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

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(Movement, Encumbrance and Health)
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  EQUIPMENT (names and special modifiers)  Qty Mass Heft Cmb Reach Cvr Abs Pwr Shp
 
  EQUIPMENT (names and special modifiers)  Qty Mass Heft Cmb Reach Cvr Abs Pwr Shp
 
  claws and teeth (0 Dex)                    3  0    0  4  0.5 m  0  0  2  1/3
 
  claws and teeth (0 Dex)                    3  0    0  4  0.5 m  0  0  2  1/3
  Ice Blade                                  1  7  17   7  1.5 m  0  0  4 1/2
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  Ice Blade                                  1  2    8   7  1.5 m  0  0  3 1/2
 
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Revision as of 09:11, 26 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 1.00 m tall and 60 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 7: Modre's agility (4) plus Modre's one-handed weapons ability modifier (3).
  • 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.)

NAME                                AGE     SEX     TEMPLATE
Modre                                       male    Sabretooth Penguin

OCCUPATION(S)                                       BUILD
Robber                                              average

Length/Height  1.0 m   Power         2     MOVEMENT       CHARACTER POINTS (CP)
Mass           60 kg   Grip          8      Stride   0     Template CP (  1200 )
Health          5      CC           3 kg    ground   1 m   Ability  CP (  1300 )
Health/2        3      Equip. Mass  7 kg    water   10 m   Build    CP (    0  )
Agility         4      Encumbrance   2      air            Other    CP (    0  )
Speed           2      Spd-Enc       0      climb    1 m   Total    CP (  2500 )

ABILITIES/disabilities Mod Lvl   (CP)                           Mod Lvl   (CP)
swimming                5   2  (  300 )  ______________________ ___ ___ (______)
one-handed weapons      3   3  (  600 )  ______________________ ___ ___ (______)
fishing                 1   1  (  100 )  ______________________ ___ ___ (______)
craftsmanship           2   2  (  300 )  ______________________ ___ ___ (______)
______________________ ___ ___ (______)  ______________________ ___ ___ (______)
______________________ ___ ___ (______)  ______________________ ___ ___ (______)
______________________ ___ ___ (______)  ______________________ ___ ___ (______)
______________________ ___ ___ (______)  ______________________ ___ ___ (______)

EQUIPMENT (names and special modifiers)  Qty Mass Heft Cmb Reach Cvr Abs Pwr Shp
claws and teeth (0 Dex)                    3   0    0   4  0.5 m  0   0   2  1/3
Ice Blade                                  1   2    8   7  1.5 m  0   0   3  1/2
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