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* abilities and qualities
 
* abilities and qualities
 
* equipment including natural weapons and armor
 
* equipment including natural weapons and armor
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* carrying capacity, equipment mass and encumbrance
 
* grapple attack, grapple defense, missile defense and melee defense
 
* grapple attack, grapple defense, missile defense and melee defense
 
* best absorption, total cover, stun and damage.
 
* best absorption, total cover, stun and damage.
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==Build==
 
==Build==
  
A character may be able to have more or less speed, agility, toughness, strength, running, swimming, airspeed, mass and length than his template.  
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A character may be able to have more or less speed, agility, toughness, strength, running, swimming, airspeed, mass and length than his template. Record the total value of each of these numbers in the left half of the appropriate space. After finding the character's total toughness, find the character's ''stamina'' which is 2 times the character's total toughness, and record it in the '''Stamina''' space.
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Youth, adults and older characters are usually within the template's normal variability. To make a small child character without changing the template, you can reduce the mass, length, toughness, strength and running to less than the template's variability normally allows.
 
Youth, adults and older characters are usually within the template's normal variability. To make a small child character without changing the template, you can reduce the mass, length, toughness, strength and running to less than the template's variability normally allows.
After finding the character's total toughness, find the character's ''stamina'' which is 2 times the character's total toughness.
 
  
 
Relatively big characters should have more toughness, strength, mass and length, while relatively smaller characters should have less toughness, strength, mass and length. The following table is a guideline for characters with typical mass, length, toughness and strength relationships, but characters are not required to fit these categories. Template variability limits relative size options. High variability is required for tiny and huge characters, low variability requires normal size, and no variability requires exactly average mass, length, toughness and strength.
 
Relatively big characters should have more toughness, strength, mass and length, while relatively smaller characters should have less toughness, strength, mass and length. The following table is a guideline for characters with typical mass, length, toughness and strength relationships, but characters are not required to fit these categories. Template variability limits relative size options. High variability is required for tiny and huge characters, low variability requires normal size, and no variability requires exactly average mass, length, toughness and strength.
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;more or less swimming (5 CP per level): A character can have up 1 point more swimming than his template swimming with low variability, 3 points more than his template swimming with medium variability and 5 points more than his template swimming with high variability. A disabled character can have less swimming than his template, but never less than 0 swimming.
 
;more or less swimming (5 CP per level): A character can have up 1 point more swimming than his template swimming with low variability, 3 points more than his template swimming with medium variability and 5 points more than his template swimming with high variability. A disabled character can have less swimming than his template, but never less than 0 swimming.
  
;more or less airspeed (5 CP per level): A character can have up to 50% more than his template airspeed with low variability, twice his template airspeed with medium variability and three times his template airspeed with high variability. A crippled character can have less airspeed than his template, but never less than 0 airspeed.
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;more or less airspeed (5 CP per level): A character can have up to 50% more than his template airspeed with low variability, twice his template airspeed with medium variability and three times his template airspeed with high variability. A crippled character can have less airspeed than his template, but never less than 0 airspeed.  
  
 
==Abilities and Qualities==
 
==Abilities and Qualities==
 
{|
 
{|
| valign="top" |You may give the character new abilities or extra ability levels beyond template abilities, reflecting the character's individual talent, skill and experience. Each ability level is worth 5 CP. Normally new characters can have no more than 4 levels of each new ability or 4 extra levels in each template ability. A character's total ability modifier is his template ability modifier plus his extra ability modifier. (See [[Mano a Mano:Abilities|Game Design/Abilities]].)
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| rowspan="5" valign="top" |You may give the character new abilities or extra ability levels beyond template abilities, reflecting the character's individual talent, skill and experience. Each ability level is worth 5 CP. Normally new characters can have no more than 4 levels of each new ability or 4 extra levels in each template ability. A character's total ability modifier is his template ability modifier plus his extra ability modifier. Write the total modifier in the left half of the '''Modifier''' column next to the ability name in the '''Abilities & Qualities''' column on the character sheet. (See [[Mano a Mano:Abilities|Game Design/Abilities]].)
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! colspan="2" | extra modifier
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|-
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| align="center" style="width:3em" | 1-2 || student
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|-
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| align="center" | 3-5 || expert
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|-
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| align="center" | 6-7 || master
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|-
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| align="center" | 8-9 || legend
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|}
  
 
You may also be allowed to give the character weaknesses such as negative qualities (qualities with negative CP) and missing or disabled limbs. Players need the game or GM's permission to create characters with negative qualities that are different from their template. A player also needs the game or GM's permission to make a character with missing or disabled limbs. Characters should not have more than two negative qualities and may be allowed only one or none. The consequences of negative qualities should not be easily avoided. If the character's qualities or natural weapons are different from the character's template, recalculate the character's template CP. (See [[Mano a Mano:Templates|Game Design/Templates]].)
 
You may also be allowed to give the character weaknesses such as negative qualities (qualities with negative CP) and missing or disabled limbs. Players need the game or GM's permission to create characters with negative qualities that are different from their template. A player also needs the game or GM's permission to make a character with missing or disabled limbs. Characters should not have more than two negative qualities and may be allowed only one or none. The consequences of negative qualities should not be easily avoided. If the character's qualities or natural weapons are different from the character's template, recalculate the character's template CP. (See [[Mano a Mano:Templates|Game Design/Templates]].)
| valign="top" |
 
<center>'''extra<br>modifier'''</center>
 
  
1-2&nbsp;student
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==Equipment and Natural Defenses==
 
 
3-5&nbsp;expert
 
 
 
6-7&nbsp;master
 
  
8-9&nbsp;legend
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===Natural Weapons===
|}
 
 
 
==Equipment and Natural Defenses==
 
  
 
Natural weapons and armor do not have mass or heft.
 
Natural weapons and armor do not have mass or heft.
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Natural armor does not need power, attack modifiers or defense.
 
Natural armor does not need power, attack modifiers or defense.
 
(See [[Mano a Mano:Abilities#Combat Abilities|Game Design/Abilities/Combat Abilities]].)
 
(See [[Mano a Mano:Abilities#Combat Abilities|Game Design/Abilities/Combat Abilities]].)
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===Other Equipment===
  
 
The character usually begins with the basic equipment required by his occupation. The game 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 [[Mano a Mano:Equipment|Game Design/Equipment]] and [[Mano a Mano:Inventory Management|Character Development/Inventory Management]].)
 
The character usually begins with the basic equipment required by his occupation. The game 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 [[Mano a Mano:Equipment|Game Design/Equipment]] and [[Mano a Mano:Inventory Management|Character Development/Inventory Management]].)
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===Attack and Defense===
  
 
;Grapple Attack: A character's grapple attack is his grapple ability, plus his agility, plus his strength. For example, if a character's grapple ability is 1, his strength is 1, and his agility is 1, then his grapple attack is 3 (1 + 1 + 1 = 3.)
 
;Grapple Attack: A character's grapple attack is his grapple ability, plus his agility, plus his strength. For example, if a character's grapple ability is 1, his strength is 1, and his agility is 1, then his grapple attack is 3 (1 + 1 + 1 = 3.)
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;Best Absorption: Record the highest absorption of any armor the character is currently wearing here. This is the amount of attack power which will be absorbed by an attack which does not specifically try to avoid that armor.  
 
;Best Absorption: Record the highest absorption of any armor the character is currently wearing here. This is the amount of attack power which will be absorbed by an attack which does not specifically try to avoid that armor.  
  
;Total Cover: Add up the cover of all the armor the character is wearing and subtract overlapping areas. If the total is 10 or more, or if any of the armor the character is wearing has ''complete'' cover, then the total cover is ''complete''. This is the difficulty  modifier for attacks that try to hit the character in an unarmored area.   
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;Total Cover: Add up the cover of all the armor the character is wearing and subtract overlapping areas. This is the difficulty  modifier for attacks that try to hit the character in an unarmored area.   
  
 
The best absorption can be the total absorption of overlapping armor, and subtracting overlapping areas avoids counting the same covered area twice. For example consider a character wearing a bulletproof ''ballistic vest'' (3 cover, 3 absorption) with a ''rifle plate'' (an optional solid insert which adds extra protection for the heart) with 1 cover and 5 absorption. This character's best absorption will be found where the area covered by the rifle plate (5 absorption) is also backed by the ballistic vest (3 absorption). This absorption is 8 (5 + 3 = 8). The overlapping area is the area covered by the rifle plate (1 cover) which is also completely covered by the ballistic vest, so the total cover is 3 (3 + 1 - 1.) (See [[Mano a Mano:Damage#Armor|Action/Damage/Armor]].)
 
The best absorption can be the total absorption of overlapping armor, and subtracting overlapping areas avoids counting the same covered area twice. For example consider a character wearing a bulletproof ''ballistic vest'' (3 cover, 3 absorption) with a ''rifle plate'' (an optional solid insert which adds extra protection for the heart) with 1 cover and 5 absorption. This character's best absorption will be found where the area covered by the rifle plate (5 absorption) is also backed by the ballistic vest (3 absorption). This absorption is 8 (5 + 3 = 8). The overlapping area is the area covered by the rifle plate (1 cover) which is also completely covered by the ballistic vest, so the total cover is 3 (3 + 1 - 1.) (See [[Mano a Mano:Damage#Armor|Action/Damage/Armor]].)
 
;Stun and Damage: New characters have no stun or damage.
 
  
 
{{:Mano a Mano:Make a Character}}
 
{{:Mano a Mano:Make a Character}}

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