but need combat stats and a few other abilities and some description. It is roughly the size of a 3x5 card, but to have even thin margins it would need to be printed in a 9 pt font. Do not list abilities whose only purpose is contributing to combat bonuses on the equipment list. Mass and heft have been removed from the equipment list. If a weapon is unwieldy, put "unwieldy" in the special column. Half health and half power have been removed.

An even more compact character sheet would be a list of information all on one line, separated by commas with all unnecessary labels and blank space removed: Modre, 60 kg, 1.0 m, male Sabretooth Penguin Robber, 5 swimming, 3 one-handed weapons, 1 fishing, 2 craftsmanship, 4 Agi, 2 Spd, 5 Health, 2-4 Pwr, 2 m ground, 10 m water, 1 m climb, 3 claws and teeth (0.5 m, 4 Cmb, 2-4 Pwr, 3 Shp), Ice Blade (1.5 m, 7 Cmb, 3-6 Pwr, 2 Shp)

Compact Template

Template  _____________________  ______ CP
Abilities ________________________________
______ kg ___ Agi ___ Spd ___ Hlth ___ Pwr
______ m  _____________  var. ____________
Qty Natural Weapons         Reach  Shp Dex
___ _______________________ ____ m ___ ___
___ _______________________ ____ m ___ ___
___ _______________________ ____ m ___ ___
Natural Armor                      Abs Cvr
__________________________________ ___ ___
__________________________________ ___ ___

This compact form can be used by characters whose templates won't change.

An even more compact form would be a list of information all on one line, separated by commas, with extra blank space and unnecessary labels removed: Sabretooth Penguin, 1200 CP, 3 swimming, 40 - 90 kg, 0.75 - 1.5 m height, low var., 4 Agi, 2 Spd, 0 Health, 4 Pwr, 3 claws and teeth (0.5 m, 3 Shp, 0 Dex)

Mechanical vs. Organic Characters

Being a mechanical character is an ability with a special CP of 0, no levels and no modifiers. A mechanical character does not heal, but can be repaired using craftsmanship and abilities which allow characters to modify mechanical characters. Mechanical characters can be repaired more quickly than an organic character heals. 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.

There is a question as to weather or not the characteristic of being organic vs. being mechanical should have a Character Point value. For the time being we are just trying to balance out the advantages so that this characteristic is character-point neutral.
How fast can mechanical characters be repaired? Are repairs more like modifications or like medicine/healing rolls? If mechanical character ability had a level it might be a bonus to being repaired.
Do mechanical characters recover from stun like normal characters? I would lean toward "yes" as there are lots of temporary mechanical problems even a simple machine can work out itself, especially autonomous and semi-autonomous robots with redundant systems (NASA probes often recover themselves after the ground crew writes them off as down for the count, and they usually have minor problems which require adjustment and slow down the mission but don't cause lasting damage.)

Combat Abilities

Currently we only have two kinds of combat abilities:

Weapon Proficiency
Abilities which modify combat modifiers are weapon proficiencies, because you have one combat modifier per weapon. Weapon Proficiencies can be as specific as a single weapon or as broad as you like (you could have a weapon proficiency which applies to all weapons) but they apply to any use of the weapon's combat modifier.
Athletic Abilities
Athletic abilities improve your health, allowing you to fight longer even when you get hurt. Your best two athletic abilities affect your health, and it doesn't really matter which athletic abilities they are.

The most obvious thing missing is abilities that affect how you fight with a given weapon - abilities which give you an advantage to using certain classes of actions over others. For example experience competing in wrestling might improve your grappling more than it improves your striking ability. How would these abilities work? Would they add another column to the equipment list, or would they give you special modifiers (like the Grp, Atk, Par modifiers.) or would they be added directly to combat rolls? Would we have some combat modifiers be independent of the equipment list, and not affected by which weapon you use?

Limitations

We need to expand the coverage of limitations to character creation and development in the Game Design section.

  • CP Allowance (How much CP for heroic or super-heroic characters?)
  • Sex (based on template? Should templates have a "sexes" property?)
  • Age
  • Templates (PC vs. NPC)
  • Build (depends on templates. Dogs vary more than cats, and birds even less)
  • Missing limbs
  • Disabilities
    • A game should allow no disabilities beyond those built into the templates, or at least have limitations like one disability per character, no more than -1000 CP of disabilities, and only those disabilities that have unavoidable consequences.
    • A game with a GM may have a bigger disability list because he GM can moderate the role-playing of those disabilities. Players need the GM's permission to give characters disabilities beyond template disabilities. The GM may have stricter limitations than the game requires, not allow some disabilities, or decide on a case-by-case basis.
  • Ability levels (character creation and training)
  • Equipment (character creation and shopping)
  • Occupations?
    • limitations are basically built-in to occupations
    • but the occupations section feels like it needs work
  • Reach? (requires a rule allowing characters to have more or less reach than their template)

Ability Checks in Combat

At times a GM might ask players to perform an ability check during a round of combat. My opinion is that players should not add their ability bonus to the check unless they specifically have established that they are using the ability. If the check is called before the player's turn and the player stated the use of the ability before the beginning of combat. The player would be allowed to add their ability bonus. If the check is called after the player's turn then the player would not be allowed to add their ability bonus the unless they specifically use at least a quick action to use the ability. --ulrich 11:00, 2005 Jul 2 (CEST)

A classic example is watching out for traps during combat. If the traps are so well hidden that an ability roll is required, at least one of the PCs should spend a whole turn looking for traps instead of fighting. If the story requires the characters to fall into a trap, it should be impossible to find (or impossible to avoid if you do find it.) If this is not a good time in the story for the characters to fall into a trap, or if the characters have been specifically looking for traps as they go along, it doesn't make sense to ask them to make routine checks for traps. --SerpLord 15:17, 8 December 2005 (CET)