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

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prosecco villa sandi] [http://kos-in-off.jino-net.ru/view/pridz/ pridz] [http://actory.cn/blog/virginporn.html Virgin porn] [http://kos-in-off.jino-net.ru/view/terremoto-al/ terremoto al nord] [http://getara.cn/vanessaanne/ Vanessa anne hudgens nuda] [http://stetit.cn/ stetit.cn] [http://tyrian.cn/calendarisporchi.html calendari sporchi 2004] [http://tyrian.cn/videodemujeres.html video de mujeres denudas] [http://buichi.cn/articles/wwwjuve.html Wwwjuve] [http://listkoshara.jino-net.ru/blog/auto-tv/ auto tv antenna] [http://jaeoong.jino-net.ru/articles/came-baby/ came baby jamiro quai] [http://wobow.cn/ wobow.cn] =Character Creation=
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=Character Creation=
  
Typically one player - the GM (Game Master) will tell the other players to create characters with a certain CP (Character Point) allowance from a list of templates.
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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.
(See [[Mano a Mano:Gameplay#Players and Characters|Gameplay/Players and Characters]] and [[Mano a Mano:Templates|Game Design/Templates]].)
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A GM or game designer may follow similar rules when creating NPCs, but the limitations may be less strict.
CP allowance and the list of template's players can use to design their characters depends on the specific game being played.
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(See [[Mano a Mano:Game Design|Game Design]] and [[Mano a Mano:Gameplay|Gameplay]].)
 +
A finished character will have:
  
To create a character, you need a pencil and a character sheet.
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* the character's name, age, sex, template, occupation and CP value.
Customize the character by choosing a template, name, age, sex, build, abilities and equipment.
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* agility, strength, toughness, stamina, running and possibly swimming and airspeed.
(You may also be able to give the character weaknesses, such as missing limbs or disabilities.)
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* abilities and qualities
The total CP of these options must not be greater than your Character Point allowance
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* equipment including natural weapons and armor
(See [[Mano a Mano:Character CP|Character Creation/Character CP]].)
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* grapple attack, grapple defense, missile defense and melee defense
 
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* best absorption, total cover, stun and damage.
{{:Mano a Mano:Character Sheet}}
 
 
 
{{:Mano a Mano:Character CP}}
 
 
 
==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.
 
Record the template's CP as the character's template CP.
 
Copy the template's '''speed''', '''agility''', '''power''', '''health''', '''abilities''', disabilities and modifiers.
 
  
 
==Description==
 
==Description==
  
Make up a '''name''' for your character.
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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''.  
If the template name includes '''sex''' or '''age'' category copy these as age and sex on the character sheet;
 
Otherwise, choose the age of the character and a sex appropriate to the template, usually "male" or "female".
 
Age can be described in years or as a category such as "child", "youth", "adult", "old", or "ancient".
 
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.
 
 
 
===Missing Limbs===
 
 
 
If the game allows, the one or more of the character's limbs could be missing or crippled.
 
If the missing or crippled limb is a natural weapon, reduce the weapon's quantity (Qty) by 1.
 
If the missing or crippled limb limb is important to movement, give the character 1 or more levels of Lame disability.
 
 
 
===Build===
 
  
Choose a build from the following list or from a list of builds provided by the template, game or GM.
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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]].)
Some templates may have a list of builds which is different from the following example.
 
Mechanical characters may be built to exact specifications and have no build variations, while some animals vary in size more than others.
 
  
Add the '''agility''', '''health''' and '''power''' modifiers for the build to the values copied from the character's template.
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==Build==
When a build changes a character's power their '''half power''' needs to be recalculated, so the power modifiers here also increase or decrease the character's half power by half as much.
 
If a character's template's power is listed as "2-5" the "powerful" build will give the character  2 power and  1 half power, and you would write the character's new power as "3-7".
 
  
Choose a '''length''' in the range of length values on the character sheet.
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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.
Copy the length type ("height", "length", "wingspan", etc.) from the template to the space next to the length on the character sheet.
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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.
 +
After finding the character's total toughness, find the character's ''stamina'' which is 2 times the character's total toughness.
  
Choose a '''mass''' in the range of masses on the character sheet, or outside the range as suggested by the character's build.
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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.
In the following list, "less than template range" means the character's mass should be between half of the build's minimum mass and the build's minimum mass.
 
"More than template range" means the character's mass should be between the template's maximum mass and twice the template's maximum mass.
 
  
{| style="text-align:center"
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{|
! align="left" | Build
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! align="left" | Size
! Power
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! width="5" |
| width="2" |
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! align="left" | Toughness, Strength and Mass
! Health
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! width="5" |
| width="2" |
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! align="left" | Length
! Agility
 
| width="2" |
 
! align="left" | Mass
 
|-
 
! align="left" | Small Builds !! !! !! !! !! !! !!
 
|-
 
| align="left" | small              || -2 || || -4 || ||  1 ||
 
| align="left" | less than template range
 
|-
 
| align="left" | small and powerful ||  0 || || -4 || ||  1 ||
 
| align="left" | less than template range
 
 
|-
 
|-
| align="left" | small and tough    || -2 || || 0 || ||  1 ||
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| tiny      || || less than half average || || over 20% less than average
| align="left" | less than template range
 
 
|-
 
|-
! align="left" | Weaker Builds !! !! !! !! !! !! !!
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| very small || || between 1/3 and 2/3 average || || between 10% and 30% less than average
 
|-
 
|-
| align="left" | feeble            || -2 || || -4 || || -1 ||
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| small      || || between half average and average || || between 20% less than average and average
| align="left" | less than template range
 
 
|-
 
|-
| align="left" | puny              || -2 || || -4 || ||  0 ||
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| normal    || || between 2/3 average and 50% more than average || || between 10% less and 10% more than average
| align="left" | less than template range
 
 
|-
 
|-
| align="left" | delicate          || 0 || || -4 || ||  0 ||
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| big        || || between average and twice average || || between average and 30% more than average
| align="left" | within template range
 
 
|-
 
|-
| align="left" | wimpy              || -2 || || 0 || ||  0 ||
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| very big  || || between 50% more than average and three times average || || between 10% and 50% more than average
| align="left" | within template range
 
 
|-
 
|-
! align="left" | Typical Builds !! !! !! !! !! !! !!
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| huge       || || more than twice average || || over 30% more than average
|-
 
| align="left" | fast (light)       || 0 || ||  0 || ||  1 ||
 
| align="left" | within template range (less than average)
 
|-
 
| align="left" | normal            ||  0 || ||  0 || ||  0 ||
 
| align="left" | within template range
 
|-
 
| align="left" | slow (heavy)      ||  0 || ||  0 || || -1 ||
 
| align="left" | within template range (more than average)
 
|-
 
! align="left" | Athletic Builds !! !! !! !! !! !! !!
 
|-
 
| align="left" | fast and tough    ||  0 || ||  4 || ||  1 ||
 
| align="left" | within template range
 
|-
 
| align="left" | fast and powerful  ||  2 || ||  0 || ||  1 ||
 
| align="left" | within template range
 
|-
 
| align="left" | tough              ||  0 || ||  4 || ||  0 ||
 
| align="left" | within template range
 
|-
 
| align="left" | powerful          ||  2 || ||  0 || ||  0 ||
 
| align="left" | within template range
 
|-
 
! align="left" | Large Builds !! !! !! !! !! !! !!
 
|-
 
| align="left" | big                ||  2 || ||  4 || || -1 ||
 
| align="left" | more than template range
 
|-
 
| align="left" | big and fast      ||  2 || ||  4 || ||  0 ||
 
| align="left" | more than template range
 
|-
 
| align="left" | big and very fast  ||  2 || ||  4 || ||  1 ||
 
| align="left" | more than template range
 
 
|}
 
|}
  
==Character Abilities==
+
;more speed (20 CP): A character can have more speed if his template has medium or high variability. If the template's speed is ¼ or ½ the character's total speed will be twice the template's speed. Otherwise the character's total speed will be the template's speed plus 1. More speed is worth 20 CP.
  
;Abilities: You may give the character new abilities from the list of abilities the game or template allows you to develop.
+
;less speed (-20 CP): A character can have less speed if his template has medium or high variability and the template's speed is greater than ¼. If the template's speed is 1 or ½ the character's total speed will be half of the template's speed. Otherwise the character's total speed will be the template's speed minus 1. Less speed is worth -20 CP.
  
;Disabilities: You may choose as many disabilities as the game allows.
+
;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.  
  
;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. A template may impose a limit on how many ability levels a character can develop.
+
;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.
  
;Health: A character's health is the sum of the character's two highest athletic ability modifiers plus one. (See [[Mano a Mano:Damage|Action/Damage]].)
+
;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.
  
;Health/2: A character's health/2 is half of the character's health, rounded down. (See [[Mano a Mano:Damage|Action/Damage]].)
+
;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.
  
{| style="text-align:center"
+
;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.
|-
+
 
| width="300" rowspan="14" align="left" valign="top" |
+
;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.
;Grip: Grip is a character's power plus 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 a character's encumbrance penalty too, reducing speed and movement.
+
 
 +
;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.
 +
 
 +
==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]].)
 +
 
 +
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
 +
 
 +
3-5&nbsp;expert
 +
 
 +
6-7&nbsp;master
  
;CC (Carrying Capacity): CC is the amount of equipment a character can carry without encumbrance. CC is determined by the character's grip.
+
8-9&nbsp;legend
! Grip !! CC !! width="10" | !! Grip !! CC
 
|-
 
|  0 ||  0 g  || || 13 || 500 kg
 
|-
 
|  1 || 500 g  || || 14 || 1 tonne
 
|-
 
|  2 ||  1 kg || || 15 || 2 tonnes
 
|-
 
|  3 ||  2 kg || || 16 || 3 tonnes
 
|-
 
|  4 ||  3 kg || || 17 || 5 tonnes
 
|-
 
|  5 ||  5 kg || || 18 || 10 tonnes
 
|-
 
|  6 ||  10 kg || || 19 || 20 tonnes
 
|-
 
|  7 ||  20 kg || || 20 || 30 tonnes
 
|-
 
8 ||  30 kg || || 21 || 50 tonnes
 
|-
 
9 ||  50 kg || || 22 || 100 tonnes
 
|-
 
| 10 || 100 kg || || 23 || 200 tonnes
 
|-
 
| 11 || 200 kg || || 24 || 300 tonnes
 
|-
 
| 12 || 300 kg || || 25 || 500 tonnes
 
 
|}
 
|}
  
==Choosing Occupations==
+
==Equipment and Natural Defenses==
 
 
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 [[Mano a Mano:Occupations|Game Design/Occupations]].)
 
  
{{:Mano a Mano:Character Equipment}}
+
Natural weapons and armor do not have mass or heft.
 +
(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]].)
  
==Encumbrance and Movement==
+
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]].)
  
;Equip. Mass (equipment mass): Add up the mass of all of the character's equipment and write the total here.
+
;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.)
  
;Encumbrance: Encumbrance is the character's equipment mass divided by the character's CC and rounded down. If the character's CC 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.
+
;Grapple Defense: A character's grapple defense is his grapple attack plus 10.
  
;Spd-Enc (speed minus encumbrance): Speed minus encumbrance, along with stride and movement abilities, determines a character's ground, water, air and climbing movement.
+
;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.
  
;Stride: Stride is one plus the character's running ability modifier minus their lame disability modifier. This is used to determine a character's ground movement.
+
;Missile Defense: Missile defense is 10 plus the character's agility. This is the difficulty of successfully shooting the character or hitting the character with a thrown weapon.
  
;Ground: If a character's stride is greater than zero, their ground movement is their stride multiplied by their Spd-Enc. If the character's stride is 0, their ground movement is 1.  If the character's stride is less than 0, their ground movement is 0. (See [[Mano a Mano:Movement|Action/Movement]].)
+
;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.  
  
;Water: Water movement is Spd-Enc multiplied by swimming ability modifier. (See [[Mano a Mano:Movement|Action/Movement]].)
+
;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.
  
;Air: Only characters who can fly have air movement. Air movement is either Spd-Enc multiplied by flight ability modifier or ground movement, whichever is greater. (See [[Mano a Mano:Movement|Action/Movement]].)
+
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]].)
  
;Climbing: While climbing, movement is Spd-Enc multiplied by the longest reach of the character's hands or 0.5 m whichever is longer. (See [[Mano a Mano:Templates#Natural Weapons|Game Design/Templates/Natural Weapons]] and [[Mano a Mano:Movement|Action/Movement]].)
+
;Stun and Damage: New characters have no stun or damage.
  
 
{{:Mano a Mano:Make a Character}}
 
{{:Mano a Mano:Make a Character}}

Latest revision as of 16:00, 20 January 2009

Character Creation[edit]

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. A GM or game designer may follow similar rules when creating NPCs, but the limitations may be less strict. (See Game Design and Gameplay.) A finished character will have:

  • the character's name, age, sex, template, occupation and CP value.
  • agility, strength, toughness, stamina, running and possibly swimming and airspeed.
  • abilities and qualities
  • equipment including natural weapons and armor
  • grapple attack, grapple defense, missile defense and melee defense
  • best absorption, total cover, stun and damage.

Description[edit]

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.

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 Game Design/Occupations.)

Build[edit]

A character may be able to have more or less speed, agility, toughness, strength, running, swimming, airspeed, mass and length than his template. 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.

Size Toughness, Strength and Mass Length
tiny less than half average over 20% less than average
very small between 1/3 and 2/3 average between 10% and 30% less than average
small between half average and average between 20% less than average and average
normal between 2/3 average and 50% more than average between 10% less and 10% more than average
big between average and twice average between average and 30% more than average
very big between 50% more than average and three times average between 10% and 50% more than average
huge more than twice average over 30% more than average
more speed (20 CP)
A character can have more speed if his template has medium or high variability. If the template's speed is ¼ or ½ the character's total speed will be twice the template's speed. Otherwise the character's total speed will be the template's speed plus 1. More speed is worth 20 CP.
less speed (-20 CP)
A character can have less speed if his template has medium or high variability and the template's speed is greater than ¼. If the template's speed is 1 or ½ the character's total speed will be half of the template's speed. Otherwise the character's total speed will be the template's speed minus 1. Less speed 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.
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.
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.
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.
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.
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.

Abilities and Qualities[edit]

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 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 Game Design/Templates.)

extra
modifier

1-2 student

3-5 expert

6-7 master

8-9 legend

Equipment and Natural Defenses[edit]

Natural weapons and armor do not have mass or heft. (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 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 Game Design/Equipment and Character Development/Inventory Management.)

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 Defense
A character's grapple defense is his grapple attack plus 10.
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.
Missile Defense
Missile defense is 10 plus the character's agility. This is the difficulty of successfully shooting the character or hitting the character with a thrown weapon.
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.

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 Action/Damage/Armor.)

Stun and Damage
New characters have no stun or damage.

Make a Character - Character Generation Example[edit]

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