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==Make a Character - Character Generation Example==
 
==Make a Character - Character Generation Example==
  
This example explains how to make a playable character. Consult the game-specific rules or the Game Master (GM) to find out what Templates and how many Character Points (CP) you can use to make characters. (See [[Mano a Mano:Character Creation|Character Creation]].) The player starts generating the character with a "template" for the kind of character he is making.
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This example explains how to make a usable character. (See Characters/Character Generation.)
  
'''1. Choose the Type of Character You Want to Make'''
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===1. Choose the Type of Character You Want to Make===
  
Here we'll assume that we are allowed to use 201 total CP to make a single character whose template is "human."
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Consult the rules or the Game Master (or GM, the person in charge of playing the game,) to find out what Templates and how many Character Points (CP) you can use to make characters. For our purposes here we'll assume that we are allowed 25 CP with which to make a single character whose Template is "Sabretooth Penguin". (See [[Mano a Mano:Make a Template|Characters/Template Generation Example]].) His name is Modre.
After subtracting the CP value of the template (155 CP) we still have 46 CP to customize the character.
 
(See [[Mano a Mano:Make a Template|Game Design/Make a Template]].)
 
  
{{:Mano a Mano:Example Template}}
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===2. Racial Dimensions, Abilities and Modifiers===
  
'''2. Choose the Character's Build'''
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Now we look at the effect of the Modre's Template on his dimensions, abilities and modifiers. Modre is a Sabretooth Penguin, so we know that unless modified, his Abs, Pow and Agi modifiers will be 0, his reach will be 0.5 meters, his stride will be 1 meter, his claws and teeth will have -3 sharpness and +1 conceal modifier, and he will have a swimming modifier of +3. (See [[Mano a Mano:Make a Template|Characters/Template Generation Example]].) We make note of all this in the appropriate areas on our character sheet, listing the claws and teeth as an item in the equipment list. (See [[Mano a Mano:Character Sheet|Characters/Character Sheet]].)
  
Now we look at Steven's Template to see how it affects his dimensions and modifiers.
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===3. Designate the remaining CP===
Steven is a Human, so his height will be between 1.4 m and 2.0 m (within 20% of 1.7m), and his weight should be between 38 kg and 150 kg (50% to 200% of 75 kg.) We decide to make Steven a short-and-stocky tough guy: 1.6 m tall and 95 kg. We give him 2 extra points of toughness, which uses up 6 CP. Steven's agility (0), speed (1), strength (3) and running (5) will remain unchanged from the Human template. Steven's ''stamina'' is 14 (two times his toughness.)
 
  
{|
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The next step is to designate the rest of our CP allowance for enhancing Modre beyond his racial defaults. We know that the Sabretooth Penguin's template CP is 10, leaving only 15 undesignated CP out of the 25 CP allowance to enhance Modre beyond his racial defaults. As we designate CP for Modre's dimensions, abilities and modifiers, we fill in the appropriate areas on his character sheet. (See [[Mano a Mano:Character Sheet|Characters/Character Sheet]].)
| valign="top" |
 
'''3. Use the Remaining CP to Customize the Character'''
 
  
Now we will make Steven more competent and interesting by distributing the rest of his CP. After spending 6 CP to give Steven extra toughness, we have 40 CP remaining for enhancements. We decide that Steven does not have any disabilities or missing limbs, so we'll just distribute the rest of the CP among Steven's abilities.
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Modre is a typical Sabretooth Penguin with average build, Reach (0.5 meters) and Stride (0.5 meters), and the usual limbs, so these don't affect his CP.
  
We give him a new ''one-handed weapons'' ability with a modifier of 4 (20 CP.)
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We'll start with the essentials by using 3 CP on Swimming, and 6 CP on One Handed Weapons. This lowers our undesignated CP to 6.   This gives Modre +5 Swimming (+3 from his template and +2 ability levels for 3 CP) and +3 One Handed Weapons.  Finally, we'll then use 3 CP on Craftsmanship, 1 CP on Stealth, 1 CP on Running, and 1 CP on Fishing.  This lowers our undesignated CP to 0.  It also gives Modre +2 Craftsmanship and Stealth.
We use 10 CP to give Steven an extra ''craftsmanship'' ability modifier of 2.
 
We use the remaining 10 CP to give Steven an extra ''natural weapons'' ability modifier of 2.
 
The Human template does not have a one-handed weapons, craftsmanship or natural weapons modifier, so we write a 0 in the right side of the '''Modifier''' column for each ability.
 
| valign="bottom" |
 
{|
 
| || align="right" |  6 || extra toughness (+2)
 
|-
 
| || align="right" | 20 || one-handed weapons (+4)
 
|-
 
| || align="right" | 10 || craftsmanship (+2)
 
|-
 
| || align="right" | 10 || natural weapons (+2)
 
|-
 
| + || align="right" style="border-bottom:solid black 1px" | 155 || template CP
 
|-
 
| || align="right" | 201 || total CP value
 
|}
 
|}
 
  
'''4. Occupation and Equipment'''
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===4. Body Modifiers===
  
Steven meets the minimum qualifications to be a Robber.
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For convenience we can enter the modifiers from Modre's "Body" as a piece of equipment on the character sheet.  These are his modifiers without any weapons or armor except natural armor. We don't even include natural weapons (we list those as another piece of equipment) so we can quickly figure out a Modre's modifiers with any weapon by comparing them to his "Body" modifiers.
We decide this suits the personality we envision for Steven, so we make his occupation "Robber".
 
This occupation does not give Steven any equipment, but he has made a "machete".
 
(See [[Mano a Mano:Occupations#Occupation Examples|Game Design/Occupations/Occupation Examples]] and [[Mano a Mano:Make an Item|Character Development/Making Equipment/Equipment Generation Example]].)
 
  
{{:Mano a Mano:Example Weapon}}
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*Enter 0 for his Body CP, since his body has not been modified beyond what is found on his template.
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*Ignore Quantity (Qty) and Sharpness (Shp) for his Body modifiers.
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*Cover (Cvr) is listed as "all" instead of a number because Modre's Body's Abs modifier applies regardless of how successfully any attack hits him.
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*Enter his Mass (Mas) as 60.  Modre weigh's 60 kg, (within the range allowed by his template.)
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*Enter his templates Agi (0) as his body combat modifier (Cmb).  Do not add any ability modifiers to this.
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*Enter 0 for his damage Absorption modifier (Abs) from his template's size.
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*Enter 0 for his attack Power modifier (Pow) from his template's size.
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*Enter his Reach (Rch) as 0.5 (his natural reach modifier with hand weapons - in meters.)
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*Enter his Stride (Std) as 1 (inherited from his template) in the Special column
  
Steven only has one machete, so we list the item's name as "1 machete".
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Modre is 1 meter tall (within the range listed on his template.) list this as his Length in the Description section of his character sheet.
We copy the item's features (just "sharp"), mass (0.5 kg), and heft (3) to Steven's character sheet.
 
Steven's machete has an attack modifier of 4: Steven's agility (0) plus Steven's ''one-handed weapons'' ability (2).
 
Steven's machete has a defense of 14: Steven's agility (0) plus Steven's ''one-handed weapons'' ability (2) plus 10.
 
The machete's power is 5 and Steven's total strength is 3. Steven's machete power is the highest of these two values (5).
 
  
We also fill in the power, attack and defense of Steven's natural weapons.
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<TABLE align="right">
The power of his hands and feet is Steven's total strength, which is 4..
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<tr>
Steven's hands and feet have an attack modifier of 2: his agility plus his ''natural weapons'' ability (2).
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  <td>
Steven's hands and feet have a defense of 12: his agility (0) plus his ''natural weapons'' ability (2) plus 10.
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-------------DEFENSE----------|-----------OTHER USED-------------
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| DESCRIPTION            CP  | ABILITIES        Tmp Mod  CP  |
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| Name: Modre                | Swimming          3  5  (  3 ) |
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| Tmp: Sabre.Penguin  ( 10 ) | One Hand Weapons ___  3  (  6 ) |
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| Occ: Robber                | Craftsmanship    ___  2 (  3 ) S
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| Sex: M Age:Adult Length: 1m | Stealth          ___  1  (  1 ) T
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| Other______________________ | Running          ___  1  (  1 ) U
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| ___________________________ | Fishing          ___  1  (  1 ) N
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| ___________________________ | ________________ ___ ___ (____) |
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R ___________________________ | ________________ ___ ___ (____) |
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E ___________________________ | ________________ ___ ___ (____) |
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A _____________________(____) | ________________ ___ ___ (____) |
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D----------------------------------------------------------------
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Y EQUIPMENT        Qty Mas Cmb Cvr Abs Pwr Shp ___ Rch Special |
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| Body_____CP(____) n/a 60  0  all  0  0    n/a  0.5 Std: 1  D
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| Teeth & Claws    All  0  0  ___  0  0  -3  ___ 0.5 _______ A
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| Ice Blade          1  0.4  1  ___  3  2  -2  ___ 1.5 _______ M
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| _________________ ___ ___ ___ ___ ___ ___ ___ ___ ___ _______ A
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| _________________ ___ ___ ___ ___ ___ ___ ___ ___ ___ _______ G
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| _________________ ___ ___ ___ ___ ___ ___ ___ ___ ___ _______ E
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| _________________ ___ ___ ___ ___ ___ ___ ___ ___ ___ _______ |
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| TotalCP( 25 ) Eq.Mass:0.4kg /CC:10kg = Enc:0 HP:6 HP/round: 3 |
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  </td>
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</tr>
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</table>
  
'''5. Grapple, Defense, Armor'''
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===5. Natural Weapons===
  
Steven's grapple attack is his 0 agility plus his 0 grappling ability plus his 3 strength, for a total of 3 grapple attack
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Now we enter Modre's claws and teeth as a piece of equipment on his character sheet.
Steven's grapple defense is his 3 grapple attack plus 10, for a total of 13 grapple defense.
 
Steven's ''melee defense'' is the best defense of all his natural weapons and hand weapons. His machete has 14 defense, while his hands and feet have only 12 defense, so his melee defense is 14.
 
Steven's ''missile defense'' is his agility (0) plus 10, which is 10 (10 + 0 = 10).
 
Steven has no armor so his ''best absorption'' and ''total cover'' are 0.
 
  
{{:Mano a Mano:Example Character}}
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*Enter 0 for his Teeth and Claws Cmb since he has no ability that adds a modifier when fighting with his natural weapons.
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*Enter the natural weapon's Sharpness modifier (-3) under Sharpness (Shp)
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*Enter 0 for the Teeth and Claws Mass (Mas), since their Mass is already included in his Body Mass.
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*Modre's natural weapons have no other modifiers, so copy the Reach (Rch) and Attack Power (Pwr) modifiers from Modre's "Body" modifiers.
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===6. Equipment===
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The final step is to account for the character's equipment. Modre has made an "Ice Blade" (see Equipment Generation Example.) Here is the Ice Blade's weapon listing from the weapon list:
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<table><tr><td>
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Item Name  CP  Mass  Agi  Reach Cvr Abs Pwr Shp Spec.
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Ice Blade  26  0.4  -2    1    0  3  2  -2  ____
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</td></tr></table>
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Here is how we put this weapon onto Modre's character sheet:
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*First we copy the Item Name, Mass, Sharpness and Absorption from the weapon listing to the character sheet.
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*He only has one Ice Blade, so we make it's Quantity (Qty) 1.
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*Modre's Ice Blade -2 agility plus Modre's One Hand Weapon modifier (+3) is 1, which would be Modre's Ice Blade combat modifier.
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*Modre's Ice Blade reach is 1.5 (his body reach plus the Ice Blade's reach.)
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*The Ice Blade's cover is 0, and does not affect any layers of armor Modre has, so Modre's Ice Blade Cover is 0.
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*Because the Ice Blade's power is higher than Modre's Body power, Modre's Ice Blade power is the same as the Ice Blade's power (2.)
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*Since Modre has no other equipment, the Ice Blade does not turn out to be heavy enough to change his "Enc."
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===7. Final Details===
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*Modre meets the minimum qualifications to be a "Robber," and since this suits the personality we envision for Modre well, we make this his occupation.
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*His athletic abilities are his Swimming(5) and Running(1), so his Hit Points are 6 (5+1.)  This makes his HP/round 3 (half of 6.)
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*His total CP is 25 (equipment CP is not listed on the character sheet.)

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