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

From RPGnet
Jump to: navigation, search
 
(Make a Character - Character Generation Example)
 
(114 intermediate revisions by 19 users not shown)
Line 1: Line 1:
===Make a Character - Character Generation Example===
+
==Make a Character - Character Generation Example==
  
This example explains how to make a usable character. (See Characters/Character Generation.)
+
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.
  
====1. Choose the Type of Character You Want to Make====
+
'''1. 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 who's Template is "Sabretooth Penguin". (See [[Mano a Mano:Make a Template|Characters/Template Generation Example]].) His name is Modre.
+
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 [[Mano a Mano:Make a Template|Game Design/Make a Template]].)
  
====2. Racial Dimensions, Abilities and Modifiers====
+
{{:Mano a Mano:Example 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 level 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]].)
+
'''2. Choose the Character's Build'''
  
====3. Designate the remaining CP====
+
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.)
  
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'''
  
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.
+
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'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 level 5 Swimming (3 of those levels from his template,) and level 3 One Handed Weapons.  Finally, we'll then use 3 CP on Craftsmanship, and 3 CP on StealthThis lowers our undesignated CP to 0.  It also gives Modre level 2 Craftsmanship and Stealth.
+
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.
 +
| 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. Body Modifiers====
+
'''4. Occupation and Equipment'''
  
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.
+
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 [[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]].)
  
*Enter 0 for his Body CP, since his body has not been modified beyond what is found on his template.
+
{{:Mano a Mano:Example Weapon}}
*Ignore Quantity (Qty), Toughness (Tgh) 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.
+
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).
  
<TABLE align="right">
+
We also fill in the power, attack and defense of Steven's natural weapons.
<tr>
+
The power of his hands and feet is Steven's total strength, which is 4..
  <td>
+
Steven's hands and feet have an attack modifier of 2: his agility plus his ''natural weapons'' ability (2).
-------------DEFENSE----------|-----------OTHER USED-------------
+
Steven's hands and feet have a defense of 12: his agility (0) plus his ''natural weapons'' ability (2) plus 10.
| 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          ___  2  (  3 ) T
 
| Other______________________ | ________________ ___ ___ (____) U
 
| ___________________________ | ________________ ___ ___ (____) N
 
| ___________________________ | ________________ ___ ___ (____) |
 
R ___________________________ | ________________ ___ ___ (____) |
 
E ___________________________ | ________________ ___ ___ (____) |
 
A _____________________(____) | ________________ ___ ___ (____) |
 
D----------------------------------------------------------------
 
Y EQUIPMENT        Qty Mas Cmb Cvr Abs Pwr Shp Tgh 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  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>
 
  
====5. Natural Weapons====
+
'''5. Grapple, Defense, Armor'''
  
Now we enter Modre's claws and teeth as a piece of equipment on his character sheet.
+
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.
  
*Enter 0 for his Teeth and Claws Cmb since he has no ability that adds a modifier when fighting with his natural weapons.
+
{{:Mano a Mano:Example Character}}
*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.
 
*Enter 0 (his Body absorption) for the Claws toughness, since they have no extra toughness beyond his Body absorption.
 
*Modre's natural weapons have no other modifiers, so copy the Reach (Rch) and Attack Power (Pwr) modifiers from Modre's "Body" modifiers.
 
 
 
====6. Equipment====
 
 
 
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:
 
 
 
Item Name  CP  Mass  Agi  Reach Cvr Abs Pwr Shp Tgh Spec.
 
Ice Blade  26  0.4  -2    1    0  3  2  -2  2  ____
 
 
 
Here is how we put this weapon onto Modre's character sheet:
 
 
 
*First we copy the Item Name, Mass, Sharpness, Absorption and Toughness from the weapon listing to the character sheet.
 
*He only has one Ice Blade, so we make it's Quantity (Qty) 1.
 
*Modre's Ice Blade -2 agility plus Modre's One Hand Weapon bonus (+3) is 1, which would be Modre's Ice Blade combat bonus.
 
*Modre's Ice Blade reach is 1.5 (his body reach plus the Ice Blade's reach.)
 
*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."
 
 
 
====7. Final Details====
 
 
 
*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.
 
*His hit point ability is his Swimming(5) so his Hit Points are 6 (5+1.)  This makes his HP/round 3 (half of 6.)
 
*His total CP is 25 (equipment CP is not listed on the character sheet.)
 

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