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=Character Creation=
 
=Character Creation=
  
To create PCs the game will provide the players with a list of templates that players can use to create their characters, occupations which are open to beginning characters, abilities and qualities the character can develop and the maximum total CP of the new character, usually 300 CP.
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To create PCs the game will provide the players with choices and limitations.
 
A GM or game designer may follow similar rules when creating NPCs, but the limitations may be less strict.
 
A GM or game designer may follow similar rules when creating NPCs, but the limitations may be less strict.
(See [[Mano a Mano:Game Design|Game Design]] and [[Mano a Mano:Gameplay|Gameplay]].)
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(See [[Mano a Mano:Players|Gameplay/Players and Characters]] and [[Mano a Mano:Adventures#Limitations|Game Design/Adventures/Limitations]].)
A finished character will have:
 
  
* the character's name, age, sex, template, occupation and CP value.
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* A list of templates that players can use to create their characters. (See [[Mano a Mano:Templates|Game Design/Templates]].)
* agility, strength, toughness, stamina, running and possibly swimming and airspeed.
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* A list of occupations which are open to beginning chacters. (See [[Mano a Mano:Occupations|Game Design/Occupations]].)
* abilities and qualities
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* Maximum total CP of the new character, usually 300 CP. (See [[Mano a Mano:Character Points|Gameplay/Character Points]].)
* equipment including natural weapons and armor
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* grapple attack, grapple defense, missile defense and melee defense
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whether you are a player, GM or game designer, you will need a pencil and a copy of a template.
* best absorption, total cover, stun and damage.
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You may also need scratch paper to keep track of the character's CP value.
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When the new character is complete, record the character's total CP in the left half of the '''CP Value''' space.
  
 
==Description==
 
==Description==
  
Choose a '''name''', '''age''', '''sex''', '''template''' and '''occupation''' for the character. You may also invent a more detailed description and background for your character, appropriate to the game being played. Characters can be ''male'' or ''female'' unless the template lists different options for sex. Age can be described in years, but more often as a category such as ''child'', ''youth'', ''adult'', ''old'', or ''ancient''.  
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Choose a '''name''', '''sex''', '''age''', '''template''' and '''occupation''' for the character. Get a copy of the template and record these choices. You may also invent a more detailed description and background for your character, appropriate to the game being played. The empty upper-right area of the character sheet can be used for a picture of the character or descriptive text. Characters can be ''male'' or ''female'' unless the template lists different options for sex. Age can be described in years, but more often as a category such as ''child'', ''youth'', ''adult'', ''old'', or ''ancient''. You may have the option of not giving the character an occupation, or the option to choose more than one occupation. 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. (See [[Mano a Mano:Occupations|Game Design/Occupations]].)
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==Abilities and Qualities==
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{|
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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. 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.
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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]].)
  
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. A character can have more than one occupation if the character can meet the requirements for each occupation at the same time, or no occupation at all. (See [[Mano a Mano:Occupations|Game Design/Occupations]].)
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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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|}
  
 
==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, power, 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 (at the bottom of the character sheet, near '''Stun''' and '''Damage'''.)
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.
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After finding the character's total toughness, find the character's ''stamina'' which is 2 times the character's total toughness.
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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 and power to less than the template's variability normally allows.
  
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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Relatively big characters should have more toughness, power, mass and length, while relatively smaller characters should have less toughness, power, mass and length. The following table is a guideline for characters with typical mass, length, toughness and power 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 power.
  
 
{|
 
{|
 
! align="left" | Size
 
! align="left" | Size
 
! width="5" |
 
! width="5" |
! align="left" | Toughness, Strength and Mass
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! align="left" | Extra Toughness, Power and Mass
 
! width="5" |
 
! width="5" |
 
! align="left" | Length
 
! align="left" | Length
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;more or less agility (10 CP per level): A character can have more or less agility than his template depending on the template's variability: 0 points more or less if the template has low variability, 1 point more or less if the template has medium variability, or 2 points more or less if the template has high variability. Each point of agility is worth 10 CP. For example, if a character's total agility is 2 levels less than his template's agility, then his reduced agility is worth -20 CP.  
 
;more or less agility (10 CP per level): A character can have more or less agility than his template depending on the template's variability: 0 points more or less if the template has low variability, 1 point more or less if the template has medium variability, or 2 points more or less if the template has high variability. Each point of agility is worth 10 CP. For example, if a character's total agility is 2 levels less than his template's agility, then his reduced agility is worth -20 CP.  
  
;more or less toughness (3 CP per level): A character can have total toughness up to 50% more than his template toughness with low variability, twice his template toughness with medium variability and 3 times his template toughness with high variability. A character can have less total toughness than his template toughness but never less than 0 toughness. Even a very fragile character usually has total toughness which is at least half of his template toughness. Each point of toughness is worth 3 CP. For example, -3 toughness is worth -9 CP.
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;more or less toughness (3 CP per level): A character can have extra toughness up to half of his template toughness with low variability, as high as his template toughness with medium variability and up to twice his template toughness with high variability. Even a very fragile character usually has total toughness which is at least half of his template toughness. Each point of toughness is worth 3 CP. For example, -3 toughness is worth -9 CP.
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;more or less power (5 CP per level): A character can have extra power up to half of his template power with low variability, as high as his template power with medium variability and up to twice his template power with high variability. A character with more than 0 template power can have negative extra power, but he cannot have low enough negative power to reduce his total power to less than 0. Even a very weak character usually has total power which is at least half of his template power. Each point of power is worth 5 CP. For example, -2 power is worth -10 CP.
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;more or less mass: A character can have from -30% to +50% his template's average mass with low variability, from half (-50%) to double (+100%) his template's average mass with medium variability and from a third (-70%) to triple (+200%) his template's average mass with high variability.
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;more or less length: A character can have from -10% to +10% of his template's average length with low variability, from -20% to +30% of his template's average length with medium variability and from -30% to +50% of his template's average length with high variability.
  
;more or less strength (5 CP per level): A character can have total strength up to 50% more than his template strength with low variability, twice his template strength with medium variability and 3 times his template strength with high variability. A character can have less total strength than his template strength, but never less than 0 strength. Even a very weak character usually has total strength which is at least half of his template strength. Each point of strength is worth 5 CP. For example, -2 strength is worth -10 CP.
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==Equipment and Movement==
  
;more or less mass: A character can have from 30% less to 50% more than his template's average mass with low variability, half to double his template's average mass with medium variability and one-third to 3 times his template's average mass with high variability.
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===Natural Weapons===
  
;more or less length: A character can have from 10% less to 10% more than his template's average length with low variability, 20% less to 30% more than his template's average length with medium variability and 30% less to 50% more than his template's average length with high variability.
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Natural weapons and armor do not have mass or heft.
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(These natural defenses are included in the character's mass.)
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The power of a natural weapon is the character's total power.
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The attack modifier of a natural weapon is the character's total agility plus total unarmed combat ability.
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The defense of a natural weapon is 10 plus the character's total agility plus total unarmed combat ability.
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Natural armor does not need power, attack modifiers or defense.
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(See [[Mano a Mano:Abilities#Combat Abilities|Game Design/Abilities/Combat Abilities]].)
  
;more or less running (5 CP per level): A character can have up to 50% more than his template's running with low variability, twice his template running with medium variability and three times his template running with high variability. A lame character can have less running than his template, but never less than 0 running.
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===Other Equipment===
  
;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.
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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]].)
  
;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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===Encumbrance===
  
==Abilities and Qualities==
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;Carrying Capacity: Carrying capacity is the amount of equipment a character can carry without encumbrance. Carrying capacity is determined by the character's power.
{|
 
| 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]].)
 
  
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]].)
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{| style="text-align:center"
| valign="top" |
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! width="20" | !! Power !! CC !! width="10" | !! Power !! CC !! width="10" | !! Power !! CC
<center>'''extra<br>modifier'''</center>
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|-
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| ||  0 ||  0 kg || || 17 ||  120 kg  || || 34 || 4000 kg
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|-
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| ||  1 || 0.5 kg || || 18 ||  150 kg  || || 35 || 5000 kg
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|-
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| ||  2 ||  1 kg || || 19 ||  200 kg  || || 36 || 6000 kg
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|-
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| ||  3 ||  2 kg || || 20 ||  250 kg  || || 37 || 7000 kg
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|-
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| ||  4 ||  3 kg || || 21 ||  300 kg  || || 38 || 8000 kg
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|-
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| ||  5 ||  5 kg || || 22 ||  400 kg  || || 39 || 9000 kg
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|-
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| ||  6 ||  7 kg || || 23 ||  500 kg  || || 40 || 10,000 kg
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|-
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| ||  7 ||  10 kg || || 24 ||  600 kg  || || 41 || 12,000 kg
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|-
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| ||  8 ||  15 kg || || 25 ||  700 kg  || || 42 || 14,000 kg
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|-
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| ||  9 ||  20 kg || || 26 ||  800 kg  || || 43 || 16,000 kg
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|-
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| || 10 ||  25 kg || || 27 ||  1000 kg  || || 44 || 18,000 kg
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|-
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| || 11 ||  30 kg || || 28 ||  1200 kg  || || 45 || 20,000 kg
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|-
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| || 12 ||  40 kg || || 29 ||  1500 kg  || || 46 || 22,000 kg
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|-
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| || 13 ||  50 kg || || 30 ||  2000 kg  || || 47 || 24,000 kg
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|-
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| || 14 ||  60 kg || || 31 ||  2500 kg  || || 48 || 26,000 kg
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|-
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| || 15 ||  80 kg || || 32 ||  3000 kg  || || 49 || 28,000 kg
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|-
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| || 16 || 100 kg || || 33 ||  3500 kg  || || 50 || 30,000 kg
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|}
  
1-2&nbsp;student
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;Equipment Mass: Add up the mass of all of the character's equipment and write the total here.
  
3-5&nbsp;expert
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;Encumbrance: Encumbrance is the character's equipment mass divided by the character's carrying capacity and rounded down. If a character's carrying capacity is 10 and his total equipment mass is 29 then his encumbrance is 2. (29 divided by 10 is 2.9, and 2.9 rounded down is 2.) Encumbrance reduces a character's movement.
  
6-7&nbsp;master
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===Movement===
  
8-9&nbsp;legend
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Movement is the distance in meters that a character can travel in a two second combat round. One meter per round is about 0.5 meters per second, 30 meters per minute, 1.8 kilometers per hour or a little over one mile per hour. Movement is based on a character's Movement Abilities (See [[Mano a Mano:Abilities#Movement Abilities|Game Design/Abilities/Movement Abilities]] and [[Mano a Mano:Movement|Action/Movement]].)
|}
 
  
==Equipment and Natural Defenses==
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;Ground movement: Ground movement is 4 plus running ability minus encumbrance.  For example, if a character had a running ability of 4 and an encumbrance of 1, his stride would be 7 (4 + 4 - 1 = 7).
  
Natural weapons and armor do not have mass or heft.
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;Water Movement: Water movement is swimming ability minus encumbrance. For example, if I had a Swimming ability modifier of 4 and an encumbrance of 1, my water movement would be 3 (4 - 1 = 3).
(These natural defenses are included in the character's mass.)
 
The power of a natural weapon is the character's total strength plus the weapon's ''leverage'' if it has the leverage feature.
 
The attack modifier of a natural weapon is the character's total agility, plus total natural weapon ability, plus the weapon's ''offense'' if it has the offense feature.
 
The defense of a natural weapon is 10 plus the character's total agility plus total natural weapons ability.
 
Natural armor does not need power, attack modifiers or defense.
 
(See [[Mano a Mano:Abilities#Combat Abilities|Game Design/Abilities/Combat Abilities]].)
 
  
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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;Air Movement: Only characters who can fly have air movement. Air movement is either flight ability modifier minus encumbrance or stride, whichever is greater. For example, if my stride was 4, and I had a flight ability modifier of 6 and 1 encumbrance, my air movement would be 5 (6 - 1 = 5 which is greater than 4.)
  
;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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;Climbing Movement: While climbing, movement is one tenth of the difference between climbing ability and encumbrance. If a character's total climbing ability modifier is 3, and his encumbrance is 1, he would be able to climb 0.2 m per turn because 3 minus 1 is 2 and 1/10 of 2 is 0.2.
  
;Grapple Defense: A character's grapple defense is his grapple attack plus 10.
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===Defense===
  
 
;Melee Defense: Melee defense is the best defense of the weapons the character is currently using. This is the difficulty of successfully striking or grappling this character.
 
;Melee Defense: Melee defense is the best defense of the weapons the character is currently using. This is the difficulty of successfully striking or grappling this character.
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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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