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

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Many things described in the [[Mano a Mano]] Role-Playing System - including characters, equipment, templates and abilities - are worth Character Points (CP).  CP is a rough estimate of how valuable that thing is.
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==Character Points==
  
This value can be used in various ways. For example, players could design characters within a CP limit, or the strength of opposing teams could be compared by the CP of their characters and equipment. Typically an "average beginning character" is worth about 25 CP, not including equipment.
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Many things described in the [[Mano a Mano]] Role-Playing System - including [[Mano a Mano:Character Creation|characters]], [[Mano a Mano:Equipment|equipment]] and [[Mano a Mano:Templates|templates]] - have a Character Point (CP) value. CP is a rough estimate of how valuable that thing is. Players often design new PCs with a CP limit of about 300 CP, not including equipment. Minor NPCs usually have about 250 CP. The most powerful PCs and legendary heroes have up to 1000 CP. Powerful superheroes could have as much as 3000 CP. CP might also be used to compare the strength of the characters and equipment on opposing teams.
  
=== Template CP ===
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{{:Mano a Mano:CP Tables}}
 
 
{{:Mano a Mano:Template CP}}
 
 
 
=== Character CP ===
 
 
 
==== Template ====
 
 
 
Add the CP of the character's Template to the character's total CP.
 
 
 
==== Abilities ====
 
 
 
Add the CP of extra Ability levels (General Abilities, Skills and Disabilities) beyond what the Character's Template provides.  If a Character has 6 levels of Stealth ability and his Template has 4 Stealth, then he has 2 extra levels of Stealth, which is worth 3 CP.  If a character has 3 levels of Nearsighted and their template does not have this disability, then he has 3 extra levels of Nearsighted, which is worth -6 CP.
 
 
 
{{:Mano a Mano:Ability CP}}
 
 
 
==== Body ====
 
 
 
The character may vary from his template, by having a special "build" according to the following table (these modifiers are applied to the character's Natural Weapon and Armor and Naked modifiers on his character sheet):
 
 
 
<table><tr><td>
 
CP  Pow Abs Agi Small Builds        Mass
 
 
-1  -1  -1  +1  small              less than template range
 
+1  0  -1  +1  small and powerful  less than template range
 
+2  -1  0  +1  small and tough    less than template range
 
 
CP  Pow Abs Agi Weaker Builds      Mass
 
 
-9  -1  -1  -1  feeble              less than template range
 
-5  -1  -1  0  puny                less than template range
 
-3  0  -1  0  delicate            within template range
 
-2  -1  0  0  wimpy              within template range
 
 
CP  Pow Abs Agi Typical Builds      Mass
 
 
+4  0  0  +1  fast (light)        within template range (less than average)
 
  0  0  0  0  normal              within template range
 
-4  0  0  -1  slow (heavy)        within template range (more than average)
 
 
CP  Pow Abs Agi Athletic Builds    Mass
 
 
+7  0  +1  +1  fast and tough      within template range
 
+6  +1  0  +1  fast and powerful  within template range
 
+3  0  +1  0  tough              within template range
 
+2  +1  0  0  powerful            within template range
 
 
CP  Pow Abs Agi Large Builds        Mass
 
 
+1  +1  +1  -1  big                more than template range
 
+5  +1  +1  0  big and fast        more than template range
 
+9  +1  +1  +1  big and very fast  more than template range
 
</td></tr></table>
 
 
 
==== Missing Limbs ====
 
 
 
If the character is missing any of the limbs described in their Template, subtract the CP of the missing limbs.
 
 
 
* 3 CP for a Primary Limb
 
* 2 CP for a Secondary Limb
 
* 1 CP for an Other Limb
 
 
 
(For example, if a Sword fighter looses his primary limb in a fight, his loss subtracts 3 CP from his Total CP.  If he still has enough of a stub left to attack with, then his maimed primary limb may still be counted as an "Other Limb", and would only be a loss of 2 CP.)
 
 
 
=== Equipment CP ===
 
 
 
The Character Points (CP) amounts of most weapon modifiers is similar to the ability CP scale.
 
The '''Default CP''' scale is used for Cover (Cvr), Absorption (Abs), Concealment (Con) and Toughness (Tgh).
 
The '''Double CP''' Parry (Par), and Grapple (Grp).
 
The '''Triple CP''' scale is used for Power (Pwr) and Attack (Atk).
 
 
 
<table><tr><td>
 
Modifier      -6  -5  -4  -3  -2  -1  0  1  2  3  4  5  6  7  8
 
Default CP  -21 -15 -10  -6  -3  -1  0  1  3  6  10  15  21  28  36
 
Double CP    -42 -30 -20 -12  -6  -2  0  2  6  12  20  30  42  56  72
 
Triple CP    -63 -45 -30 -18  -9  -3  0  3  9  18  30  45  63  84 108
 
</td></tr></table>
 
 
 
<table><tr><td>'''Sharpness'''</td></tr><tr><td>
 
Sharpness  -4  -3  -2  -1  0  1  2  3  4
 
CP          0  1  3  6  10  15  21  28  36
 
</td></tr></table>
 
 
 
{{:Mano a Mano:Reach Table}}
 

Latest revision as of 18:13, 19 January 2009

Character Points[edit]

Many things described in the Mano a Mano Role-Playing System - including characters, equipment and templates - have a Character Point (CP) value. CP is a rough estimate of how valuable that thing is. Players often design new PCs with a CP limit of about 300 CP, not including equipment. Minor NPCs usually have about 250 CP. The most powerful PCs and legendary heroes have up to 1000 CP. Powerful superheroes could have as much as 3000 CP. CP might also be used to compare the strength of the characters and equipment on opposing teams.

Template Character Points[edit]

(See Game Design/Templates.)

build
no variability -10 CP
low variability -5 CP
medium variability 0 CP
high variability 5 CP
¼ speed -30 CP
½ speed 0 CP
1 speed 30 CP
2 speed 60 CP
3 speed 90 CP
agility levels 15 CP
strength levels 10 CP
toughness levels 5 CP
running levels 10 CP
swimming levels 10 CP
airspeed levels 10 CP
abilities
ability levels 8 CP
qualities
flying 15 CP
gliding 10 CP
soaring 5 CP
parachuting 5 CP
perfect regeneration 10 CP
daily regeneration 10 CP
hourly regeneration 30 CP
sudden regeneration 50 CP
mechanical 5 CP
blind -70 CP
deaf -30 CP
dumb -10 CP
mute -15 CP
inept -20 CP
unintelligent -40 CP
natural armor
partial cover 5 CP × cover × absorption
complete cover 50 CP × absorption

natural weapons

none -50 CP
single -20 CP
multiple 0 CP
each hand 10 CP
leverage levels 4 CP
offense levels 5 CP
meters of range 1 CP
one sharp weapon 20 CP
multiple sharp weapons 30 CP
one padded weapon 5 CP
multiple padded weapons 8 CP

Character Character Points[edit]

(See Character Development/Character Creation.)

ability levels 5 CP
more speed 20 CP
less speed -20 CP
agility levels 10 CP
toughness levels 3 CP
strength levels 5 CP
running levels 10 CP
swimming levels 10 CP
airspeed levels 10 CP

Equipment Character Points[edit]

(See Game Design/Equipment.)

heft levels -10 CP
power levels 10 CP
meters of range 1 CP
partial cover 5 CP × cover × absorption
complete cover 50 CP × absorption
offense levels 5 CP
control levels 10 CP
sharp 20 CP
padded 5 CP
two-handed -10 CP
flash -5 CP
noise -10 CP
smoke -20 CP
 shots before 
reloading
CP value
1 -2 × the reload time
2  5 - 2 × the reload time
3 10 - 2 × the reload time
4 12 - 2 × the reload time
5 14 - 2 × the reload time
6 16 - 2 × the reload time
7 17 - 2 × the reload time
8 18 - 2 × the reload time
9 19 - 2 × the reload time
10 or more 20 - 2 × the reload time
no limit 20
mass CP
0.000 kg 10
0.001 kg 9
0.002 kg 8
0.005 kg 7
0.01 kg 6
0.02 kg 5
0.03-0.05 kg 4
0.06-0.10 kg 3
0.11-0.20 kg 2
0.21-0.50 kg 1
0.51-1.00 kg 0
1.01-2.00 kg -1
3-5 kg -2
6-10 kg -3
11-20 kg -4
21-50 kg -5
51-100 kg -6
101-200 kg -7
201-500 kg -8
501-1000 kg -9
1001-2000 kg -10
2001-5000 kg -11
5001-10,000 kg -12
10,001-20,000 kg -13