Mano a Mano:Template CP: Difference between revisions

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=== Template CP ===
=== Template CP ===


;Total CP: A template's total CP value is the sum of the CP of the template's health, speed, agility, power, abilities, disabilities, natural weapons and armor.


;Health CP: Each point of '''health''' is worth 2 CP.  
Template CP is the sum of the template's ability, disability, variability, toughness, power, speed, agility, natural weapon and armor CP.


;Ability CP: A template's ability CP is the CP of a template's natural ability and disability moidifers plus any special CP the abilities or disabilities might have. Some exceptional abilities - like flight - have a special CP value just to have the ability even if the ability has no modifier. (The special CP of a natural ability is part of the template's CP, so it is not added again to the character's CP.)  For example, having the flight ability with a modifier of 0 adds 5 CP. Flight with a +3 modifier adds 11 CP:  +3 ability modifier (6 CP) plus the special CP for flight (5 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.  


            Disability              Ability
;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.
Modifier    4  3  2  1    1  2  3  4  5  6  7  8
CP       -10 -6 -3 -1    1  3  6  10  15  21  28  36


;Flight (5 CP): Flight ability has a special CP of 5.  The flight modifier affects how fast and maneuverable the character is while flying. Flight with a modifier of 0 means a character can barely fly horizontally at the same speed they were going when they took off.
;Template Toughness CP: Each point of template toughness is worth 5 CP.


;Agility, Speed and Power CP: The CP of agility, speed and power is loosely based on 2 or 5 times the ability CP scale.
;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.


Agility  0    1    2    3  4  5  6  7  8
;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.
CP     -20  -12  -6  -2  0  2  6  12  20
Speed    0  1/4 1/2   1  2  3  4  5
CP     -50  -30  -15  -5  0  5  15  30
Power    0  0.5    1  1.2   3   4  5  6  7  8  9  10
CP     -20  -12  -6  -2  0  2  6  12  20  30  42  56  72


;Natural Armor CP: The CP of natural armor is the absorption level on the ability CP scale multiplied by the cover.
;Template Agility CP: 0 agility is worth 0 CP. 1 agility is worth 30 CP. 2 agility is worth 60 CP. 3 agility is worth 90 CP. 4 agiilty is worth 120 CP. 5 agility is worth 150 CP. 6 agility is worth 180 CP.


;Natural Weapon CP: The CP of each natural weapon is the sum of the CP of the natural weapon's '''reach''' and '''sharpness''', plus 1 CP if the weapon's '''quantity''' is greater than 1. The reach and sharpness CP is the same for natural weapons and artificial weapons (weapons which are not part of a template.) (See [[Mano a Mano:Equipment CP|Character Creation/Character Equipment/Equipment CP]].)
;Natural Armor CP: The CP of natural armor is 5 multiplied by the cover and absorption. For example, natural armor with 3 cover and 2 absorption is worth 30 CP.


{| style="text-align:center"
| rowspan="26" align="left" valign="top" width="370" |


;Manual Dexterity CP: A template's dexterity CP is based on the two hands with the most dexterity ('''best''' and '''second'''-best.)


:* Templates with no hands have -15 dexterity CP.
The CP of template's natural weapons is based on their quantity, sharpness and number of hands:  


:* Dexterity CP for templates with a single hand is 2 times the hand's dexterity minus 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.


:* If a template has a second-best hand with less dexterity than the best hand, then the dexterity CP is the dexterity of the second-best hand plus 2 times the dexterity of the best hand.
;Template Range CP: The range of a natural weapon is worth 1 CP per meter.


:* If the best and second-best hands have the same dexterity (an ambidextrous template for example) the CP is 3 times this dexterity.
;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.)


| rowspan="26" width="5" |
;Hand CP: Each natural weapon that is a "hand" capable of wielding tools or weapons is worth an additional 10 CP.
! colspan="2" | Dex
 
| rowspan="26" width="5" |
 
! rowspan="2" | CP
Templates can also have various "qualities":
|-
 
! Best !! Second
;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.
|-
 
| colspan="2" | Ambidextrous ||
;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.)
|-
 
|  0 ||  0 ||  0
;Sensory Impairment: Blind is worth -70 CP. Deaf is worth -30 CP.  
|-
 
| -1 || -1 || -3
;Communication Impairment: Dumb is worth -10 CP.  Mute is worth -15 CP.
|-
 
| -2 || -2 || -6
;Physical Impairment: Lame is worth-30 CP. Immobile is worth -70 CP.
|-
 
| -3 || -3 || -9
;Mental Impairment: Inept is worth -20 CP. Unintelligent is worth -40 CP.
|-
| -4 || -4 || -12
|-
| colspan="2" | Different Hands ||
|-
| 0 || -1 || -1
|-
|  0 || -2 || -2
|-
| 0 || -3 || -3
|-
|  0 || -4 || -4
|-
| -1 || -2 || -4
|-
| -1 || -3 || -5
|-
| -1 || -4 || -6
|-
| -2 || -3 || -7
|-
| -2 || -4 || -8
|-
| -3 || -4 || -10
|-
| colspan="2" | Single Handed ||
|-
| colspan="2" | 0 || -5
|-
| colspan="2" | -1 || -7
|-
| colspan="2" | -2 || -9
|-
| colspan="2" | -3 || -11
|-
| colspan="2" | -4 || -13
|-
| colspan="2" | No Hands || -15
|}

Latest revision as of 08:11, 16 June 2008

Template CP[edit]

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 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 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.
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 Agility CP
0 agility is worth 0 CP. 1 agility is worth 30 CP. 2 agility is worth 60 CP. 3 agility is worth 90 CP. 4 agiilty is worth 120 CP. 5 agility is worth 150 CP. 6 agility is worth 180 CP.
Natural Armor CP
The CP of natural armor is 5 multiplied by the cover and absorption. For example, natural armor with 3 cover and 2 absorption is worth 30 CP.


The CP of template's natural weapons is based on their quantity, sharpness and number of hands:

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.
Physical Impairment
Lame is worth-30 CP. Immobile is worth -70 CP.
Mental Impairment
Inept is worth -20 CP. Unintelligent is worth -40 CP.