Difference between revisions of "Mano a Mano:Developing Abilities"

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(Developing Abilities)
(Developing Abilities)
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A character can use CP to develop new abilities. A character with no template or extra running ability could use 10 CP for running ability, giving him a new running ability with a modifier of 2.
 
A character can use CP to develop new abilities. A character with no template or extra running ability could use 10 CP for running ability, giving him a new running ability with a modifier of 2.
  
When a character's combat abilities increase, his attack modifiers and defense may also increase. If a character's ''marksmanship'' ability increases by 1, then his attack modifier for each of his guns will increase by 1. If a character's ''natural weapons'' ability increases by 1, then his attack modifier and defense with each of his natural weapons will increase by 1. Update the character's '''melee defense''' when the defense of his striking weapons improves.
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When a character's combat abilities increase, his attack modifiers and defense may also increase. If a character's ''marksmanship'' ability increases by 1, then his attack modifier for each of his guns will increase by 1. If a character's ''natural weapons'' ability increases by 1, then his attack modifier and defense with each of his natural weapons will increase by 1. Update the character's ''melee defense'' when the defense of his striking weapons improves.

Revision as of 21:14, 16 January 2009

Developing Abilities

Each ability level is worth 5 CP. A character's total ability modifier cannot be more than 10 plus his template's ability modifier. For example, if a character's template has a swimming ability modifier of 2, the greatest total swimming modifier that character could ever have would be 12 (10 + 2 = 12). If the template has no natural weapons ability, the maximum natural weapons ability of a character using that template is 10 (10 + 0 = 10).

A character can use CP to develop new abilities. A character with no template or extra running ability could use 10 CP for running ability, giving him a new running ability with a modifier of 2.

When a character's combat abilities increase, his attack modifiers and defense may also increase. If a character's marksmanship ability increases by 1, then his attack modifier for each of his guns will increase by 1. If a character's natural weapons ability increases by 1, then his attack modifier and defense with each of his natural weapons will increase by 1. Update the character's melee defense when the defense of his striking weapons improves.