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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 by getting a partially-filled out character sheet called a "template." Which template he uses depends on what kind of character he is making.
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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.
  
===Choose the Type of Character You Want to Make===
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'''1. Choose the Type of Character You Want to Make'''
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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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After subtracting the CP value of the template (155 CP) we still have 46 CP to customize the character.
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(See [[Mano a Mano:Make a Template|Game Design/Make a Template]].)
  
Here we'll assume that we are allowed to use 4000 CP to make a single character whose Template is "Sabretooth Penguin".
 
(See [[Mano a Mano:Make a Template|Game Design/Make a Template]].)  Therefore we are using a Sabretooth Penguin Template to make this character:
 
 
{{:Mano a Mano:Example Template}}
 
{{:Mano a Mano:Example Template}}
We decide to create an average-sized male Sabretooth Penguin named Modre.
 
We record the name, sex, age, template and build on the character sheet.
 
We record the CP value of the Sabretooth Penguin template (2700 CP) as the Template CP on Modre's character sheet.
 
This leaves us with 1300 CP to customize Modre later.
 
  
===Modify Dimensions, Modifiers and Abilities from the Template===
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'''2. Choose the Character's Build'''
  
Now we look at Modre's Template to see how it affects his dimensions and modifiers.
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Now we look at Steven's Template to see how it affects his dimensions and modifiers.
Modre is a Sabretooth Penguin, so his height will be between 0.75 m and 1.50 m, and his mass should be between 40 kg and 90 kg.
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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.)
We decide that Modre should be a typical Sabretooth Penguin 1.00 m tall and 60 kg.
 
We copy the agility (4), speed (1), power (2-4) and toughness (4) from the Sabretooth Penguin template to Modre's character sheet.
 
The Sabretooth Penguin template has a +2 swimming modifier, so we add that ability and modifier to Modre's character sheet.
 
  
===Natural Weapons===
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{|
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| valign="top" |
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'''3. Use the Remaining CP to Customize the Character'''
  
Now we copy the claws and teeth from the Sabretooth Penguin template to the first line of Modre's equipment list.
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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.
Enter 0 for the mass of the teeth and claws.
 
Their mass is already included in his the mass of Modre's body and does not affect Modre's encumbrance.
 
The claws are hands with a manual dexterity modifier of 0.
 
They have 0.5 m of reach and S (sharp) sharpness.
 
The quantity of Modre's natural weapons is 3 (two claws and the teeth.)
 
The power of the claws is the range "2-4" - copied from Modre's power modifier at the top of the character sheet.
 
The combat modifier of the claws will be Modre's agility.
 
If Modre develops an ability he can use when fighting with the claws, we will add that ability's modifier to the claws combat modifier.
 
(See [[Mano a Mano:Inventory Management|Character Development/Inventory Management]].)
 
  
===Use the Remaining CP to Customize the Character===
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We give him a new ''one-handed weapons'' ability with a modifier of 4 (20 CP.)
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We use 10 CP to give Steven an extra ''craftsmanship'' ability modifier of 2.
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We use the remaining 10 CP to give Steven an extra ''natural weapons'' ability modifier of 2.
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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.
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| valign="bottom" |
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{|
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| || align="right" |  6 || extra toughness (+2)
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|-
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| || align="right" | 20 || one-handed weapons (+4)
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|-
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| || align="right" | 10 || craftsmanship (+2)
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|-
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| || align="right" | 10 || natural weapons (+2)
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|-
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| + || align="right" style="border-bottom:solid black 1px" | 155 || template CP
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|-
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| || align="right" | 201 || total CP value
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|}
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|}
  
The next step is to make Modre more competent and interesting by distributing the CP remaining after subtracting Modre's Template CP (1800 CP) from the CP allowance (3100 CP). Modre has 1300 CP remaining for enhancements.
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'''4. Occupation and Equipment'''
An average build is worth 0 CP, so we record that as modre's Build CP. 
 
Modre does not have any other unusual features like missing limbs, so his Other CP is also 0.
 
  
The rest of the CP allowance (1300 CP) will be distributed among Modre's abilities.
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Steven meets the minimum qualifications to be a Robber.
We'll improve his swimming by giving him an extra swimmming ability modifier of 2 (300 CP.)
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We decide this suits the personality we envision for Steven, so we make his occupation "Robber".
This makes makes his total swimming modifier +5 (+3 from the Sabretooth Penguin template's swimming modifier and +2 from Modre's own extra swimming ability modifier.)
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This occupation does not give Steven any equipment, but he has made a "machete".
We'll give him an extra one-handed weapons ability modifier of 3 (600 CP.)
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(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]].)
Modre's total one-handed weapons modifier is the same as his extra ability modifier (+3) because the Sabretooth Penguin template does not have a template one-handed weapons modifier.
 
We use the remaining 400 CP to give Modre an extra craftsmanship ability modifier of 2 and an extra fishing ability modifier of 1.
 
 
 
Modre's total CP is 2500
 
(1200 Template CP + 1300 Ability CP + 0 Build CP + 0 Other CP.)
 
Equipment CP is not listed on the character sheet.
 
 
 
===Occupation and Equipment===
 
 
 
Modre meets the minimum qualifications to be a Robber.
 
We decide this suits the personality we envision for Modre, so we make his occupation "Robber".
 
 
 
Modre has made an "Ice Blade" (see [[Mano a Mano:Make an Item|Character Developing/Making Equipment/Equipment Generation Example]].)
 
 
 
{| style="text-align:center"
 
! align="left" | Item Name
 
! align="left" | Special Modifiers
 
!  CP  !! Mass !! Heft !! Reach !! Power !! Shp !! Cvr !! Abs
 
|-
 
| align="left" | Ice Blade
 
| align="left" | (no special modifiers)
 
| 2400 || 0.5 kg ||  8  || 1.0 m ||  3-6  ||  S  ||  0  ||  0
 
|}
 
  
To put this weapon onto Modre's character sheet:
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{{:Mano a Mano:Example Weapon}}
  
* First we copy the item name, mass, heft and sharpness from the weapon listing to the character sheet.
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Steven only has one machete, so we list the item's name as "1 machete".
* Modre only has one Ice Blade, so we make it's quantity (Qty) 1.
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We copy the item's features (just "sharp"), mass (0.5 kg), and heft (3) to Steven's character sheet.
* Modre's Ice Blade has a combat modifier of 7: Modre's agility (4) plus Modre's one-handed weapons ability modifier (3).
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Steven's machete has an attack modifier of 4: Steven's agility (0) plus Steven's ''one-handed weapons'' ability (2).
* Modre's Ice Blade has 1.5 m reach (his claws reach plus the Ice Blade's reach.)
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Steven's machete has a defense of 14: Steven's agility (0) plus Steven's ''one-handed weapons'' ability (2) plus 10.
* Because the Ice Blade's power is higher than Modre's power, Modre's Ice Blade power is the same as the Ice Blade's power (3-6).
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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).
* Since Modre has no other equipment, the Ice Blade is not heavy enough to change his encumbrance.
 
* The Ice Blade has no cover, absorption or other modifiers.
 
  
===Movement, Encumbrance and Toughness===
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We also fill in the power, attack and defense of Steven's natural weapons.
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The power of his hands and feet is Steven's total strength, which is 4..
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Steven's hands and feet have an attack modifier of 2: his agility plus his ''natural weapons'' ability (2).
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Steven's hands and feet have a defense of 12: his agility (0) plus his ''natural weapons'' ability (2) plus 10.
  
Modre's +2 swimming ability modifier is multiplied by his 1 speed to give him 2 meters of water movement.
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'''5. Grapple, Defense, Armor'''
Modre has no running ability or lame disability modifier, so his stride is 0 and his ground movement is 1 meter.
 
Modre's climbing movement is 1 meter: the reach of his claws (0.5 m) multiplied by his speed (2).
 
We leave air movement blank because Modre cannot fly.
 
  
Modre's power stays the same as the Sabretooth Penguin's power.
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Steven's grapple attack is his 0 agility plus his 0 grappling ability plus his 3 strength, for a total of 3 grapple attack
We find Modre's carrying capacity (CC) from his power and the CC table.
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Steven's grapple defense is his 3 grapple attack plus 10, for a total of 13 grapple defense.
Modre's CC is 3 kg, so Modre's movement is reduced by 1 meter for every 3 kg of equipment he carries.
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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.
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Steven's ''missile defense'' is his agility (0) plus 10, which is 10 (10 + 0 = 10).
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Steven has no armor so his ''best absorption'' and ''total cover'' are 0.
  
Modre's only athletic ability is swimming.
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{{:Mano a Mano:Example Character}}
We add an extra point to his toughness, so Modre has 5 toughness.
 
Modre's toughness/2 is 3 (half of his toughness, rounded up.)
 

Latest revision as of 16:11, 20 January 2009

Make a Character - Character Generation Example[edit]

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 Character Creation.) The player starts generating the character with a "template" for the kind of character he is making.

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." After subtracting the CP value of the template (155 CP) we still have 46 CP to customize the character. (See Game Design/Make a Template.)

human, 75 kg, 1.7 m height, medium variability, 155 CP
1 speed, 0 agility, 3 strength, 5 toughness, 5 running
2 hands (hand)
2 feet

2. Choose the Character's Build

Now we look at Steven's Template to see how it affects his dimensions and modifiers. 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.)

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.

We give him a new one-handed weapons ability with a modifier of 4 (20 CP.) 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.

6 extra toughness (+2)
20 one-handed weapons (+4)
10 craftsmanship (+2)
10 natural weapons (+2)
+ 155 template CP
201 total CP value

4. Occupation and Equipment

Steven meets the minimum qualifications to be a Robber. 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 Game Design/Occupations/Occupation Examples and Character Development/Making Equipment/Equipment Generation Example.)

machete (81 CP, 0.5 kg, 3 heft, 5 power, sharp)
MaMmachete.png

Steven only has one machete, so we list the item's name as "1 machete". 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. The power of his hands and feet is Steven's total strength, which is 4.. Steven's hands and feet have an attack modifier of 2: his agility plus his natural weapons ability (2). Steven's hands and feet have a defense of 12: his agility (0) plus his natural weapons ability (2) plus 10.

5. Grapple, Defense, Armor

Steven's grapple attack is his 0 agility plus his 0 grappling ability plus his 3 strength, for a total of 3 grapple attack 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.

Steven, adult male human robber, 95 kg, 1.6 m height, 201 CP
1 speed, 0 agility, 3 strength, 7 toughness, 14 stamina, 5 running
2 unarmed combat, 4 one-handed weapons, 2 craftsmanship
2 hands (hand, 3 power, 2 attack, 12 defense)
2 feet (3 power, 2 attack, 12 defense)
1 machete (sharp, 0.5 kg, 3 heft, 5 power, 4 attack, 14 defense)
14 melee defense, 10 missile defense, 13 grapple defense, 3 grapple attack
0 best absorption, 0 total cover, ____ stun, ____ damage