Editing Mano a Mano:Character Development
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=Character Development= | =Character Development= | ||
− | + | ==Developing Abilities through Training and Experience== | |
− | + | Experience points are used to improve abilities. An experience point is one percent (1% or 1/100) of a character point. Characters can gain experience points from training, as a reward for completing an adventure, or from other experiences that improve their abilities. An experience point can represent an hour of intense training with experts, or three hours of relaxed training on your own. | |
− | + | Experience points can be given to improve a specific ability, or characters can receive flexible experience points which their players decide how to use. Experience points applied to a specific ability are usually applied immediately and not written on the character sheet. Experience points players can use more flexibly are written on the character sheet until the player uses them to increase abilities. | |
− | {{:Mano a Mano: | + | A game can allow only whole ability levels, or it can allow half levels, tenths or hundredths of ability levels. Larger fractions keep the numbers simple, and smaller fractions allow for more gradual character development. |
+ | |||
+ | To apply the experience points increase the ability's modifier as if they increased the CP of that ability by one hundredth of the number of experience points applied. Also, increase the ability's CP by 1 for every 100 experience points applied to it. (In other words ability CP should be one half of the ability level times the ability level plus one, and it is rounded down) | ||
+ | |||
+ | * If the game allows only whole ability levels, use 100 times the next ability level in experience points to increase the ability level by one. | ||
+ | * If the game allows half ability levels (but not smaller fractions) use 50 times the next ''whole'' ability level in experience points to increase the ability level by one half (0.5). | ||
+ | * If the game allows tenths of ability levels (but not smaller fractions) use 10 times the next ''whole'' ability level in experience points to increase the ability level by one tenth (0.1). | ||
+ | * If the game allows hundredths of ability levels use experience points equal to the next ''whole'' ability level to increase the ability level by one hundredth (0.01). | ||
+ | |||
+ | ===Examples=== | ||
+ | |||
+ | To increase an ability from level 3 to level 4, use 400 (100 times 4) experience points and increase the ability's CP by 4. | ||
+ | |||
+ | To increase an ability level from 1.0 to 1.5, the next whole ability level is 2. Use 100 (50 times 2) experience points and increase the ability's CP by 1 (100 divided by 100). | ||
+ | |||
+ | To increase an ability level from 2.0 to 2.8, the next whole ability level is 3. Use 30 (10 times 3) experience points for each tenth of a level. The ability is being increased by 8 tenths of a level so use 240 (30 times 8) total experience points. Increase the ability's CP by 2 (240 divided by 100, rounded down.) | ||
+ | |||
+ | To increase an ability's level from 2.80 to 2.85, the next whole ability level is 3. Use 3 experience points for each hundredth of a level. The ability is being increased by 5 hundredths of a level, so use 15 (3 times 5) experience points. Because less than 100 CP was used, the ability's CP will not increase. | ||
+ | |||
+ | To increase an ability's level from 3.5 to 4.5, first increase the ability from 3.5 to 4.0 then increase the ability from 4.0 to 4.5. From 3.5 to 4.0 the next whole ability level is 4, so use 200 (50 times 4) experience points. From 4.0 to 4.5 the next whole ability level is 5, so use 250 (50 times 5) experience points. Increase the ability's CP by 2 (250 divided by 100, rounded down.) | ||
+ | |||
+ | In other words: | ||
+ | |||
+ | Ability Experience Character | ||
+ | level Points Points | ||
+ | |||
+ | 1.90 280 2 | ||
+ | 1.91 282 2 | ||
+ | 1.92 284 2 | ||
+ | 1.93 286 2 | ||
+ | 1.94 288 2 | ||
+ | 1.95 290 2 | ||
+ | 1.96 292 2 | ||
+ | 1.97 294 2 | ||
+ | 1.98 296 2 | ||
+ | 1.99 298 2 | ||
+ | 2.00 300 3 | ||
+ | 2.10 330 3 | ||
+ | 2.20 360 3 | ||
+ | 2.30 390 3 | ||
+ | 2.40 420 4 | ||
+ | 2.50 450 4 | ||
+ | 2.60 480 4 | ||
+ | 2.70 510 5 | ||
+ | 2.80 540 5 | ||
+ | 2.90 570 5 | ||
+ | 3.00 600 6 | ||
+ | 3.50 800 8 | ||
+ | 4.00 1000 10 | ||
+ | 4.50 1250 12 | ||
+ | 5.00 1500 15 | ||
+ | 5.50 1800 18 | ||
+ | 6.00 2100 21 | ||
+ | 6.50 2450 24 | ||
+ | 7.00 2800 28 | ||
+ | 7.50 3200 32 | ||
+ | 8.00 3600 36 | ||
+ | 8.50 4050 40 | ||
+ | 9.00 4500 45 | ||
+ | |||
+ | ==Changing Occupations== | ||
+ | |||
+ | While a Template has to do with the origin of the character and is a static part of the character, the character's Occupation is not permanent. As a character matures, he could easily end up with in more important Occupations related to the Occupations he has had in the past. If the character is used in a multiple campaigns or adventures, he could easily end up pursuing a wide variety of occupations throughout his lifetime. | ||
+ | |||
+ | Occupations are often unintentionally gained by a character. For example if a character is captured by enemies, his Occupation could become "prisoner" in contrast to his player's intentions. | ||
+ | |||
+ | Occupations are often development goals for a character. For example a character may want to join a "town guard" to have better access to weapons for defeating a public enemy, and successfully changing his occupation to "town guard" could be a significant accomplishment for that character. | ||
+ | |||
+ | ==Inventory Management or Acquiring and Losing Equipment== | ||
+ | |||
+ | (See also Character Equipment) | ||
+ | |||
+ | ==Making Equipment== | ||
+ | |||
+ | === Equipment CP === | ||
+ | |||
+ | (See Armor and Weapon CP in the Template CP rules) | ||
+ | |||
+ | {{:Mano a Mano:Make an Item}} |