Mano a Mano:Training and Experience

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Training and Experience

Characters can gain CP, abilities, speed, agility, toughness and power from training or other experiences.

Direct Improvement
Training or experience can increase abilities, speed, agility, toughness or power directly. The character's total CP should then be updated to reflect the difference. For example, a character might be rewarded with 1 level of climbing ability for the experience of ascending the highest mountain in the world. This would increase his total CP by 5.
Flexible CP
An experience can give a character flexible CP which can be used to improve any ability, speed, agility, toughness or power. For example, a character might be awarded 20 flexible CP for completing an adventure that involved fighting monsters, outwitting villains, finding treasure and a variety of other experiences. The player can use all 20 CP to increase a single ability by 4, or split the CP and increase 2 abilities by 2, or increase 4 abilities by 1. The player could also use the 20 CP to increase his character's speed, agility, power, toughness, or a combination of agility, power, toughness and abilities.
Training CP
1 CP can represent 100 hours of intense training with experts, or 300 hours of relaxed training on your own. For example a warrior might train with a fencing master for 2 hours a week for 10 years, for a total of about 10 extra CP of one-handed weapons ability. (2 hours a week multiplied by 50 weeks a year multiplied by 10 years divided by 100 hours per CP.) If the warrior also spends 12 hours training on his own each week for those 10 years, he will have an additional 20 extra CP. (12 hours a week multiplied by 50 weeks a year multiplied by 10 years divided by 300 hours per CP.)

Developing Abilities

Each ability level is worth 5 CP. A character's total ability modifier cannot be more than 9 plus his template's ability modifier. For example, if a character's template has a swimming ability modifier of 2, the greatest total swimming modifier that character could ever have would be 11 (9 + 2 = 11). If the template has no natural weapons ability, the maximum natural weapons ability of a character using that template is 9 (9 + 0 = 9).

Developing New Abilities
A character can use CP to develop new abilities. A character with no template or extra running ability could use 10 CP for running ability, giving him a new running ability with a modifier of 2.
Developing Movement Abilities
When a character's running, swimming, flight or climbing ability increases, his stride, water, air or climbing movement may also change. For example, a character with a total running ability modifier of 2 usually has a stride of 6. (4 + 2 - 0 = 6.) If his total running ability modifier increases to 3, then his stride will be 7. (4 + 3 - 0 = 7.) (See Character Creation/Encumbrance and Movement.)
Developing Combat Abilities
When a character's combat abilities increase, his attack modifiers and defense may also increase. If a character's marksmanship ability increases by 1, then his attack modifier for each of his guns will increase by 1. If a character's natural weapons ability increases by 1, then his attack modifier and defense with each of his natural weapons will increase by 1. Update the character's melee defense when the defense of his striking weapons improves.

Build Development

The maximum speed, toughness, agility and power a character can develop is the same as the the maximum speed, toughness, agility and power of new characters. These limitations are affected by a template's variability. (See Character Creation/Build and Character Creation.)

Developing Toughness (3 CP per level)
Developing toughness increases the amount of damage and stun a character can take before being incapacitated. Suppose a character with 5 template toughness has 0 extra toughness, so his total toughness is 5. If the character works on increasing his toughness for a couple of years and gains 6 CP worth of toughness, then he will gain 2 toughness so his total toughness is now 7. When a character's toughness increases, his stamina increases by twice as much because stamina is 2 times toughness.
Developing Power (5 CP per level)
When a character's power increases, his weapon power, CC, encumbrance, stride, water, air or climbing movement may also change. Suppose a character has 3 template power and 0 extra power CP, so the character has 0 extra power and 3 total power. If the character gains 20 extra power CP, his extra power will increase to 1, and his total power will be 4 (3 template power plus 1 extra power.) The character's natural weapon power will increase to 4 and the power of his hand weapons will increase to 4 unless they are already greater than 4. His carrying capacity will increase from 2 kg to 3 kg. If the character was carrying 6 kg of equipment then his encumbrance will decrease from 3 to 2. (6 divided by 2 is 3, but 6 divided by 3 is only 2.) This would also increase his stride, water movement and air movement by 1 m, and his climbing movement by 0.1 m. (See Character Creation/Encumbrance and Movement.)
Developing Speed (20 CP)
A character can even increase his speed if he gains enough extra CP through training and experience. This has the same effect as the more speed option when creating new characters. If the character was created with more speed than the average speed for his template, he cannot develop even more speed through training and experience. Suppose a character has 1 template speed and 0 extra speed CP, so he has 0 extra speed and 1 total speed. If the character eventually acquires 20 CP of extra speed CP, his extra speed will increase to 1 and his total speed will be 2. (1 template speed plus 1 total speed.)
Developing Agility (10 CP per level)
When a character's agility increases, his attack modifiers and defense should be updated. Suppose a character has 3 template agility and 0 extra agility, so his total agility is 3. After many years of intense training he increases his total agility to 4 (which is worth about 10 CP.) All of his attack modifiers, the defense of each striking weapon, melee defense and missile defense will also increase by 1.
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