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=== Template CP ===
 
=== Template CP ===
 
  
 
Template CP is the sum of the template's ability, disability, variability, toughness, power, speed, agility, natural weapon and armor CP.
 
Template CP is the sum of the template's ability, disability, variability, toughness, power, speed, agility, natural weapon and armor CP.
  
 
;Template Ability CP: The CP of a template ability is the ability modifier times 15: 15 CP for a modifier of 1 or 30 CP for a modifier of 2.  
 
;Template Ability CP: The CP of a template ability is the ability modifier times 15: 15 CP for a modifier of 1 or 30 CP for a modifier of 2.  
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;Flight: "Powered Flight" is a quality that has a CP value of 15. "Gliding" is a quality that has a CP value of 10. "Soaring" is a quality that requires Powered Flight or Gliding, and has a CP value of 5. "Parachuting" is a quality that has a CP value of 5.
  
 
;Template Variability CP: No variability is worth -10 CP. Low variability is worth -5 CP. Medium variability is worth 0 CP. High variability is worth 5 CP.
 
;Template Variability CP: No variability is worth -10 CP. Low variability is worth -5 CP. Medium variability is worth 0 CP. High variability is worth 5 CP.
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;Template Toughness CP: Each point of template toughness is worth 5 CP.
 
;Template Toughness CP: Each point of template toughness is worth 5 CP.
  
;Template Power CP: Each point of template power is worth 10 CP. A natural weapon point of additional power is worth 5 CP, but natural weapon power does not increase the character's carrying capacity or make it easier to wield hefty weapons in any way.
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;Template Power CP: Each point of template power is worth 10 CP.
  
 
;Template Speed CP: 1/4 speed is worth -30 CP. 1/2 speed is worth 0 CP. 1 speed is worth 30 CP. 2 speed is worth 60 CP. 3 speed is worth 90 CP.
 
;Template Speed CP: 1/4 speed is worth -30 CP. 1/2 speed is worth 0 CP. 1 speed is worth 30 CP. 2 speed is worth 60 CP. 3 speed is worth 90 CP.
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The CP of template's natural weapons is based on their quantity, template reach, sharpness and manual dexterity:
  
The CP of template's natural weapons is based on their quantity, sharpness and number of hands:
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;Quantity CP: Quantity CP is based on the ''total'' quantity of all of the template's natural weapons. No natural weapons (0 total quantity) is worth -100 CP. A single natural weapon (1 total quantity) is worth 0 CP. Two or more natural weapons is worth 20 CP plus 5 times the total quantity. For example, 2 weapons would be worth 30 CP (20 + 5 x 2,) and 5 natural weapons would be worth 45 (20 + 5 x 5.)
 
 
;Quantity CP: Quantity CP is based on the ''total'' quantity of all of the template's natural weapons. No natural weapons (0 total quantity) is worth -50 CP. A single natural weapon (1 total quantity) is worth -20 CP. Two or more natural weapons is worth 0 CP.
 
 
 
;Template Range CP: The range of a natural weapon is worth 1 CP per meter.
 
 
 
;Sharpness CP: Blunt sharpness is worth 0 CP.  One sharp natural weapon is worth 20 CP, two or more sharp natural weapons is worth 30 CP. One padded natural weapon is worth 5 CP. Two or more padded natural weapons is worth 8 CP. For example, the sharpness of 10 razor blades (sharp) and 10 electro-shock tentacles (padded) would be worth a total of 38 CP (8 + 30.)
 
 
 
;Hand CP: Each natural weapon that is a "hand" capable of wielding tools or weapons is worth an additional 10 CP.
 
 
 
 
 
Templates can also have various "qualities":
 
 
 
;Flight: "Powered Flight" is worth 15 CP. "Gliding" is worth 10 CP. "Soaring" requires Powered Flight or Gliding, and is worth 5 CP. "Parachuting" is worth 5 CP.
 
 
 
;Mechanical: Being Mechanical (rather than organic) is worth 3 CP.  (Being organic is worth 0 CP and does not need to be specified if the character is not mechanical.)
 
 
 
;Sensory Impairment: Blind is worth -70 CP. Deaf is worth -30 CP. 
 
  
;Communication Impairment: Dumb is worth -10 CP.  Mute is worth -15 CP.
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;Template Reach CP: The reach of a template's longest natural weapon is worth 20 CP per meter, or 2 CP per tenth of a meter. The reach of that template's second-longest natural weapon is worth 10 CP per meter, or 1 CP per tenth of a meterThe reach of any shorter natural weapons that template may have is worth 0 CP.
  
;Physical Impairment: Lame is worth-30 CP.  Immobile is worth -70 CP.
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;Sharpness CP: Blunt sharpness is worth 0 CP.  One sharp natural weapon is worth 100 CP, two or more sharp natural weapons is worth 150 CP. One padded natural weapon is worth 20 CP. Two or more padded natural weapons is worth 30 CP. For example, the sharpness of 10 razor blades (sharp) and 10 electro-shock tentacles (padded) would be worth a total of 180 CP (150 + 30.)
  
;Mental Impairment: Inept is worth -20 CP. Unintelligent is worth -40 CP.
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;Manual Dexterity CP: A template's dexterity CP is 20 times the dexterity of the natural weapon with the best dexterity plus 10 times the dexterity of the natural weapon with the second-best dexterity. If the template has only one natural weapon, subtract 50 CP instead of 10 times the second best natural weapon's dexterity. If the template has no natural weapons, the template's dexterity CP is -150.
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{| style="text-align:center"
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! width="20" | !! Best !! Second !! CP
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|-
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| || colspan="2" | Ambidextrous ||
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|-
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| ||  0 ||  0 ||  0
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|-
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| || -1 || -1 || -30
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|-
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| || -2 || -2 || -60
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|-
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| || -3 || -3 || -90
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|-
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| || -4 || -4 || -120
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|-
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| || colspan="2" | Different Hands ||
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|-
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| ||  0 || -1 || -10
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|-
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| ||  0 || -2 || -20
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|-
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| ||  0 || -3 || -30
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|-
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| ||  0 || -4 || -40
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|-
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| || -1 || -2 || -40
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|-
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| || -1 || -3 || -50
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|-
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| || -1 || -4 || -60
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|-
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| || -2 || -3 || -70
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|-
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| || -2 || -4 || -80
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|-
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| || -3 || -4 || -100
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|-
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| || colspan="2" | Single Handed ||
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|-
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| || colspan="2" |  0 || -50
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|-
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| || colspan="2" | -1 || -70
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|-
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| || colspan="2" | -2 || -90
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|-
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| || colspan="2" | -3 || -110
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|-
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| || colspan="2" | -4 || -130
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|-
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| || colspan="2" | No Hands || -150
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|}

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