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=Character Development=
 
=Character Development=
  
{{:Mano a Mano:Training and Experience}}
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==Developing Abilities through Training and Experience==
  
{{:Mano a Mano:Changing Occupations}}
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An experience point is one percent (1% or 1/100) of a character point. Experience points are used to improve abilities by small increments. 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.
  
{{:Mano a Mano:Inventory Management}}
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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 are written on the character sheet a decimal fraction of CP.  For example, if a character has exactly 3 CP dedicated to a certain ability, and adds 60 experience points (0.60 CP) to that ability, he would write the total as "3.60".  If he adds 100 more experience points (1.00 CP) the total would be "4.60", and if he adds 120 experience points (1.20 CP) after that, the final total would be "5.80".
  
{{:Mano a Mano:Manufacturing and Modification}}
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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 success rolls to reflect gradual character development. (Ability levels are the difference between a character's personal abilities and their template's abilities)
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Adding CP to an ability can increase the ability's level and modifier.  The new ability level is the highest level the character can get with the character's CP for that ability. The new ability modifier is the new ability level plus the template's ability modifier.
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The CP required for whole ability levels is the sum of whole numbers from 1 to the current ability level. (See [[Mano a Mano:Ability CP|Ability CP]].)
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If the game allows fractions of ability levels, find the whole number part of their ability level, and then find the fractional part.  The whole number part is the highest whole ability level they can get with the ability's CP.  Each percentage of an ability level beyond that requires one percent of a CP (one experience point) times the ''next'' whole number ability level.  Give the character as many fractions as they can get with the ability's CP minus the CP of the whole number part.
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  Whole            Add a        Add 0.1    Add 0.01
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Ability  CP    Half Level    of a Level  of a Level
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  Level          if CP is      for each    for each
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    1    1.00  at least 1.50    0.20 CP    0.02 CP
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    2    3.00  at least 4.50    0.30 CP    0.03 CP
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    3    6.00  at least 8.00    0.40 CP    0.04 CP
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    4  10.00  at least 12.50  0.50 CP    0.05 CP
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    5  15.00  at least 18.00  0.60 CP    0.06 CP
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    6  21.00  at least 21.00  0.70 CP    0.07 CP
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    7  28.00  at least 28.00  0.80 CP    0.08 CP
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    8  36.00  at least 40.50  0.90 CP    0.09 CP
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    9  45.00  at least 50.00  1.00 CP    0.10 CP
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'''Examples:'''
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*A character has an ability with 3 levels and 6.00 CP.  They add 400 experience points (4.00 CP) for a total of 10.00 CP.  Their ability level is now 4.
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*A character has 2.00 CP in some ability.  The whole number part of the ability is 1.  The game allows the character to have half ability levels, so the player finds the difference between the Ability's CP and the CP of the whole number part (2.00 CP - 1.00 CP = 1.00 CP.)  The next whole ability level is 2, so increasing the ability level by a fraction requires 2 experience points for every percent of fractional ability level.  Increasing the ability by one half (50%) requires 2 experience points times 50 percentage points which equals 100 experience points or 1.00 CP.  So the character has just enough points for ability level 1.5.
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*A character uses 550 experience points to develop a new ability.  The new ability's CP is 5.50.  The whole number part of the new ability's level is 2 (which requires 3.00 CP while the next whole number level requires 6.00 CP.)  The game allows tenths of ability levels.  The difference between the ability's CP and the CP of the whole number part is 5.50 - 3.00 = 2.50 CP, or 250 experience points.  The next whole ability level is 3, so the ability can be increased ten percent for every 30 (3 times 10) experience points in the difference.  8 times 30 experience points is 240, which is less than 250, so the characters new ability level is 2 and eight tenths (2.8).
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*A character has an ability with 3.55 CP and is allowed to have hundredths of an ability level.  The whole number part of the ability's level is 2, and the difference between the CP of that whole number part and the ability's total CP is 0.55, or 55 experience points.  The character can have an extra percent of an ability level for every 3 experience points (3 is the next whole ability level.)  The character's ability level is 2.18 because 18 times 3 is 54, but 19 times 3 is 57.
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==Changing Occupations==
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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.
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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.
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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.
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==Inventory Management or Acquiring and Losing Equipment==
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(See also Character Equipment)
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==Making Equipment==
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=== Equipment CP ===
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(See Armor and Weapon CP in the Template CP rules)
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{{:Mano a Mano:Make an Item}}

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