Mano a Mano:Character Creation: Difference between revisions
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;Encumbrance: Encumbrance is | ==Encumbrance and Movement== | ||
;Equip. Mass (equipment mass): Add up the mass of all of the character's equipment and write the total here. | |||
;Encumbrance: Encumbrance is the character's equipment mass divided by the character's CC and rounded down. For example, if the character's CC is 10, and his total equipment mass is 29, his encumbrance is 2. (29/10 = 2.9, rounded down = 2.) Obviously encumbrance is 0 when the character doesn't have any equipment. Encumbrance reduces a character's movement. (See [[Mano a Mano:Movement|Action/Movement]].) | |||
;Spd-Enc (speed minus encumbrance): Speed minus encumbrance, along with stride and movement abilities, determines how far a character can move each turn. (See [[Mano a Mano:Movement|Action/Movement]].) | ;Spd-Enc (speed minus encumbrance): Speed minus encumbrance, along with stride and movement abilities, determines how far a character can move each turn. (See [[Mano a Mano:Movement|Action/Movement]].) |
Revision as of 16:24, 15 July 2007
Character Creation
To create a character, you need a pencil and a character sheet. You also need to know your Character Point allowance and what templates you can use. Character Point allowance and template selection depend on the specific game being played. Usually one player (the "Game Master") will tell the other players to create characters with a certain Character Point allowance from a list of templates.
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Extra CP
- Total CP
- A character's total CP value is the sum of the character's template CP and extra CP. Total CP must not be greater than your Character Point allowance. (See Game Design/Templates/Template CP.)
- Extra CP
- Extra CP is the sum of the character's extra ability, qualities, toughness, power, agility and speed CP.
- Maimed Characters
- A character who has lost (or never had) the use of a limb may have the lame quality, missing natural weapons or reduced natural weapon quantity. Typically, players need the GM's permission to create characters with missing or disabled limbs. If the character's natural weapons are different from their template, recalculate their template CP. (See Game Design/Players and Characters, Game Design/Abilities/Disabilities and Game Design/Templates/Template CP.)
- Extra Ability CP
- Ability CP is ability level times ten. An extra ability modifier of 1 (student) is worth 10 CP, 2 (expert) is worth 20 CP, 3 (master) is worth 30 CP and 4 (legend) is worth 40 CP.
- Extra Quality CP
- If a character has extra qualities beyond what his template defaults to, use the CP normally used for template qualities.
- Extra Toughness CP
- Each point of extra toughness is worth 3 CP. Extra toughness can be positive or negative. For example -3 extra toughness is worth -9 CP.
- Extra Power CP
- Each point of extra power is worth 5 CP. Extra power can be positive or negative. For example -2 extra power is worth -10 CP.
- Extra Agility CP
- The CP value of 1 extra agility is 20 CP. The CP value of -1 extra agility is -20 CP.
- Extra Speed CP
- If speed is 1/4, 1/2, or 1, doubling speed is worth 20 CP. If speed is 1/2 or 1, halving speed is worth -20 CP. If speed is more than 1, one additional speed is worth 20 CP.
Character Description
Start your character by making up a name and choosing an age, sex and template. Record these choices on your character sheet. Record the age of the character in years or a more general age category, such as "child", "youth", "adult", "old", or "ancient". The character's sex should be "male" or "female" (assuming the character's species has two sexes.) You may also invent a more detailed description and background for your character, appropriate to the game being played. Certain parts of a character's description may be limited or described differently in various games or for specific templates. Some Templates may be sexless, or height may be replaced by length or wingspan.
Choose a Template
Select a template with a CP no greater than your Character Point allowance. The selection of templates depends on the game you are playing. If the template name includes sex or age category, you don't have to repeat the character's sex and age when you copy the template name from the template. If the template provides a range of values for length or mass, give the character a length or mass in that range. If the template only provides an average value for length or mass, choose a value close to that average. Copy the template's speed, agility, power, health, abilities, disabilities and modifiers. Add the template's natural weapons and natural armor to the character's equipment. (See Character Development/Inventory Management.)
Customize the Character
Customize the character using the following options. The total CP of these changes plus your template's CP value must not be greater than your Character Point allowance (See Character Creation/Character CP.)
- Abilities
- You may give the character new abilities from the list of abilities the game allows you to develop.
- Disabilities
- You may choose as many disabilities as the game allows.
- Ability Levels
- A character's ability modifiers are their template's ability modifiers plus their ability levels. Or in other words, a character's ability level is the difference between their personal ability modifiers and their template's ability modifiers. A template may impose a limit on how many ability levels a character can develop.
- Missing Limbs
- The character could be missing natural limbs listed on the template, if the game allows.
- Build
- You may be allowed to change the character's build, possibly affecting the character's power, grip, health and agility. Some templates do not allow all these builds. Mechanical characters may be built to exact specifications, while some animals vary in size more than others.
Build | Power | Grip | Health | Agility | Mass | |||||
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Small Builds | ||||||||||
small | -1 | -4 | -4 | +1 | less than template range | |||||
small and powerful | 0 | 0 | -4 | +1 | less than template range | |||||
small and tough | -1 | -4 | 0 | +1 | less than template range | |||||
Weaker Builds | ||||||||||
feeble | -1 | -4 | -4 | 1 | less than template range | |||||
puny | -1 | -4 | -4 | 0 | less than template range | |||||
delicate | 0 | 0 | -4 | 0 | within template range | |||||
wimpy | -1 | -4 | 0 | 0 | within template range | |||||
Typical Builds | ||||||||||
fast (light) | 0 | 0 | 0 | +1 | within template range (less than average) | |||||
normal | 0 | 0 | 0 | 0 | within template range | |||||
slow (heavy) | 0 | 0 | 0 | -1 | within template range (more than average) | |||||
Athletic Builds | ||||||||||
fast and tough | 0 | 0 | +4 | +1 | within template range | |||||
fast and powerful | +1 | +4 | 0 | +1 | within template range | |||||
tough | 0 | 0 | +4 | 0 | within template range | |||||
powerful | +1 | +4 | 0 | 0 | within template range | |||||
Large Builds | ||||||||||
big | +1 | +4 | +4 | -1 | more than template range | |||||
big and fast | +1 | +4 | +4 | 0 | more than template range | |||||
big and very fast | +1 | +4 | +4 | +1 | more than template range |
- Grip
- Grip is a character's power multiplied by four (4xPwr from the character's template) added to their strength ability modifier. Grip is the heft of the biggest weapons the character can wield easily. Any weapons larger than this are unwieldy. Unwieldy weapons may only be used to do one quick action per turn (and no powerful actions.) A heavy weapon may increase your encumbrance penalty too, reducing your speed and movement.
- CC (Carrying Capacity)
- CC is the amount of equipment a character can carry without encumbrance. CC is determined by a character's grip.
Grip CC 0 0 g 1 10 g 2 30 g 3 100 g 4 250 g 5 500 g 6 1 kg 7 2 kg 8 3 kg 9 4 kg 10 5 kg 11 7 kg 12 10 kg 13 15 kg 14 20 kg 15 25 kg |
Grip CC 16 30 kg 17 40 kg 18 50 kg 19 70 kg 20 100 kg 21 150 kg 22 200 kg 23 250 kg 24 300 kg 25 400 kg 26 500 kg 27 700 kg 28 1000 kg 29 1500 kg 30 2000 kg 31 2500 kg |
Grip CC 32 3 tons 33 4 tons 34 5 tons 35 7 tons 36 10 tons 37 15 tons 38 20 tons 39 25 tons 40 30 tons 41 40 tons 42 50 tons 43 70 tons 44 100 tons 45 150 tons 46 200 tons 47 250 tons |
Encumbrance and Movement
- Equip. Mass (equipment mass)
- Add up the mass of all of the character's equipment and write the total here.
- Encumbrance
- Encumbrance is the character's equipment mass divided by the character's CC and rounded down. For example, if the character's CC is 10, and his total equipment mass is 29, his encumbrance is 2. (29/10 = 2.9, rounded down = 2.) Obviously encumbrance is 0 when the character doesn't have any equipment. Encumbrance reduces a character's movement. (See Action/Movement.)
- Spd-Enc (speed minus encumbrance)
- Speed minus encumbrance, along with stride and movement abilities, determines how far a character can move each turn. (See Action/Movement.)
- Stride
- Stride is the character's running ability modifier minus the character's lame disability modifier. This is used to determine a character's ground movement. (See Action/Movement.)
- Movement
- is the distance the character can move each turn. Movement is based on a character's speed minus encumbrance (Spd-Enc), stride and movement abilities. (See Action/Movement and Game Design/Abilities.)
Choosing Occupations
You may be able - or required - to give your character one or more occupations. Occupations give the character advantages, disadvantages, duties or privileges. A character may have any occupations as long as they meet the requirements for those occupations. The game may impose additional limitations, like a minimum or maximum number of occupations. (See Game Design/Occupations.)
Character Equipment
The power of a natural weapon is the character's total power. The combat modifier (Cmb) of a natural weapon is the character's total agility modifier plus total unarmed combat ability modifier. (See Game Design/Abilities/Other Abilities.)
The character usually begins with the basic equipment required by his occupation. The game or GM may give the character additional equipment or money to buy equipment. A character's modifiers when using an item are listed in the equipment section of the character sheet. These are determined by comparing the character's modifiers to the item's modifiers, and may be different from the values listed on the equipment list for that item. (See Game Design/Equipment and Character Development/Inventory Management.)
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 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. |
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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)
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