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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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You may also need scratch paper to keep track of the character's CP value.
(See [[Mano a Mano:Game Design|Game Design]] and [[Mano a Mano:Gameplay|Gameplay]].)
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The game or the GM will provide the players with a list of templates and limitations to create their characters.
A finished character will have:
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Typical beginning characters have no more than 300 total CP and no more than 4 ability levels beyond their template abilities.
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Customize the character with a description, build, abilities, occupation and equipment.
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You may also be allowed to give the character weaknesses, such as missing limbs or disabilities.
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Record the character's total CP in the left half of the '''CP value''' space.
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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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==Description==
* agility, strength, toughness, stamina, running and possibly swimming and airspeed.
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* abilities and qualities
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Make up a '''name''' for your character.
* equipment including natural weapons and armor
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Choose a '''sex''' or '''age''' category allowed by the template.
* grapple attack, grapple defense, missile defense and melee defense
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Characters can be male or female unless the template lists different options.
* best absorption, total cover, stun and damage.
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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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Characters within the template's normal variability can be youths, adults or older.
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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.
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You may also invent a more detailed description and background for your character, appropriate to the game being played.
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The portrait area of the character sheet can be used for a picture of the character or descriptive text.
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==Build==
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;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.
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;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.
  
==Description==
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;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.
  
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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;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.
  
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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;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.
  
==Build==
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;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.
  
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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;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.
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 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, Strength and Mass
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! align="left" | Extra Toughness, Power and Mass
 
! width="5" |
 
! width="5" |
 
! align="left" | Length
 
! align="left" | Length
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|}
 
|}
  
;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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==Disabilities==
  
;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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The consequences of negative qualities (Qualities with negative CP) 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]].
  
;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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==Character Abilities==
  
;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.
 
  
;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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{|
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| rowspan="5" valign="top" |
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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. Usually new characters cannot have more than 4 levels of extra ability modifier.
  
;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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A character's total ability modifier is his template modifier plus his extra modifier. Write the total modifier in the left half of the '''Mod''' column next to the ability name in the '''Abilities and Qualities''' column on the character sheet.
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! colspan="2" | extra modifier
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|-
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| align="center" style="width:3em" | 1-2 || student
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|-
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| align="center" | 3-5 || expert
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|-
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| align="center" | 6-7 || master
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|-
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| align="center" | 8-9 || legend
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|}
  
;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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==Choosing Occupations==
  
;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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Typically you will select an occupation from a list provided by the game or GM.
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You may have the option of not giving the character an occupation, or the option to choose more than one occupation.
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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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(See [[Mano a Mano:Occupations|Game Design/Occupations]].)
  
;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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{{:Mano a Mano:Character Equipment}}
  
;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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==Encumbrance and Movement==
  
==Abilities and Qualities==
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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.
{|
 
| 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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{| style="text-align:center"
| valign="top" |
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! Power !! CC !! width="10" | !! Power !! CC !! width="10" | !! Power !! CC
<center>'''extra<br>modifier'''</center>
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|-
 
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|  0 ||  0 g  || || 14 ||  1 tonne  || || 28 || 110 tonnes
1-2&nbsp;student
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|-
 
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1 || 500 g  || || 15 ||  2 tonnes || || 29 || 120 tonnes
3-5&nbsp;expert
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|-
 
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2 ||  1 kg || || 16 ||  3 tonnes || || 30 || 130 tonnes
6-7&nbsp;master
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|-
 
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|  3 ||  2 kg || || 17 ||  5 tonnes || || 31 || 140 tonnes
8-9&nbsp;legend
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|-
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|  4 ||  3 kg || || 18 ||  10 tonnes || || 32 || 150 tonnes
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|-
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5 ||  5 kg || || 19 ||  20 tonnes || || 33 || 160 tonnes
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|-
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6 ||  10 kg || || 20 ||  30 tonnes || || 34 || 180 tonnes
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|-
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7 ||  20 kg || || 21 ||  40 tonnes || || 35 || 200 tonnes
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|-
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8 ||  30 kg || || 22 ||  50 tonnes || || 36 || 220 tonnes
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|-
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9 ||  50 kg || || 23 ||  60 tonnes || || 37 || 240 tonnes
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|-
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| 10 || 100 kg || || 24 ||  70 tonnes || || 38 || 260 tonnes
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|-
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| 11 || 200 kg || || 25 ||  80 tonnes || || 39 || 280 tonnes
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|-
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| 12 || 300 kg || || 26 ||  90 tonnes || || 40 || 300 tonnes
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|-
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| 13 || 500 kg || || 27 || 100 tonnes || || 41 || 320 tonnes
 
|}
 
|}
  
==Equipment and Natural Defenses==
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;Equipment Mass: Add up the mass of all of the character's equipment and write the total here.
 
 
Natural weapons and armor do not have mass or heft.
 
(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]].)
 
 
 
;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.)
 
 
 
;Grapple Defense: A character's grapple defense is his grapple attack plus 10.
 
 
 
;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.
 
  
;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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;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.
  
;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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;Ground movement: Ground movement is 4 plus running ability minus encumbrance.   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]].)
  
;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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;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]].)
  
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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;Air Movement: Only characters who can fly have air movement. Air movement is either flight ability modifier minus encumbrance 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]].)
  
;Stun and Damage: New characters have no stun or damage.
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;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:Make a Character}}
 
{{:Mano a Mano:Make a Character}}

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