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| Many things described in the [[Mano a Mano]] Role-Playing System - including characters, equipment, templates and abilities - are worth Character Points (CP). CP is a rough estimate of how valuable that thing is.
| | ==Character Points== |
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| This value can be used in various ways. For example, players could design characters within a CP limit, or the strength of opposing teams could be compared by the CP of their characters and equipment. Typically an "average beginning character" is worth about 25 CP, not including equipment.
| | Many things described in the [[Mano a Mano]] Role-Playing System - including [[Mano a Mano:Character Creation|characters]], [[Mano a Mano:Equipment|equipment]] and [[Mano a Mano:Templates|templates]] - have a Character Point (CP) value. CP is a rough estimate of how valuable that thing is. Players often design new PCs with a CP limit of about 300 CP, not including equipment. Minor NPCs usually have about 250 CP. The most powerful PCs and legendary heroes have up to 1000 CP. Powerful superheroes could have as much as 3000 CP. CP might also be used to compare the strength of the characters and equipment on opposing teams. |
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| === Template CP ===
| | {{:Mano a Mano:CP Tables}} |
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| {{:Mano a Mano:Template CP}} | |
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| === Character CP ===
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| ==== Template ====
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| Add the CP of the character's Template to the character's total CP.
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| ==== Abilities ====
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| Add the CP of extra Ability levels (General Abilities, Skills and Disabilities) beyond what the Character's Template provides. If a Character has 6 levels of Stealth ability and his Template has 4 Stealth, then he has 2 extra levels of Stealth, which is worth 3 CP. If a character has 3 levels of Nearsighted and their template does not have this disability, then he has 3 extra levels of Nearsighted, which is worth -6 CP.
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| {{:Mano a Mano:Ability CP}}
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| ==== Body ====
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| The character may vary from his template, by having a special "build" according to the following table (these modifiers are applied to the character's Natural Weapon and Armor and Naked modifiers on his character sheet):
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| <table><tr><td>
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| CP Pow Abs Agi Small Builds Mass
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| -1 -1 -1 +1 small less than template range
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| +1 0 -1 +1 small and powerful less than template range
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| +2 -1 0 +1 small and tough less than template range
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| CP Pow Abs Agi Weaker Builds Mass
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| -9 -1 -1 -1 feeble less than template range
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| -5 -1 -1 0 puny less than template range
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| -3 0 -1 0 delicate within template range
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| -2 -1 0 0 wimpy within template range
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| CP Pow Abs Agi Typical Builds Mass
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| +4 0 0 +1 fast (light) within template range (less than average)
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| 0 0 0 0 normal within template range
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| -4 0 0 -1 slow (heavy) within template range (more than average)
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| CP Pow Abs Agi Athletic Builds Mass
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| +7 0 +1 +1 fast and tough within template range
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| +6 +1 0 +1 fast and powerful within template range
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| +3 0 +1 0 tough within template range
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| +2 +1 0 0 powerful within template range
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| CP Pow Abs Agi Large Builds Mass
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| +1 +1 +1 -1 big more than template range
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| +5 +1 +1 0 big and fast more than template range
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| +9 +1 +1 +1 big and very fast more than template range
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| </td></tr></table>
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| ==== Missing Limbs ====
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| If the character is missing any of the limbs described in their Template, subtract the CP of the missing limbs.
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| * 3 CP for a Primary Limb
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| * 2 CP for a Secondary Limb
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| * 1 CP for an Other Limb
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| (For example, if a Sword fighter looses his primary limb in a fight, his loss subtracts 3 CP from his Total CP. If he still has enough of a stub left to attack with, then his maimed primary limb may still be counted as an "Other Limb", and would only be a loss of 2 CP.)
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| === Equipment CP ===
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| The Character Points (CP) amounts of most weapon modifiers is similar to the ability CP scale.
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| The '''Default CP''' scale is used for Cover (Cvr), Absorption (Abs), Concealment (Con) and Toughness (Tgh).
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| The '''Double CP''' Parry (Par), and Grapple (Grp).
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| The '''Triple CP''' scale is used for Power (Pwr) and Attack (Atk).
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| <table><tr><td>
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| Modifier -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8
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| Default CP -21 -15 -10 -6 -3 -1 0 1 3 6 10 15 21 28 36
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| Double CP -42 -30 -20 -12 -6 -2 0 2 6 12 20 30 42 56 72
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| Triple CP -63 -45 -30 -18 -9 -3 0 3 9 18 30 45 63 84 108
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| </td></tr></table>
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| <table><tr><td>'''Sharpness'''</td></tr><tr><td>
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| Sharpness -4 -3 -2 -1 0 1 2 3 4
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| CP 0 1 3 6 10 15 21 28 36
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| </td></tr></table>
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| {{:Mano a Mano:Reach Table}}
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Character Points[edit]
Many things described in the Mano a Mano Role-Playing System - including characters, equipment and templates - have a Character Point (CP) value. CP is a rough estimate of how valuable that thing is. Players often design new PCs with a CP limit of about 300 CP, not including equipment. Minor NPCs usually have about 250 CP. The most powerful PCs and legendary heroes have up to 1000 CP. Powerful superheroes could have as much as 3000 CP. CP might also be used to compare the strength of the characters and equipment on opposing teams.
Template Character Points[edit]
(See Game Design/Templates.)
build |
|
no variability |
-10 CP
|
low variability |
-5 CP
|
medium variability |
0 CP
|
high variability |
5 CP
|
¼ speed |
-30 CP
|
½ speed |
0 CP
|
1 speed |
30 CP
|
2 speed |
60 CP
|
3 speed |
90 CP
|
agility levels |
15 CP
|
strength levels |
10 CP
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toughness levels |
5 CP
|
running levels |
10 CP
|
swimming levels |
10 CP
|
airspeed levels |
10 CP
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abilities |
|
ability levels |
8 CP
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qualities |
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flying |
15 CP
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gliding |
10 CP
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soaring |
5 CP
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parachuting |
5 CP
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perfect regeneration |
10 CP
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daily regeneration |
10 CP
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hourly regeneration |
30 CP
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sudden regeneration |
50 CP
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mechanical |
5 CP
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blind |
-70 CP
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deaf |
-30 CP
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dumb |
-10 CP
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mute |
-15 CP
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inept |
-20 CP
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unintelligent |
-40 CP
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natural armor
partial cover |
5 CP |
× cover × absorption
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complete cover |
50 CP |
× absorption
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natural weapons
none |
-50 CP
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single |
-20 CP
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multiple |
0 CP
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each hand |
10 CP
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leverage levels |
4 CP
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offense levels |
5 CP
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meters of range |
1 CP
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one sharp weapon |
20 CP
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multiple sharp weapons |
30 CP
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one padded weapon |
5 CP
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multiple padded weapons |
8 CP
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Character Character Points[edit]
(See Character Development/Character Creation.)
ability levels |
5 CP
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more speed |
20 CP
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less speed |
-20 CP
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agility levels |
10 CP
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toughness levels |
3 CP
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strength levels |
5 CP
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running levels |
10 CP
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swimming levels |
10 CP
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airspeed levels |
10 CP
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Equipment Character Points[edit]
(See Game Design/Equipment.)
heft levels |
-10 CP |
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power levels |
10 CP |
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meters of range |
1 CP |
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partial cover |
5 CP |
× cover × absorption
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complete cover |
50 CP |
× absorption
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offense levels |
5 CP |
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control levels |
10 CP |
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sharp |
20 CP |
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padded |
5 CP |
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two-handed |
-10 CP |
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flash |
-5 CP |
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noise |
-10 CP |
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smoke |
-20 CP |
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shots before reloading |
CP value
|
1 |
-2 × the reload time
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2 |
5 - 2 × the reload time
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3 |
10 - 2 × the reload time
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4 |
12 - 2 × the reload time
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5 |
14 - 2 × the reload time
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6 |
16 - 2 × the reload time
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7 |
17 - 2 × the reload time
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8 |
18 - 2 × the reload time
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9 |
19 - 2 × the reload time
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10 or more |
20 - 2 × the reload time
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no limit |
20
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mass |
CP
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0.000 kg |
10
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0.001 kg |
9
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0.002 kg |
8
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0.005 kg |
7
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0.01 kg |
6
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0.02 kg |
5
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0.03-0.05 kg |
4
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0.06-0.10 kg |
3
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0.11-0.20 kg |
2
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0.21-0.50 kg |
1
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0.51-1.00 kg |
0
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1.01-2.00 kg |
-1
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3-5 kg |
-2
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6-10 kg |
-3
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11-20 kg |
-4
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21-50 kg |
-5
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51-100 kg |
-6
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101-200 kg |
-7
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201-500 kg |
-8
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501-1000 kg |
-9
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1001-2000 kg |
-10
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2001-5000 kg |
-11
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5001-10,000 kg |
-12
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10,001-20,000 kg |
-13
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