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

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(Customize the Character)
(Character Creation)
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{{:Mano a Mano:Character Equipment}}
 
{{:Mano a Mano:Character Equipment}}
 +
  
 
==Finish the Character==
 
==Finish the Character==
  
'''AS (Arm Strength)''' is a character's power multiplied by four (4xPwr from the character's template) added to their strength ability modifier.  Use this total and the following table to find the mass of the biggest weapons the character can wield easily.  Any weapons larger than this are '''unwieldy'''. If the weapon is unwieldy, it may only be used to do one quick action per turn (and no powerful actions.) A weapon that large may increase your encumbrance penalty too, reducing your speed and movement.
+
;Grip: Grip is a character's power multiplied by four (4xPwr from the character's template) added to their strength ability modifier.  Grip is the heft of the biggest weapons the character can wield easily.  Any weapons larger than this are '''unwieldy'''. Unwieldy weapons may only be used to do one quick action per turn (and no powerful actions.) A heavy weapon may increase your encumbrance penalty too, reducing your speed and movement.
  
<table><tr><td>
+
;CC (Carrying Capacity): CC is the amount of equipment a character can carry without encumbrance.
  AS  mass
+
 
 +
<table><tr><td width="15"></td><td valign="top">
 +
  CC  Mass
 
   
 
   
 
   0    0 g  
 
   0    0 g  
   1   1 g
+
   1   10 g
   2   3 g
+
   2   30 g
   3   10 g
+
   3 100 g
   4   25 g
+
   4 250 g
   5   50 g
+
   5 500 g
   6 100 g
+
   6   1 kg
   7 200 g
+
   7   2 kg
</td><td>
+
   8  3 kg
AS  mass
+
   9  4 kg
+
  10   5 kg
   8  300 g
+
  11   7 kg
   9   400 g
+
  12 10 kg
10  500 g
+
  13 15 kg
11  700 g
+
  14 20 kg
12  1000 g
+
  15 25 kg
13  1500 g
+
</td><td valign="top">
14  2000 g
+
  CC   Mass
15  2500 g
 
</td><td>
 
AS  mass
 
 
16  3 kg
 
17   4 kg
 
  18   5 kg
 
  19   7 kg
 
  20 10 kg
 
  21 15 kg
 
  22 20 kg
 
  23  25 kg
 
</td><td>
 
AS  mass
 
 
24  30 kg
 
  25   40 kg
 
26  50 kg
 
27  70 kg
 
28  100 kg
 
29  150 kg
 
30  200 kg
 
31  250 kg
 
</td><td>
 
  AS  mass
 
 
32  300 kg
 
33   400 kg
 
34  500 kg
 
35  700 kg
 
36  1000 kg
 
37  1500 kg
 
38  2000 kg
 
39  2500 kg
 
</td><td>
 
AS  mass
 
 
   
 
   
  40  3 tons
+
  16    30 kg
  41   4 tons
+
17    40 kg
  42   5 tons
+
18    50 kg
  43   7 tons
+
19    70 kg
  44 10 tons
+
20   100 kg
  45 15 tons
+
  21   150 kg
  46 20 tons
+
  22   200 kg
  47 25 tons
+
  23   250 kg
</td><td>
+
  24  300 kg
  AS  mass
+
  25  400 kg
 +
  26  500 kg
 +
27  700 kg
 +
28  1000 kg
 +
29 1500 kg
 +
  30 2000 kg
 +
  31 2500 kg
 +
</td><td valign="top">
 +
  CC    Mass
 
   
 
   
  48  30 tons
+
32    3 tons
  49  40 tons
+
33    4 tons
  50  50 tons
+
34    5 tons
  51  70 tons
+
35    7 tons
  52  100 tons
+
36    10 tons
  53  150 tons
+
37    15 tons
  54  200 tons
+
38    20 tons
  55  250 tons
+
39    25 tons
 +
40    30 tons
 +
41    40 tons
 +
42    50 tons
 +
43    70 tons
 +
44  100 tons
 +
45  150 tons
 +
46  200 tons
 +
47  250 tons
 +
  48  300 tons
 +
  49  400 tons
 +
  50  500 tons
 +
  51  700 tons
 +
  52  1000 tons
 +
  53  1500 tons
 +
  54  2000 tons
 +
  55  2500 tons
 
</td></tr></table>
 
</td></tr></table>
  
'''CC (Carrying Capacity)''' is the amount of equipment a character can carry without encumbrance.  CC is 10 times the mass that corresponds with the characters' arm strength (AS) in the table above.
 
  
'''Encumbrance''' is the mass of the character's equipment divided by the character's CC and rounded down. For example, if the character's CC is 10, and his total equipment mass is 29, his encumberance is 2. (29/10 = 2.9, rounded down = 2.) Obviously encumbrance is 0 when the character doesn't have any equipment. Encumbrance reduces a character's movement. (See [[Mano a Mano:Movement|Action/Movement]].)
+
;Encumbrance: is the mass of the character's equipment divided by the character's CC and rounded down. For example, if the character's CC is 10, and his total equipment mass is 29, his encumberance is 2. (29/10 = 2.9, rounded down = 2.) Obviously encumbrance is 0 when the character doesn't have any equipment. Encumbrance reduces a character's movement. (See [[Mano a Mano:Movement|Action/Movement]].)
  
'''Movement''' is the distance the character can move each turn while standing on the ground. (See [[Mano a Mano:Movement|Action/Movement]].)
+
;Movement: is the distance the character can move each turn while standing on the ground. (See [[Mano a Mano:Movement|Action/Movement]].)
  
 
{{:Mano a Mano:Make a Character}}
 
{{:Mano a Mano:Make a Character}}

Revision as of 23:21, 9 July 2007

Character Creation

To create a character, you need a pencil and a character sheet. You also need to know your Character Point allowance and what templates you can use. Character Point allowance and template selection depend on the specific game being played. Usually one player (the "Game Master") will tell the other players to create characters with a certain Character Point allowance from a list of templates.

Name  
Age   Sex   Template  
Occupation(s)  
 
Abilities & Qualities   Modifier
    /  
    /  
    /  
    /  
    /  
    /  
    /  
    /  
    /  
    /  
    /  
    /  
 
Mass   /   kg
Length   /   m
Length Type  
Variability  
 
Speed   /  
Agility   /  
Strength   /  
Toughness   /  
 
CP Value   /  
 
Equipment & Natural Defenses   Features   Mass   Heft   Power   Attack   Defense
      kg        
      kg        
      kg        
      kg        
      kg        
      kg        
      kg        
      kg        
      kg        
      kg        
Carrying Capacity   kg
Equipment Mass   kg
Encumbrance  
Ground Movement   m
Water Movement   m
Air Movement   m
Best Absorption  
Total Cover  
Grapple Attack  
Melee Defense  
Missile Defense  
Grapple Defense  
Stun Stamina   Damage
 
 

Extra CP

Total CP
A character's total CP value is the sum of the character's template CP and extra CP. Total CP must not be greater than your Character Point allowance. (See Game Design/Templates/Template CP.)
Extra CP
Extra CP is the sum of the character's extra ability, qualities, toughness, power, agility and speed CP.
Maimed Characters
A character who has lost (or never had) the use of a limb may have the lame quality, missing natural weapons or reduced natural weapon quantity. Typically, players need the GM's permission to create characters with missing or disabled limbs. If the character's natural weapons are different from their template, recalculate their template CP. (See Game Design/Players and Characters, Game Design/Abilities/Disabilities and Game Design/Templates/Template CP.)
Extra Ability CP
Ability CP is ability level times ten. An extra ability modifier of 1 (student) is worth 10 CP, 2 (expert) is worth 20 CP, 3 (master) is worth 30 CP and 4 (legend) is worth 40 CP.
Extra Quality CP
If a character has extra qualities beyond what his template defaults to, use the CP normally used for template qualities.
Extra Toughness CP
Each point of extra toughness is worth 3 CP. Extra toughness can be positive or negative. For example -3 extra toughness is worth -9 CP.
Extra Power CP
Each point of extra power is worth 5 CP. Extra power can be positive or negative. For example -2 extra power is worth -10 CP.
Extra Agility CP
The CP value of 1 extra agility is 20 CP. The CP value of -1 extra agility is -20 CP.
Extra Speed CP
If speed is 1/4, 1/2, or 1, doubling speed is worth 20 CP. If speed is 1/2 or 1, halving speed is worth -20 CP. If speed is more than 1, one additional speed is worth 20 CP.

Character Description

Start your character by making up a name and choosing an age, sex and template. Record these choices on your character sheet. Record the age of the character in years or a more general age category, such as "child", "youth", "adult", "old", or "ancient". The character's sex should be "male" or "female" (assuming the character's species has two sexes.) You may also invent a more detailed description and background for your character, appropriate to the game being played. Certain parts of a character's description may be limited or described differently in various games or for specific templates. Some Templates may be sexless, or height may be replaced by length or wingspan.

Choose a Template

Select a Template with a CP no greater than your Character Point allowance. The selection of Templates depends on the game you are playing. If the template name includes sex or age category, you don't have to repeat the character's sex and age when you copy the template name from the template. If the template provides a range of values for length or mass, give the character a length or mass in that range. If the template only provides an average value for length or mass, choose a value close to that average. Copy the template's Reach, Agility, Power, Abilities and Ability Modifiers. Add the template's Natural Weapons and Natural Armor to the character's equipment. (See Character Creation/Character Equipment.)

Customize the Character

Select abilities and modifiers from the following options. The total CP of these changes plus your template's CP value must not be greater than your Character Point allowance (See Character Creation/Character CP.)

  • Give the character new abilities and disabilities.
  • Give the character ability levels. A character's ability modifiers are their template's ability modifiers plus their ability levels. Or in other words, a character's ability level is the difference between their personal ability modifiers and their template's ability modifiers.
  • The character could be missing natural limbs listed on the template.
  • You may be allowed to change the character's build, possibly affecting the character's power, grip, health and agility. Some templates do not allow all these builds. Mechanical characters may be built to exact specifications, while some animals vary in size more than others.
Build Power Grip Health Agility Mass
Small Builds
small -1 -4 -4 +1 less than template range
small and powerful 0 0 -4 +1 less than template range
small and tough -1 -4 0 +1 less than template range
Weaker Builds
feeble -1 -4 -4 1 less than template range
puny -1 -4 -4 0 less than template range
delicate 0 0 -4 0 within template range
wimpy -1 -4 0 0 within template range
Typical Builds
fast (light) 0 0 0 +1 within template range (less than average)
normal 0 0 0 0 within template range
slow (heavy) 0 0 0 -1 within template range (more than average)
Athletic Builds
fast and tough 0 0 +4 +1 within template range
fast and powerful +1 +4 0 +1 within template range
tough 0 0 +4 0 within template range
powerful +1 +4 0 0 within template range
Large Builds
big +1 +4 +4 -1 more than template range
big and fast +1 +4 +4 0 more than template range
big and very fast +1 +4 +4 +1 more than template range

Choosing Occupations

You may be able - or required - to give your character one or more occupations. 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. The game may impose additional limitations, like a minimum or maximum number of occupations. (See Game Design/Occupations.)

Character Equipment

The power of a natural weapon is the character's total power. The combat modifier (Cmb) of a natural weapon is the character's total agility modifier plus total unarmed combat ability modifier. (See Game Design/Abilities/Other Abilities.)

The character usually begins with the basic equipment required by his occupation. The game or GM 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 Game Design/Equipment and Character Development/Inventory Management.)


Finish the Character

Grip
Grip is a character's power multiplied by four (4xPwr from the character's template) added to their strength ability modifier. Grip is the heft of the biggest weapons the character can wield easily. Any weapons larger than this are unwieldy. Unwieldy weapons may only be used to do one quick action per turn (and no powerful actions.) A heavy weapon may increase your encumbrance penalty too, reducing your speed and movement.
CC (Carrying Capacity)
CC is the amount of equipment a character can carry without encumbrance.
CC   Mass

 0    0 g 
 1   10 g
 2   30 g
 3  100 g
 4  250 g
 5  500 g
 6   1 kg
 7   2 kg
 8   3 kg
 9   4 kg
10   5 kg
11   7 kg
12  10 kg
13  15 kg
14  20 kg
15  25 kg
CC   Mass

16    30 kg
17    40 kg
18    50 kg
19    70 kg
20   100 kg
21   150 kg
22   200 kg
23   250 kg
24   300 kg
25   400 kg
26   500 kg
27   700 kg
28  1000 kg
29  1500 kg
30  2000 kg
31  2500 kg
CC    Mass

32     3 tons
33     4 tons
34     5 tons
35     7 tons
36    10 tons
37    15 tons
38    20 tons
39    25 tons
40    30 tons
41    40 tons
42    50 tons
43    70 tons
44   100 tons
45   150 tons
46   200 tons
47   250 tons
48   300 tons
49   400 tons
50   500 tons
51   700 tons
52  1000 tons
53  1500 tons
54  2000 tons
55  2500 tons


Encumbrance
is the mass of the character's equipment divided by the character's CC and rounded down. For example, if the character's CC is 10, and his total equipment mass is 29, his encumberance is 2. (29/10 = 2.9, rounded down = 2.) Obviously encumbrance is 0 when the character doesn't have any equipment. Encumbrance reduces a character's movement. (See Action/Movement.)
Movement
is the distance the character can move each turn while standing on the ground. (See Action/Movement.)

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 with a "template" for the kind of character he is making.

1. Choose the Type of Character You Want to Make

Here we'll assume that we are allowed to use 201 total CP to make a single character whose template is "human." After subtracting the CP value of the template (155 CP) we still have 46 CP to customize the character. (See Game Design/Make a Template.)

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

2. Choose the Character's Build

Now we look at Steven's Template to see how it affects his dimensions and modifiers. Steven is a Human, so his height will be between 1.4 m and 2.0 m (within 20% of 1.7m), and his weight should be between 38 kg and 150 kg (50% to 200% of 75 kg.) We decide to make Steven a short-and-stocky tough guy: 1.6 m tall and 95 kg. We give him 2 extra points of toughness, which uses up 6 CP. Steven's agility (0), speed (1), strength (3) and running (5) will remain unchanged from the Human template. Steven's stamina is 14 (two times his toughness.)

3. Use the Remaining CP to Customize the Character

Now we will make Steven more competent and interesting by distributing the rest of his CP. After spending 6 CP to give Steven extra toughness, we have 40 CP remaining for enhancements. We decide that Steven does not have any disabilities or missing limbs, so we'll just distribute the rest of the CP among Steven's abilities.

We give him a new one-handed weapons ability with a modifier of 4 (20 CP.) We use 10 CP to give Steven an extra craftsmanship ability modifier of 2. We use the remaining 10 CP to give Steven an extra natural weapons ability modifier of 2. The Human template does not have a one-handed weapons, craftsmanship or natural weapons modifier, so we write a 0 in the right side of the Modifier column for each ability.

6 extra toughness (+2)
20 one-handed weapons (+4)
10 craftsmanship (+2)
10 natural weapons (+2)
+ 155 template CP
201 total CP value

4. Occupation and Equipment

Steven meets the minimum qualifications to be a Robber. We decide this suits the personality we envision for Steven, so we make his occupation "Robber". This occupation does not give Steven any equipment, but he has made a "machete". (See Game Design/Occupations/Occupation Examples and Character Development/Making Equipment/Equipment Generation Example.)

machete (81 CP, 0.5 kg, 3 heft, 5 power, sharp)
MaMmachete.png

Steven only has one machete, so we list the item's name as "1 machete". We copy the item's features (just "sharp"), mass (0.5 kg), and heft (3) to Steven's character sheet. Steven's machete has an attack modifier of 4: Steven's agility (0) plus Steven's one-handed weapons ability (2). Steven's machete has a defense of 14: Steven's agility (0) plus Steven's one-handed weapons ability (2) plus 10. The machete's power is 5 and Steven's total strength is 3. Steven's machete power is the highest of these two values (5).

We also fill in the power, attack and defense of Steven's natural weapons. The power of his hands and feet is Steven's total strength, which is 4.. Steven's hands and feet have an attack modifier of 2: his agility plus his natural weapons ability (2). Steven's hands and feet have a defense of 12: his agility (0) plus his natural weapons ability (2) plus 10.

5. Grapple, Defense, Armor

Steven's grapple attack is his 0 agility plus his 0 grappling ability plus his 3 strength, for a total of 3 grapple attack Steven's grapple defense is his 3 grapple attack plus 10, for a total of 13 grapple defense. Steven's melee defense is the best defense of all his natural weapons and hand weapons. His machete has 14 defense, while his hands and feet have only 12 defense, so his melee defense is 14. Steven's missile defense is his agility (0) plus 10, which is 10 (10 + 0 = 10). Steven has no armor so his best absorption and total cover are 0.

Steven, adult male human robber, 95 kg, 1.6 m height, 201 CP
1 speed, 0 agility, 3 strength, 7 toughness, 14 stamina, 5 running
2 unarmed combat, 4 one-handed weapons, 2 craftsmanship
2 hands (hand, 3 power, 2 attack, 12 defense)
2 feet (3 power, 2 attack, 12 defense)
1 machete (sharp, 0.5 kg, 3 heft, 5 power, 4 attack, 14 defense)
14 melee defense, 10 missile defense, 13 grapple defense, 3 grapple attack
0 best absorption, 0 total cover, ____ stun, ____ damage