Difference between revisions of "Mano a Mano:Make a Character"

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(Make a Character - Character Generation Example)
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==Make a Character - Character Generation Example==
 
==Make a Character - Character Generation Example==
  
This example explains how to make a usable character. (See [[Mano a Mano:Character Creation|Characters/Character Creation]].)
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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 has a blank character sheet and a pencil which can be used to erase and change values after they have been written down.
  
 
===Choose the Type of Character You Want to Make===
 
===Choose the Type of Character You Want to Make===
  
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.
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Here we'll assume that we are allowed to use 2500 CP to make a single character whose Template is "Sabretooth Penguin".
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(See [[Mano a Mano:Make a Template|Game Design/Make a Template]].)
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We decide to create an average-sized male Sabretooth Penguin named Modre.
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We record the name, sex, age, template and build on the character sheet.
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We record the CP value of the Sabretooth Penguin template (1200 CP) as the Template CP on Modre's character sheet.
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This leaves us with 1300 CP to customize Modre later.
  
===Racial Dimensions, Abilities and Modifiers===
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===Copy Dimensions, Modifiers and Abilities from the Template===
  
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]].)
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Now we look at Modre's Template to see how it affects his dimensions and modifiers.
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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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We decide that Modre should be a typical Sabretooth Penguin 1.20 m tall and 70 kg.
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We copy the agility, speed, power and health modifier from the Sabretooth Penguin template to Modre's character sheet
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(4 agility, 2 speed and power, 0 health.)
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We also copy the 4xPwr from the template (8) to Modre's grip.
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The Sabretooth Penguin template has a +3 swimming modifier, so we add that ability and modifier to Modre's character sheet.
  
===Designate the remaining CP===
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===Natural Weapons===
  
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]].)
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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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Enter 0 for the mass of the teeth and claws.
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Their mass is already included in his the mass of Modre's body and does not affect Modre's encumbrance.
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The claws are hands with a manual dexterity modifier of 0.
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They have 0.5 m of reach and 1/3 sharpness.
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The quantity of Modre's natural weapons is 3 (two claws and the teeth.)
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The power of the claws is 2 - copied the Modre's power modifier at the top of the character sheet.
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The combat modifier of the claws will be Modre's agility.
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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.
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(See [[Mano a Mano:Inventory Management|Character Development/Inventory Management]].)
  
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.
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===Use the Remaining CP to Customize the Character===
  
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 FishingThis lowers our undesignated CP to 0.  It also gives Modre +2 Craftsmanship and Stealth.
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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 (1200 CP) from the CP allowance (2500 CP). Modre has 1300 CP remaining for enhancements.  
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An average build is worth 0 CP, so we record that as modre's Build CP.   
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Modre does not have any other unusual features like missing limbs, so his Other CP is also 0.
  
===Body Modifiers===
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The rest of the CP allowance (1300 CP) will be distributed among Modre's abilities.
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We'll improve his swimming by giving him 2 swimmming ability levels (300 CP.)
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This makes makes his total swimming modifier +5 (+3 from the Sabretooth Penguin template's swimming modifier and +2 from Modre's own swimming ability levels.)
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We'll give him 3 levels of one-handed weapons ability (600 CP.)
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Modre's one-handed weapons modifier is the same as his ability level (+3) because the Sabretooth Penguin template does not have a one-handed weapons modifier.
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We use the remaining 400 CP to give Modre 2 levels of craftsmanship ability and 1 level of fishing ability.
  
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.
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Modre's total CP is 2500
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(1200 Template CP + 1300 Ability CP + 0 Build CP + 0 Other CP.)
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Equipment CP is not listed on the character sheet.
  
*Enter 0 for his Body CP, since his body has not been modified beyond what is found on his template.
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===Occupation and Equipment===
*Ignore Quantity (Qty) and Sharpness (Shp) for his Body modifiers.
 
*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.
 
*Enter his Mass (Mas) as 60.  Modre weigh's 60 kg, (within the range allowed by his template.)
 
*Enter his templates Agi (0) as his body combat modifier (Cmb).  Do not add any ability modifiers to this.
 
*Enter 0 for his damage Absorption modifier (Abs) from his template's size.
 
*Enter 0 for his attack Power modifier (Pow) from his template's size.
 
*Enter his Reach (Rch) as 0.5 (his natural reach modifier with hand weapons - in meters.)
 
*Enter his Stride (Std) as 1 (inherited from his template) in the Special column
 
 
 
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.
 
 
 
<TABLE align="right">
 
<tr>
 
  <td>
 
-------------DEFENSE----------|-----------OTHER USED-------------
 
| DESCRIPTION            CP  | ABILITIES        Tmp Mod  CP  |
 
| Name: Modre                | Swimming          3  5  (  3 ) |
 
| Tmp: Sabre.Penguin  ( 10 ) | One Hand Weapons ___  3  (  6 ) |
 
| Occ: Robber                | Craftsmanship    ___  2  (  3 ) S
 
| Sex: M Age:Adult Length: 1m | Stealth          ___  1  (  1 ) T
 
| Other______________________ | Running          ___  1  (  1 ) U
 
| ___________________________ | Fishing          ___  1  (  1 ) N
 
| ___________________________ | ________________ ___ ___ (____) |
 
R ___________________________ | ________________ ___ ___ (____) |
 
E ___________________________ | ________________ ___ ___ (____) |
 
A _____________________(____) | ________________ ___ ___ (____) |
 
D----------------------------------------------------------------
 
Y EQUIPMENT        Qty Mas Cmb Cvr Abs Pwr Shp ___ Rch Special |
 
| Body_____CP(____) n/a 60  0  all  0  0    n/a  0.5 Std: 1  D
 
| Teeth & Claws    All  0  0  ___  0  0  -3  ___ 0.5 _______ A
 
| Ice Blade          1  0.4  1  ___  3  2  -2  ___ 1.5 _______ M
 
| _________________ ___ ___ ___ ___ ___ ___ ___ ___ ___ _______ A
 
| _________________ ___ ___ ___ ___ ___ ___ ___ ___ ___ _______ G
 
| _________________ ___ ___ ___ ___ ___ ___ ___ ___ ___ _______ E
 
| _________________ ___ ___ ___ ___ ___ ___ ___ ___ ___ _______ |
 
| TotalCP( 25 ) Eq.Mass:0.4kg /CC:10kg = Enc:0 HP:6 HP/round: 3 |
 
  </td>
 
</tr>
 
</table>
 
 
 
===Natural Weapons===
 
  
Now we enter Modre's claws and teeth as a piece of equipment on his character sheet.
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Modre meets the minimum qualifications to be a Robber.
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We decide this suits the personality we envision for Modre, so we make his occupation "Robber".
  
*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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Modre has made an "Ice Blade" (see [[Mano a Mano:Make an Item|Character Developing/Making Equipment/Equipment Generation Example]].)
*Enter the natural weapon's Sharpness modifier (-3) under Sharpness (Shp)
 
*Enter 0 for the Teeth and Claws Mass (Mas), since their Mass is already included in his Body Mass.
 
*Modre's natural weapons have no other modifiers, so copy the Reach (Rch) and Attack Power (Pwr) modifiers from Modre's "Body" modifiers.
 
  
===Equipment===
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{| style="text-align:center"
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! align="left" | Item Name and Special Modifiers
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!  CP  !! Mass !! Heft !! Reach !! Cvr !! Abs !! Pwr !! Shp
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|-
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| align="left" | Ice Blade (no special modifiers)
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| 2000 || 7 kg ||  17  || 1.0 m ||  0  ||  0  ||  4  || 1/2
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|}
  
The final step is to account for the character's equipment. Modre has made an "Ice Blade" (see [[Mano a Mano:Make an Item|Character Developing/Making Equipment/Equipment Generation Example]].) Here is the Ice Blade's weapon listing from the weapon list:
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To put this weapon onto Modre's character sheet:
  
<table><tr><td>
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* First we copy the item name, mass, heft and sharpness from the weapon listing to the character sheet.
Item Name  CP  Mass  Agi  Reach Cvr Abs Pwr Shp Spec.
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* Modre only has one Ice Blade, so we make it's quantity (Qty) 1.
Ice Blade 26  0.4   -2     1   0  3   2  -2  ____
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* Modre's Ice Blade has a combat modifier of 4: Modre's agility (2) plus Modre's one-handed weapons ability modifier (+2).
</td></tr></table>
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* Modre's Ice Blade has 1.5 m reach (his claws reach plus the Ice Blade's reach.)
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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 (3).
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* Since Modre has no other equipment, the Ice Blade is not heavy enough to change his encumbrance.
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* The Ice Blade has no cover, absorption or other modifiers.
  
Here is how we put this weapon onto Modre's character sheet:
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===Movement, Encumbrance and Health===
  
*First we copy the Item Name, Mass, Sharpness and Absorption from the weapon listing to the character sheet.
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Modre's +5 swimming ability modifier is multiplied by his 2 speed to give him 10 meters of water movement.
*He only has one Ice Blade, so we make it's Quantity (Qty) 1.
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Modre has no running ability or lame disability modifier, so his stride is 0 and his ground movement is 1 meter.
*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 climbing movement is 1 meter: the reach of his claws (0.5 m) multiplied by his speed (2).
*Modre's Ice Blade reach is 1.5 (his body reach plus the Ice Blade's reach.)
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We leave air movement blank because Modre cannot fly.
*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.
 
*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.)
 
*Since Modre has no other equipment, the Ice Blade does not turn out to be heavy enough to change his "Enc."
 
  
===Final Details===
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Modre does not have a strength ability modifier, so his grip stays the same as the Sabretooth Penguin's 4xPwr.
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We find Modre's carrying capacity (CC) from his grip and the CC table.
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Modre's CC is 3 kg, so Modre's movement is reduced by 1 meter for every 3 kg of equipment he carries.
  
*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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Modre's only athletic ability is swimming.
*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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We add Modre's swimming ability modifier (+5) to his health, so Modre has 5 health.
*His total CP is 25 (equipment CP is not listed on the character sheet.)
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Modre's health/2 is 3 (half of his health, rounded up.)

Revision as of 10:56, 23 July 2007

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 Character Creation.) The player has a blank character sheet and a pencil which can be used to erase and change values after they have been written down.

Choose the Type of Character You Want to Make

Here we'll assume that we are allowed to use 2500 CP to make a single character whose Template is "Sabretooth Penguin". (See Game Design/Make a 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 (1200 CP) as the Template CP on Modre's character sheet. This leaves us with 1300 CP to customize Modre later.

Copy Dimensions, Modifiers and Abilities from the Template

Now we look at Modre'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. We decide that Modre should be a typical Sabretooth Penguin 1.20 m tall and 70 kg. We copy the agility, speed, power and health modifier from the Sabretooth Penguin template to Modre's character sheet (4 agility, 2 speed and power, 0 health.) We also copy the 4xPwr from the template (8) to Modre's grip. The Sabretooth Penguin template has a +3 swimming modifier, so we add that ability and modifier to Modre's character sheet.

Natural Weapons

Now we copy the claws and teeth from the Sabretooth Penguin template to the first line of Modre's equipment list. 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 1/3 sharpness. The quantity of Modre's natural weapons is 3 (two claws and the teeth.) The power of the claws is 2 - copied the 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 Character Development/Inventory Management.)

Use the Remaining CP to Customize the Character

The next step is to make Modre more competent and interesting by distributing the CP remaining after subtracting Modre's Template CP (1200 CP) from the CP allowance (2500 CP). Modre has 1300 CP remaining for enhancements. 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. We'll improve his swimming by giving him 2 swimmming ability levels (300 CP.) This makes makes his total swimming modifier +5 (+3 from the Sabretooth Penguin template's swimming modifier and +2 from Modre's own swimming ability levels.) We'll give him 3 levels of one-handed weapons ability (600 CP.) Modre's one-handed weapons modifier is the same as his ability level (+3) because the Sabretooth Penguin template does not have a one-handed weapons modifier. We use the remaining 400 CP to give Modre 2 levels of craftsmanship ability and 1 level of fishing ability.

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 Character Developing/Making Equipment/Equipment Generation Example.)

Item Name and Special Modifiers CP Mass Heft Reach Cvr Abs Pwr Shp
Ice Blade (no special modifiers) 2000 7 kg 17 1.0 m 0 0 4 1/2

To put this weapon onto Modre's character sheet:

  • First we copy the item name, mass, heft and sharpness from the weapon listing to the character sheet.
  • Modre only has one Ice Blade, so we make it's quantity (Qty) 1.
  • Modre's Ice Blade has a combat modifier of 4: Modre's agility (2) plus Modre's one-handed weapons ability modifier (+2).
  • Modre's Ice Blade has 1.5 m reach (his claws reach plus the Ice Blade's reach.)
  • 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 (3).
  • 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 Health

Modre's +5 swimming ability modifier is multiplied by his 2 speed to give him 10 meters of water movement. 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 does not have a strength ability modifier, so his grip stays the same as the Sabretooth Penguin's 4xPwr. We find Modre's carrying capacity (CC) from his grip and the CC table. Modre's CC is 3 kg, so Modre's movement is reduced by 1 meter for every 3 kg of equipment he carries.

Modre's only athletic ability is swimming. We add Modre's swimming ability modifier (+5) to his health, so Modre has 5 health. Modre's health/2 is 3 (half of his health, rounded up.)