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=Character Creation=
 
=Character Creation=
  
To create PCs the game will provide the players with a list of templates that players can use to create their characters, occupations which are open to beginning characters, abilities and qualities the character can develop and the maximum total CP of the new character, usually 300 CP.
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To create a character, you need a pencil and a copy of a template.
A GM or game designer may follow similar rules when creating NPCs, but the limitations may be less strict.
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Typically one player - the GM (Game Master) will give the other players a list of templates and a CP allowance to create their characters.
(See [[Mano a Mano:Game Design|Game Design]] and [[Mano a Mano:Gameplay|Gameplay]].)
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Customize the character by choosing a name, age, sex, build, abilities, occupation and equipment.
A finished character will have:
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(You may also be able to give the character weaknesses, such as missing limbs or disabilities.)
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(See [[Mano a Mano:Gameplay#Players and Characters|Gameplay/Players and Characters]] and [[Mano a Mano:Templates|Game Design/Templates]].)
  
* the character's name, age, sex, template, occupation and CP value.
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{{:Mano a Mano:Character CP}}
* agility, strength, toughness, stamina, running and possibly swimming and airspeed.
 
* abilities and qualities
 
* equipment including natural weapons and armor
 
* grapple attack, grapple defense, missile defense and melee defense
 
* best absorption, total cover, stun and damage.
 
  
 
==Description==
 
==Description==
  
Choose a '''name''', '''age''', '''sex''', '''template''' and '''occupation''' for the character. You may also invent a more detailed description and background for your character, appropriate to the game being played. Characters can be ''male'' or ''female'' unless the template lists different options for sex. Age can be described in years, but more often as a category such as ''child'', ''youth'', ''adult'', ''old'', or ''ancient''.  
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Make up a '''name''' for your character.
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If the template name includes '''sex''' or '''age'' category copy these as age and sex on the character sheet;
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Otherwise, choose the age of the character and a sex appropriate to the template, usually "male" or "female".
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Age can be described in years or as a category such as "child", "youth", "adult", "old", or "ancient".
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You may also invent a more detailed description and background for your character, appropriate to the game being played.
  
Occupations give the character advantages, disadvantages, duties or privileges. A character may have any occupations as long as they meet the requirements for those occupations. A character can have more than one occupation if the character can meet the requirements for each occupation at the same time, or no occupation at all. (See [[Mano a Mano:Occupations|Game Design/Occupations]].)
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==Build==
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;Extra Speed: A character can have increased or decreased speed if his template has medium or high variance. He can have a -1 or +1 speed modifier if his template speed is greater than 1.  If his template speed is 1 or less he can have half or double his template speed. Reduced character speed is worth -1000 CP and increased character speed is worth +1000 CP.
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;Extra Agility: A character can have -1 or +1 agility if his template has medium or high variance. -1 agility is worth -200 CP and +1 agility is worth +200 CP.
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;Extra Health: A character can have extra health up to half of his template health with low variance, as high as his template health with medium variance and up to twice his template health with high variance. Each point of health is worth 200 CP. A character with more than 0 template health can have negative extra health for -200 CP for each point of health below 0. He can never have low enough negative health to reduce his total health to less than 0. Even a very fragile character usually has total health which is at least half of his template health.
  
==Build==
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{| style="text-align:center"
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| align="left" valign="top" rowspan="16" width="300" |
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;Extra Power: A character can have extra power up to half of his template power with low variance, as high as his template power with medium variance and up to twice his template power with high variance. A character with more than 0 template power can have negative extra power, but he cannot have low enough negative power to reduce his total power to less than 0. Even a very weak character usually has total power which is at least half of his template power.
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! Power !! CP
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|-
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| -4 || -2000
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|-
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| -3 || -1200
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|-
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| -2 || -600
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|-
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| -1 || -200
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|-
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|  0 || 0
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|-
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|  1 || 200
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|-
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|  2 || 600
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|-
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|  3 || 1200
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|-
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|  4 || 2000
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|-
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|  5 || 3000
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|-
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|  6 || 4200
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|-
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|  7 || 5600
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|-
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|  8 || 7200
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|-
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|  9 || 9000
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|}
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:If a character has less than -5 extra power, each point of power below -4 decreases the character's extra power CP by 1000 CP. If a character has more than 9 extra power, each point of power over 9 increases the character's extra power CP by 2000 CP.
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;Extra Mass: A character can have from -30% to +50% his template's average mass with low variance, from half (-50%) to double (+100%) his template's average mass with medium variance and from a third (-70%) to triple (+200%) his template's average mass with high variance.
  
A character may be able to have more or less speed, agility, toughness, strength, running, swimming, airspeed, mass and length than his template.
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;Extra Length and Reach: A character can have from -10% to +10% of his template's average length and reach with low variance, from -20% to +30% of his template's average length and reach with medium variance and from -30% to +50% of his template's average length and reach with high variance. Every meter of reach is worth 200 CP, every tenth of a meter of reach is worth 20 CP, and every centimeter of reach is worth 2 CP. For example, if the template reach of a weapon is 1.5 m and the character reach of the weapon is 1.8 m, then the character reach CP is 60. (1.8 m - 1.5 m = 0.3 m which is 30 cm.)
Youth, adults and older characters are usually within the template's normal variability. To make a small child character without changing the template, you can reduce the mass, length, toughness, strength and running to less than the template's variability normally allows.
 
After finding the character's total toughness, find the character's ''stamina'' which is 2 times the character's total toughness.
 
  
Relatively big characters should have more toughness, strength, mass and length, while relatively smaller characters should have less toughness, strength, mass and length. The following table is a guideline for characters with typical mass, length, toughness and strength relationships, but characters are not required to fit these categories. Template variability limits relative size options. High variability is required for tiny and huge characters, low variability requires normal size, and no variability requires exactly average mass, length, toughness and strength.
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Big characters should have more health, power, mass, length and reach, while smaller characters should have less health, power, mass, length and reach. The following table is a guideline for characters with typical mass, length, health and power relationships, but characters are not required to fit these categories:
  
 
{|
 
{|
 
! align="left" | Size
 
! align="left" | Size
 
! width="5" |
 
! width="5" |
! align="left" | Toughness, Strength and Mass
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! align="left" | Extra Health, Power and Mass
 
! width="5" |
 
! width="5" |
! align="left" | Length
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! align="left" | Length and Reach
 
|-
 
|-
 
| tiny      || || less than half average || || over 20% less than average
 
| tiny      || || less than half average || || over 20% less than average
Line 49: Line 88:
 
|}
 
|}
  
;more speed (20 CP): A character can have more speed if his template has medium or high variability. If the template's speed is ¼ or ½ the character's total speed will be twice the template's speed. Otherwise the character's total speed will be the template's speed plus 1. More speed is worth 20 CP.
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==Character Abilities==
  
;less speed (-20 CP): A character can have less speed if his template has medium or high variability and the template's speed is greater than ¼. If the template's speed is 1 or ½ the character's total speed will be half of the template's speed. Otherwise the character's total speed will be the template's speed minus 1. Less speed is worth -20 CP.
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;Abilities: You may give the character new abilities from the list of abilities the game or template allows you to develop.
  
;more or less agility (10 CP per level): A character can have more or less agility than his template depending on the template's variability: 0 points more or less if the template has low variability, 1 point more or less if the template has medium variability, or 2 points more or less if the template has high variability. Each point of agility is worth 10 CP. For example, if a character's total agility is 2 levels less than his template's agility, then his reduced agility is worth -20 CP.  
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;Disabilities: You may choose as many disabilities as the game allows.
  
;more or less toughness (3 CP per level): A character can have total toughness up to 50% more than his template toughness with low variability, twice his template toughness with medium variability and 3 times his template toughness with high variability. A character can have less total toughness than his template toughness but never less than 0 toughness. Even a very fragile character usually has total toughness which is at least half of his template toughness. Each point of toughness is worth 3 CP. For example, -3 toughness is worth -9 CP.
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;Ability Levels: A character's ability modifiers are their template's ability modifiers plus their ability levels.  Or in other words, a character's ability level is the difference between their personal ability modifiers and their template's ability modifiers.  
  
;more or less strength (5 CP per level): A character can have total strength up to 50% more than his template strength with low variability, twice his template strength with medium variability and 3 times his template strength with high variability. A character can have less total strength than his template strength, but never less than 0 strength. Even a very weak character usually has total strength which is at least half of his template strength. Each point of strength is worth 5 CP. For example, -2 strength is worth -10 CP.
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{| style="text-align:center"
 
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| rowspan="15" valign="top" align="left" width="400" |
;more or less mass: A character can have from 30% less to 50% more than his template's average mass with low variability, half to double his template's average mass with medium variability and one-third to 3 times his template's average mass with high variability.
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;Ability CP: A character's ability level has the same CP value as a template's ability modifier.  The template's ability modifiers are already included in the template CP, so a character's ability CP is based on the character's ability levels, and not on the character's ability modifiers. For example, if a Character has a +6 modifier in Stealth ability and his Template has +4 Stealth, then he has 2 levels of Stealth, which is worth 300 CP. If a character has a -3 Nearsighted modifier and their template does not have this disability, then he has 3 levels of Nearsighted, which is worth -600 CP.
 
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! CP
;more or less length: A character can have from 10% less to 10% more than his template's average length with low variability, 20% less to 30% more than his template's average length with medium variability and 30% less to 50% more than his template's average length with high variability.
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| width="10" |
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! Disability
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|-
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| -1000 || || -4
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|-
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|  -600 || || -3
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|-
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|  -300 || || -2
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|-
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|  -100 || || -1
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|-
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! CP
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|
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! Ability
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|-
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|  100 || || 1
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|-
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|  300 || || 2
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|-
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|  600 || || 3
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|-
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| 1000 || || 4
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|-
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| 1500 || || 5
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|-
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| 2100 || || 6
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|-
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| 2800 || || 7
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|-
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| 3600 || || 8
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|}
  
;more or less running (5 CP per level): A character can have up to 50% more than his template's running with low variability, twice his template running with medium variability and three times his template running with high variability. A lame character can have less running than his template, but never less than 0 running.
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;Fractional Ability Levels: Fractional ability levels in an optional rule.  Fractional ability levels is allowing tenths of an ability level, using one decimal place.  (So for example instead of simply having ability level 2, a character might have ability level 1.9 or 2.3 .) Ability level tenths between 0.0 and 1.0 are worth 10 CP each, level tenths between 1.0 and 2.0 are worth 20 CP each, tenths between 2.0 and 3.0 are worth 30 CP each, between 3.0 and 4.0 are worth 40 CP each, between 4.0 and 5.0 are worth 50 CP each, between 5.0 and 6.0 are worth 60 CP each, between 6.0 and 7.0 are worth 70 CP each, and finally 7.0 to 8.0 is 80 CP each.
  
;more or less swimming (5 CP per level): A character can have up 1 point more swimming than his template swimming with low variability, 3 points more than his template swimming with medium variability and 5 points more than his template swimming with high variability. A disabled character can have less swimming than his template, but never less than 0 swimming.
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==Choosing Occupations==
  
;more or less airspeed (5 CP per level): A character can have up to 50% more than his template airspeed with low variability, twice his template airspeed with medium variability and three times his template airspeed with high variability. A crippled character can have less airspeed than his template, but never less than 0 airspeed.
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You may be able - or required - to give your character one or more occupations.
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Occupations give the character advantages, disadvantages, duties or privileges.  
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A character may have any occupations as long as they meet the requirements for those occupations.
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The game may impose additional limitations, like a minimum or maximum number of occupations.
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(See [[Mano a Mano:Occupations|Game Design/Occupations]].)
  
==Abilities and Qualities==
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{{:Mano a Mano:Character Equipment}}
{|
 
| valign="top" |You may give the character new abilities or extra ability levels beyond template abilities, reflecting the character's individual talent, skill and experience. Each ability level is worth 5 CP. Normally new characters can have no more than 4 levels of each new ability or 4 extra levels in each template ability. A character's total ability modifier is his template ability modifier plus his extra ability modifier. (See [[Mano a Mano:Abilities|Game Design/Abilities]].)
 
  
You may also be allowed to give the character weaknesses such as negative qualities (qualities with negative CP) and missing or disabled limbs. Players need the game or GM's permission to create characters with negative qualities that are different from their template. A player also needs the game or GM's permission to make a character with missing or disabled limbs. Characters should not have more than two negative qualities and may be allowed only one or none. The consequences of negative qualities should not be easily avoided. If the character's qualities or natural weapons are different from the character's template, recalculate the character's template CP. (See [[Mano a Mano:Templates|Game Design/Templates]].)
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==Encumbrance and Movement==
| valign="top" |
 
<center>'''extra<br>modifier'''</center>
 
  
1-2&nbsp;student
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;Equip. Mass (equipment mass): Add up the mass of all of the character's equipment and write the total here.
  
3-5&nbsp;expert
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;Encumbrance: Encumbrance is the character's equipment mass divided by the character's CC and rounded down. If the character's CC is 10 and his total equipment mass is 29 then his encumbrance is 2. (29 divided by 10 is 2.9, and 2.9 rounded down is 2.) Encumbrance reduces a character's movement.
  
6-7&nbsp;master
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;Spd-Enc (speed minus encumbrance): Speed minus encumbrance, along with stride and movement abilities, determines a character's ground, water, air and climbing movement.
  
8-9&nbsp;legend
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;Stride: Stride is one plus the character's running ability modifier minus their lame disability modifier. This is used to determine a character's ground movement.
|}
 
  
==Equipment and Natural Defenses==
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;Ground: If a character's stride is greater than zero, their ground movement is their stride multiplied by their Spd-Enc. If the character's stride is 0, their ground movement is 1.  If the character's stride is less than 0, their ground movement is 0. (See [[Mano a Mano:Movement|Action/Movement]].)
  
Natural weapons and armor do not have mass or heft.
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;Water: Water movement is Spd-Enc multiplied by swimming ability modifier. (See [[Mano a Mano:Movement|Action/Movement]].)
(These natural defenses are included in the character's mass.)
 
The power of a natural weapon is the character's total strength plus the weapon's ''leverage'' if it has the leverage feature.
 
The attack modifier of a natural weapon is the character's total agility, plus total natural weapon ability, plus the weapon's ''offense'' if it has the offense feature.
 
The defense of a natural weapon is 10 plus the character's total agility plus total natural weapons ability.
 
Natural armor does not need power, attack modifiers or defense.
 
(See [[Mano a Mano:Abilities#Combat Abilities|Game Design/Abilities/Combat Abilities]].)
 
  
The character usually begins with the basic equipment required by his occupation. The game may give the character additional equipment or money to buy equipment. A character's modifiers when using an item are listed in the equipment section of the character sheet. These are determined by comparing the character's modifiers to the item's modifiers, and may be different from the values listed on the equipment list for that item. (See [[Mano a Mano:Equipment|Game Design/Equipment]] and [[Mano a Mano:Inventory Management|Character Development/Inventory Management]].)
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;Air: Only characters who can fly have air movement. Air movement is either Spd-Enc multiplied by flight ability modifier or ground movement, whichever is greater. (See [[Mano a Mano:Movement|Action/Movement]].)
  
;Grapple Attack: A character's grapple attack is his grapple ability, plus his agility, plus his strength. For example, if a character's grapple ability is 1, his strength is 1, and his agility is 1, then his grapple attack is 3 (1 + 1 + 1 = 3.)
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;Climbing: While climbing, movement is Spd-Enc multiplied by the longest reach of the character's hands or 0.5 m whichever is longer. (See [[Mano a Mano:Templates#Natural Weapons|Game Design/Templates/Natural Weapons]] and [[Mano a Mano:Movement|Action/Movement]].)
  
;Grapple Defense: A character's grapple defense is his grapple attack plus 10.
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{{:Mano a Mano:Make a Character}}
  
;Melee Defense: Melee defense is the best defense of the weapons the character is currently using. This is the difficulty of successfully striking or grappling this character.
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==Compact Character==
  
;Missile Defense: Missile defense is 10 plus the character's agility. This is the difficulty of successfully shooting the character or hitting the character with a thrown weapon.
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The compact character sheet is for characters who will not change, but need combat stats and a few other abilities and some description. 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.
  
;Best Absorption: Record the highest absorption of any armor the character is currently wearing here. This is the amount of attack power which will be absorbed by an attack which does not specifically try to avoid that armor.
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NAME _________________________  ______ kg ______ m
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AGE _______ SEX ______ TEMPLATE __________________
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OCCUPATION(s) ____________________________________
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ABILITIES ________________________________________
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          ________________________________________
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Agi Spd Hlth Pwr  ground  water    air  climbing
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___ ___ ____ ___  _____ m _____ m _____ m _____ m
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EQUIPMENT      special Qty Cmb Rch Cvr Abs Pwr Shp
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______________ _______ ___ ___ ___ ___ ___ ___ ___
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______________ _______ ___ ___ ___ ___ ___ ___ ___
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______________ _______ ___ ___ ___ ___ ___ ___ ___
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______________ _______ ___ ___ ___ ___ ___ ___ ___
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______________ _______ ___ ___ ___ ___ ___ ___ ___
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          Stun          |        Damage
  
;Total Cover: Add up the cover of all the armor the character is wearing and subtract overlapping areas. If the total is 10 or more, or if any of the armor the character is wearing has ''complete'' cover, then the total cover is ''complete''. This is the difficulty  modifier for attacks that try to hit the character in an unarmored area. 
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For example, a compact character sheet for Modre would look like this:
  
The best absorption can be the total absorption of overlapping armor, and subtracting overlapping areas avoids counting the same covered area twice. For example consider a character wearing a bulletproof ''ballistic vest'' (3 cover, 3 absorption) with a ''rifle plate'' (an optional solid insert which adds extra protection for the heart) with 1 cover and 5 absorption. This character's best absorption will be found where the area covered by the rifle plate (5 absorption) is also backed by the ballistic vest (3 absorption). This absorption is 8 (5 + 3 = 8). The overlapping area is the area covered by the rifle plate (1 cover) which is also completely covered by the ballistic vest, so the total cover is 3 (3 + 1 - 1.) (See [[Mano a Mano:Damage#Armor|Action/Damage/Armor]].)
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NAME Modre                          60 kg    1.0 m
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AGE _______ SEX male  TEMPLATE Sabretooth Penguin
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OCCUPATION(S) Robber
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ABILITIES 5 swimming, 3 one-handed weapons,
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          1 fishing, 2 craftsmanship
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Agi Spd Hlth Pwr  ground  water    air  climbing
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  4  2  5   4        2 m  10 m      m      1 m
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EQUIPMENT      special Qty Cmb Rch Cvr Abs Pwr Shp
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claws & teeth  0 Dex  3   4  0.5         4  S
 +
Ice Blade              1   7  1.5          6  S
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______________ _______ ___ ___ ___ ___ ___ ___ ___
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______________ _______ ___ ___ ___ ___ ___ ___ ___
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______________ _______ ___ ___ ___ ___ ___ ___ ___
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          Stun          |         Damage
  
;Stun and Damage: New characters have no stun or damage.
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A minimum character sheet has information all on one line, separated by commas with unnecessary labels and blank space removed:
  
{{:Mano a Mano:Make a Character}}
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{| width="90%" align="center"
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| 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, S Shp, 0 Dex), Ice Blade (1.5 m, 7 Cmb, 3-6 Pwr, S Shp)
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|}

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