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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. | ||
+ | Record the character's total CP in the left half of the '''CP value''' space. | ||
+ | (See [[Mano a Mano:Gameplay#Players and Characters|Gameplay/Players and Characters]] and [[Mano a Mano:Templates|Game Design/Templates]].) | ||
− | + | ==Description== | |
− | + | ||
− | + | 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. | ||
+ | |||
+ | ==Choosing Occupations== | ||
+ | |||
+ | Typically you will select an occupation from a list provided by the game or GM. | ||
+ | You may have the option of not giving the character an occupation, or the option to choose more than one occupation. | ||
+ | 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. | ||
+ | (See [[Mano a Mano:Occupations|Game Design/Occupations]].) | ||
+ | |||
+ | ==Character Abilities== | ||
+ | |||
+ | {| | ||
+ | | rowspan="5" valign="top" | | ||
+ | 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. | ||
− | == | + | 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. |
+ | ! colspan="2" | extra modifier | ||
+ | |- | ||
+ | | align="center" style="width:3em" | 1-2 || student | ||
+ | |- | ||
+ | | align="center" | 3-5 || expert | ||
+ | |- | ||
+ | | align="center" | 6-7 || master | ||
+ | |- | ||
+ | | align="center" | 8-9 || legend | ||
+ | |} | ||
− | + | ==Disabilities== | |
− | + | 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. | ||
+ | The consequences of negative qualities (Qualities with negative CP) should not be easily avoided. | ||
+ | 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:Templates|Game Design/Templates]].) | ||
==Build== | ==Build== | ||
− | A character | + | ;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. | ||
− | + | 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 | ||
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|} | |} | ||
− | + | ==Character Equipment== | |
− | + | The power of a natural weapon is the character's total power. The attack modifier ('''Atk''') of a natural weapon is the character's total agility plus total unarmed combat ability. The defense modifier ('''Def''') of a natural weapon is 10 plus the character's total agility plus total unarmed combat ability. (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 or GM 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]].) | |
− | + | ==Encumbrance and Movement== | |
− | ; | + | ;Carrying Capacity: Carrying capacity is the amount of equipment a character can carry without encumbrance. Carrying capacity is determined by the character's power. |
− | + | {| style="text-align:center" | |
− | + | ! Power !! CC !! width="10" | !! Power !! CC !! width="10" | !! Power !! CC | |
− | + | |- | |
− | + | | 0 || 0 kg || || 17 || 120 kg || || 34 || 4000 kg | |
− | + | |- | |
− | + | | 1 || 0.5 kg || || 18 || 150 kg || || 35 || 5000 kg | |
− | + | |- | |
− | + | | 2 || 1 kg || || 19 || 200 kg || || 36 || 6000 kg | |
− | + | |- | |
− | + | | 3 || 2 kg || || 20 || 250 kg || || 37 || 7000 kg | |
− | + | |- | |
− | + | | 4 || 3 kg || || 21 || 300 kg || || 38 || 8000 kg | |
− | | | + | |- |
− | + | | 5 || 5 kg || || 22 || 400 kg || || 39 || 9000 kg | |
− | + | |- | |
− | | | + | | 6 || 7 kg || || 23 || 500 kg || || 40 || 10,000 kg |
− | + | |- | |
− | + | | 7 || 10 kg || || 24 || 600 kg || || 41 || 12,000 kg | |
− | + | |- | |
− | + | | 8 || 15 kg || || 25 || 700 kg || || 42 || 14,000 kg | |
− | + | |- | |
+ | | 9 || 20 kg || || 26 || 800 kg || || 43 || 16,000 kg | ||
+ | |- | ||
+ | | 10 || 25 kg || || 27 || 1000 kg || || 44 || 18,000 kg | ||
+ | |- | ||
+ | | 11 || 30 kg || || 28 || 1200 kg || || 45 || 20,000 kg | ||
+ | |- | ||
+ | | 12 || 40 kg || || 29 || 1500 kg || || 46 || 22,000 kg | ||
+ | |- | ||
+ | | 13 || 50 kg || || 30 || 2000 kg || || 47 || 24,000 kg | ||
+ | |- | ||
+ | | 14 || 60 kg || || 31 || 2500 kg || || 48 || 26,000 kg | ||
+ | |- | ||
+ | | 15 || 80 kg || || 32 || 3000 kg || || 49 || 28,000 kg | ||
+ | |- | ||
+ | | 16 || 100 kg || || 33 || 3500 kg || || 50 || 30,000 kg | ||
+ | |} | ||
− | + | ;Equipment Mass: Add up the mass of all of the character's equipment and write the total here. | |
− | + | ;Encumbrance: Encumbrance is the character's equipment mass divided by the character's carrying capacity and rounded down. If a character's carrying capacity 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. | |
− | |||
− | + | ;Ground movement: Ground movement is 4 plus running ability minus encumbrance. For example, if a character had a running ability of 4 and an encumbrance of 1, his stride would be 7 (4 + 4 - 1 = 7). (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 4 and an encumbrance of 1, my water movement would be 3 (4 - 1 = 3). (See [[Mano a Mano:Movement|Action/Movement]].) | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | (See [[Mano a Mano: | ||
− | + | ;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 4, and I had a flight ability modifier of 6 and 1 encumbrance, my air movement would be 5 (6 - 1 = 5 which is greater than 4.) (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 climb 0.2 m per turn 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]].) |
− | + | ==Defense== | |
− | ;Melee Defense: Melee defense is the | + | ;Melee Defense: Melee defense is the defense bonus ('''Def''') of the best weapon 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. | ;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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;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. | ;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. | ||
− | ;Total Cover: Add up the cover of all the armor the character is wearing and subtract overlapping areas | + | ;Total Cover: Add up the cover of all the armor the character is wearing and subtract overlapping areas. This is the difficulty modifier for attacks that try to hit the character in an unarmored area. |
− | |||
− | |||
− | + | 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.) | |
{{:Mano a Mano:Make a Character}} | {{:Mano a Mano:Make a Character}} |