Mano a Mano:Template CP

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Template 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.
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, template reach, sharpness and manual dexterity:

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 -100 CP. A single natural weapon (1 total quantity) is worth 0 CP. Two or more natural weapons is worth 20 CP plus 5 times the total quantity. For example, 2 weapons would be worth 30 CP (20 + 5 x 2,) and 5 natural weapons would be worth 45 (20 + 5 x 5.)
  • 10 CP per hand, -20 CP if the template has only one natural weapon, -50 CP if the template has no natural weapons
Template Reach CP
The reach of a template's longest natural weapon is worth 20 CP per meter, or 2 CP per tenth of a meter. The reach of that template's second-longest natural weapon is worth 10 CP per meter, or 1 CP per tenth of a meter. The reach of any shorter natural weapons that template may have is worth 0 CP.
Sharpness CP
Blunt sharpness is worth 0 CP. One sharp natural weapon is worth 100 CP, two or more sharp natural weapons is worth 150 CP. One padded natural weapon is worth 20 CP. Two or more padded natural weapons is worth 30 CP. For example, the sharpness of 10 razor blades (sharp) and 10 electro-shock tentacles (padded) would be worth a total of 180 CP (150 + 30.)
Manual Dexterity CP
A template's dexterity CP is 20 times the dexterity of the natural weapon with the best dexterity plus 10 times the dexterity of the natural weapon with the second-best dexterity. If the template has only one natural weapon, subtract 50 CP instead of 10 times the second best natural weapon's dexterity. If the template has no natural weapons, the template's dexterity CP is -150.
Best Second CP
Ambidextrous
0 0 0
-1 -1 -30
-2 -2 -60
-3 -3 -90
-4 -4 -120
Different Hands
0 -1 -10
0 -2 -20
0 -3 -30
0 -4 -40
-1 -2 -40
-1 -3 -50
-1 -4 -60
-2 -3 -70
-2 -4 -80
-3 -4 -100
Single Handed
0 -50
-1 -70
-2 -90
-3 -110
-4 -130
No Hands -150

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.