Editing Mano a Mano:Character Creation
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=Character Creation= | =Character Creation= | ||
− | To create | + | To create a character, you need a pencil and a copy of a template. |
− | + | You may also need scratch paper to keep track of the character's CP value. | |
− | (See [[Mano a Mano: | + | The game or the GM will provide the players with a list of templates and limitations to create their characters. |
− | + | Typical beginning characters have no more than 300 total CP and no more than 4 ability levels beyond their template abilities. | |
+ | Customize the character with a description, build, abilities, occupation and equipment. | ||
+ | You may also be allowed to give the character weaknesses, such as missing limbs or disabilities. | ||
+ | (See [[Mano a Mano:Gameplay#Players and Characters|Gameplay/Players and Characters]] and [[Mano a Mano:Templates|Game Design/Templates]].) | ||
− | + | ==Description== | |
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− | == | + | Make up a '''name''' for your character. |
+ | Choose a '''sex''' or '''age''' category allowed by the template. | ||
+ | Characters can be male or female unless the template lists different options. | ||
+ | Age can be described in years or as a category such as "child", "youth", "adult", "old", or "ancient". | ||
+ | Characters within the template's normal variability can be youths, adults or older. | ||
+ | To make a small child character without changing the template, you can reduce the mass, length, health and power to less than the template's variability suggests. | ||
+ | You may also invent a more detailed description and background for your character, appropriate to the game being played. | ||
+ | The portrait area of the character sheet can be used for a picture of the character or descriptive text. | ||
+ | |||
+ | ==Build== | ||
+ | |||
+ | ;more speed (20 CP): A character can have more speed if his template has medium or high variability. If the template's speed 1/4 or 1/2 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. | ||
+ | |||
+ | ;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 1/4. If the template's speed is 1 or 1/2 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. | ||
+ | |||
+ | ;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: 1 point more or less if the template has low variability, 2 points more or less if the template has medium variability, or 3 points more or less if the template has high variability. Each point of agility is worth 10 CP. If a character's total agility is 2 levels less than his template's agility, then his reduced agility is worth -20 CP. If a character's total agility is 3 levels higher than his template's agility, then his increased agility is worth 30 CP. | ||
− | + | ;more or less toughness (3 CP per level): A character can have extra toughness up to half of his template toughness with low variability, as high as his template toughness with medium variability and up to twice his template toughness with high variability. 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. | |
− | + | ;more or less power (5 CP per level): A character can have extra power up to half of his template power with low variability, as high as his template power with medium variability and up to twice his template power with high variability. 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. Each point of power is worth 5 CP. For example, -2 power is worth -10 CP. | |
− | + | ;more or less mass: A character can have from -30% to +50% his template's average mass with low variability, from half (-50%) to double (+100%) his template's average mass with medium variability and from a third (-70%) to triple (+200%) his template's average mass with high variability. | |
− | + | ;more or less length: A character can have from -10% to +10% of his template's average length with low variability, from -20% to +30% of his template's average length with medium variability and from -30% to +50% of his template's average length with high variability. | |
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− | + | Big characters should have more toughness, power, mass and length, while smaller characters should have less toughness, power, mass and length. The following table is a guideline for characters with typical mass, length, toughness 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, | + | ! align="left" | Extra Toughness, Power and Mass |
! width="5" | | ! width="5" | | ||
! align="left" | Length | ! align="left" | Length | ||
Line 49: | Line 60: | ||
|} | |} | ||
− | + | ==Disabilities== | |
− | + | The consequences of negative qualities should not be easily avoided. Players need the game or GM's permission to create characters with negative qualities that are different from their template. Characters should not have more than two negative qualities and may be allowed only one or none. A character who has lost or never had the use of a limb may have the lame quality or missing natural weapons. A player also needs the GM's permission to make a character with missing or disabled limbs. 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:Game Design#Players and Characters|Game Design/Players and Characters]], [[Mano a Mano:Disabilities|Game Design/Abilities/Disabilities]] and [[Mano a Mano:Templates|Game Design/Templates]]. | |
− | + | ==Character Abilities== | |
− | ; | + | ;Abilities: You may give the character new abilities from the list of abilities the game or template allows you to develop. The character can have an extra ability modifier which reflects their level of talent, skill and experience: |
− | + | {| | |
+ | | width="20" | || style="width:3em" align="center" | 0 || no experience | ||
+ | |- | ||
+ | | || align="center" | 1-2 || student | ||
+ | |- | ||
+ | | || align="center" | 3-5 || expert | ||
+ | |- | ||
+ | | || align="center" | 6-7 || master | ||
+ | |- | ||
+ | | || align="center" | 8-9 || legend | ||
+ | |} | ||
− | + | Beginning characters usually start with an ability modifiers of two or less for an ability not on their templates. For abilities that are on their templates, beginning characters usually start with a modifier no higher than 2 above that ability modifier on their template. | |
− | ; | + | ;Total Modifiers: A character's total ability modifier is his template modifier plus his extra modifier. |
− | ; | + | ;Fractional extra Ability modifiers: Fractional extra ability modifiers in an optional rule. "Fractional extra ability modifiers" is allowing tenths of an extra ability modifier, using one decimal place. (So for example instead of simply having an extra ability modifier of 2, a character might have an extra ability modifier of 1.9 or 2.3 .) |
− | + | ==Choosing Occupations== | |
− | + | You may be able - or required - to give your character one or more occupations. | |
+ | 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. | ||
+ | The game may impose additional limitations, like a minimum or maximum number of occupations. | ||
+ | (See [[Mano a Mano:Occupations|Game Design/Occupations]].) | ||
− | + | {{:Mano a Mano:Character Equipment}} | |
− | { | ||
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− | + | ==Encumbrance and Movement== | |
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− | + | ;Carrying Capacity: Carrying capacity (CC) is the amount of equipment a character can carry without encumbrance. CC is determined by the character's power. | |
− | 3-5 | + | {| style="text-align:center" |
− | + | ! Power !! CC !! width="10" | !! Power !! CC !! width="10" | !! Power !! CC | |
− | 6-7 | + | |- |
− | + | | 0 || 0 g || || 14 || 1 tonne || || 28 || 110 tonnes | |
− | 8-9 | + | |- |
+ | | 1 || 500 g || || 15 || 2 tonnes || || 29 || 120 tonnes | ||
+ | |- | ||
+ | | 2 || 1 kg || || 16 || 3 tonnes || || 30 || 130 tonnes | ||
+ | |- | ||
+ | | 3 || 2 kg || || 17 || 5 tonnes || || 31 || 140 tonnes | ||
+ | |- | ||
+ | | 4 || 3 kg || || 18 || 10 tonnes || || 32 || 150 tonnes | ||
+ | |- | ||
+ | | 5 || 5 kg || || 19 || 20 tonnes || || 33 || 160 tonnes | ||
+ | |- | ||
+ | | 6 || 10 kg || || 20 || 30 tonnes || || 34 || 180 tonnes | ||
+ | |- | ||
+ | | 7 || 20 kg || || 21 || 40 tonnes || || 35 || 200 tonnes | ||
+ | |- | ||
+ | | 8 || 30 kg || || 22 || 50 tonnes || || 36 || 220 tonnes | ||
+ | |- | ||
+ | | 9 || 50 kg || || 23 || 60 tonnes || || 37 || 240 tonnes | ||
+ | |- | ||
+ | | 10 || 100 kg || || 24 || 70 tonnes || || 38 || 260 tonnes | ||
+ | |- | ||
+ | | 11 || 200 kg || || 25 || 80 tonnes || || 39 || 280 tonnes | ||
+ | |- | ||
+ | | 12 || 300 kg || || 26 || 90 tonnes || || 40 || 300 tonnes | ||
+ | |- | ||
+ | | 13 || 500 kg || || 27 || 100 tonnes || || 41 || 320 tonnes | ||
|} | |} | ||
− | + | ;Equipment Mass: Add up the mass of all of the character's equipment and write the total here. | |
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− | ; | + | ;Encumbrance: Encumbrance is the character's equipment mass divided by the character's CC and rounded down. If a 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. |
− | ; | + | ;Stride: Stride is a character's ground movement, or how many meters per round he can move with his feet on the ground. Stride is 4 plus any running ability, with any lame modifier and any encumbrance modifier subtracted. For example, if a character had a running ability of two and an encumbrance of 1, his stride would be 5 (4 + 2 - 1 = 5). (See [[Mano a Mano:Movement|Action/Movement]].) |
− | ; | + | ;Water Movement: Water movement is Swimming ability minus encumbrance. For example, if I had a Swimming ability modifier of 2 and an encumbrance of 1, my water movement would be 1 (2 - 1 = 1). (See [[Mano a Mano:Movement|Action/Movement]].) |
− | ; | + | ;Air Movement: Only characters who can fly have air movement. Air movement is either flight ability modifier minus encumbrance ability modifier or stride, whichever is greater. For example, if my stride was 1, and I had a flight ability modifier of 2 and no encumbrance, my air movement would be 2 (2 - 0 > 1). (See [[Mano a Mano:Movement|Action/Movement]].) |
− | + | ;Climbing Movement: While climbing, movement is one tenth of the difference between climbing ability and encumbrance. If a character's total climbing ability modifier is 3, and his encumbrance is 1, he would be able to travel 0.2 m per round because 3 minus 1 is 2 and 1/10 of 2 is 0.2. (See [[Mano a Mano:Templates#Natural Weapons|Game Design/Templates/Natural Weapons]] and [[Mano a Mano:Movement|Action/Movement]].) | |
− | + | {{:Mano a Mano:Character CP}} | |
{{:Mano a Mano:Make a Character}} | {{:Mano a Mano:Make a Character}} |