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

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(Movement, Encumbrance and Toughness)
(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 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.
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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 starts generating the character by getting a partially-filled out character sheet called a "template."  Which template he uses depends on what kind of character he is making.
  
 
===Choose the Type of Character You Want to Make===
 
===Choose the Type of Character You Want to Make===
  
 
Here we'll assume that we are allowed to use 3100 CP to make a single character whose Template is "Sabretooth Penguin".
 
Here we'll assume that we are allowed to use 3100 CP to make a single character whose Template is "Sabretooth Penguin".
(See [[Mano a Mano:Make a Template|Game Design/Make a Template]].)
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(See [[Mano a Mano:Make a Template|Game Design/Make a Template]].) Therefore we are using a Sabretooth Penguin Template to make this character:
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{{:Mano a Mano:Example Template}}
 
We decide to create an average-sized male Sabretooth Penguin named Modre.
 
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 name, sex, age, template and build on the character sheet.
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This leaves us with 1300 CP to customize Modre later.
 
This leaves us with 1300 CP to customize Modre later.
  
===Copy Dimensions, Modifiers and Abilities from the Template===
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===Modify Dimensions, Modifiers and Abilities from the Template===
  
{|
 
|-
 
| valign="top" width="300" |
 
 
Now we look at Modre's Template to see how it affects his dimensions and modifiers.
 
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.
 
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 copy the agility (4), speed (1), power (2-4) and toughness (4) from the Sabretooth Penguin template to Modre's character sheet.
 
We copy the agility (4), speed (1), power (2-4) and toughness (4) from the Sabretooth Penguin template to Modre's character sheet.
 
The Sabretooth Penguin template has a +2 swimming modifier, so we add that ability and modifier to Modre's character sheet.
 
The Sabretooth Penguin template has a +2 swimming modifier, so we add that ability and modifier to Modre's character sheet.
| valign="top" |
 
TEMPLATE  Sabretooth Penguin
 
Mass        40 kg - 90 kg
 
Length    0.75 m - 1.50 m height
 
 
Agi Spd Tough Power    CP
 
  4  2    4    2-4    1500
 
 
ABILITIES              Limit Mod
 
Swimming                none  +2
 
_______________________ _____ ___
 
_______________________ _____ ___
 
_______________________ _____ ___
 
             
 
NATURAL ARMOR          Abs Cvr
 
_________________________ ___ ___
 
_________________________ ___ ___
 
 
NATURAL WEAPONS Dex Reach Shp Qty
 
Claws and Teeth  0  0.5 m  S  3
 
_______________ ___ _____ ___ ___
 
_______________ ___ _____ ___ ___
 
|}
 
  
 
===Natural Weapons===
 
===Natural Weapons===

Revision as of 11:26, 6 February 2008

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 by getting a partially-filled out character sheet called a "template." Which template he uses depends on what kind of character he is making.

Choose the Type of Character You Want to Make

Here we'll assume that we are allowed to use 3100 CP to make a single character whose Template is "Sabretooth Penguin". (See Game Design/Make a Template.) Therefore we are using a Sabretooth Penguin Template to make this character: 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
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 (1800 CP) as the Template CP on Modre's character sheet. This leaves us with 1300 CP to customize Modre later.

Modify 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 (4), speed (1), power (2-4) and toughness (4) from the Sabretooth Penguin template to Modre's character sheet. The Sabretooth Penguin template has a +2 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 S (sharp) sharpness. The quantity of Modre's natural weapons is 3 (two claws and the teeth.) The power of the claws is the range "2-4" - copied from 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 (1800 CP) from the CP allowance (3100 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 an extra swimmming ability modifier of 2 (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 extra swimming ability modifier.) We'll give him an extra one-handed weapons ability modifier of 3 (600 CP.) Modre's total one-handed weapons modifier is the same as his extra ability modifier (+3) because the Sabretooth Penguin template does not have a template one-handed weapons modifier. We use the remaining 400 CP to give Modre an extra craftsmanship ability modifier of 2 and an extra fishing ability modifier of 1.

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 Special Modifiers CP Mass Heft Reach Power Shp Cvr Abs
Ice Blade (no special modifiers) 2400 0.5 kg 8 1.0 m 3-6 S 0 0

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 power, Modre's Ice Blade power is the same as the Ice Blade's power (3-6).
  • 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 Toughness

Modre's +2 swimming ability modifier is multiplied by his 1 speed to give him 2 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's power stays the same as the Sabretooth Penguin's power. We find Modre's carrying capacity (CC) from his power 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 an extra point to his toughness, so Modre has 5 toughness. Modre's toughness/2 is 3 (half of his toughness, rounded up.)

NAME Modre                   AGE ______ SEX male  TEMPLATE Sabretooth Penguin

OCCUPATION(S) Robber

Power                 8     ABILITIES           Template Tmp   Extra  Ext Tot
Carrying Capacity     3 kg  and disabilities       CP    Mod    CP    Lvl Mod
Equipment Mass      0.5 kg  swimming            (  300 )  2  (  300 )  2   4
Encumbrance           0     one-handed weapons  (______) ___ (  600 )  3   3
Speed-Encumbrance     2     fishing             (______) ___ (  100 )  1   1
Stride                1     craftsmanship       (______) ___ (  300 )  2   2
ground movement       2 m   ___________________ (______) ___ (______) ___ ___
water movement        2 m   ___________________ (______) ___ (______) ___ ___
air movement            m   ___________________ (______) ___ (______) ___ ___
climbing movement     1 m   ___________________ (______) ___ (______) ___ ___
                            ___________________ (______) ___ (______) ___ ___
    Template CP (  1500 )   ___________________ (______) ___ (______) ___ ___
   Character CP (  1500 )   ___________________ (______) ___ (______) ___ ___
       Total CP (  3100 )   ___________________ (______) ___ (______) ___ ___

       Template     Character                   Template Tmp   Extra  Ext Tot
Mass         60 kg   +/-0%      60 kg              CP    Mod    CP    Mod Mod 
Length      1.0 m    +/-0%     1.0 m    Agility (   0  )  4  (______) ___  4
Type     height                           Speed (   0  )  2                2
Var.        low                       Toughness (   0  )  4  (  200 )  1   5
                                          Power (   0  )  4  (______) ___  4

NATURAL         Template         Template                Tot   Extra
WEAPONS     Dex Qty Rch Shp  QtyCP RchCP ShpCP     CP    Rch    CP    Cmb Pwr
claws&teeth  0   3  0.5  S  ( 100 + 100 +1000 )=( 1200 ) ___ (______)  4   4
___________ ___ ___ ___ ___ (_____+_____+_____)=(______) ___ (______) ___ ___
___________ ___ ___ ___ ___ (_____+_____+_____)=(______) ___ (______) ___ ___

manual dexterity: best  0  2nd best  0   DexCP =(   0  )

NATURAL ARMOR                 Abs Cvr    AbsCP     CP
_____________________________ ___ ___ x (_____)=(______)
_____________________________ ___ ___ x (_____)=(______)

EQUIPMENT       special modifiers Qty Mass Heft Cmb Reach Cvr Abs  Power  Shp
Ice Blade                          1   0.5   4   7  1.5 m          3 - 6   S
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___

                   STUN                 |                DAMAGE
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