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

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==Developing Abilities through Training and Experience==
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[[Category:Mano a Mano]]
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===Developing Abilities===
  
An experience point (XP) is one percent (1% or 1/100) of a character point (CP). Experience points are used to improve abilities by small increments. Characters can gain experience points from training, as a reward for completing an adventure, or from other experiences that improve their abilities. An experience point can represent an hour of intense training with experts, or three hours of relaxed training on your own.
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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 ''stealth'' ability modifier of 2, the greatest total stealth 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).
  
Experience points can be given to improve a specific ability, or characters can receive flexible experience points which their players decide how to use. Experience points are added to an ability's CP. Then the ability's modifier is updated. Experience points can be added in four steps:
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A character can use CP to develop new abilities. A character with who does not have climbing ability could use 10 CP to get climbing ability with a modifier of 2, even if his template does not have climbing ability.
  
'''1. Convert the ability's CP into XP and add the new XP.''' The ability's XP is 100 times the abilities CP.  If the ability's CP is 6, it's XP is 600.  If the ability's CP is 8.5, it's XP is 850.  If the ability's CP is 3.14, it's XP is 314.  After finding the ability's XP, add the new XP to it.
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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.
 
 
'''2. Find the new ability level.'''  A character's ability level is the difference between their personal ability modifier and their template's ability modifier.  The following table shows the CP required for each ability level.  If fractions of ability levels are allowed the table also shows how much CP is required for each additional fraction of an ability level.
 
 
 
  Whole          Add      Add      Add
 
Ability  XP    1/2      1/10    1/100
 
  Level      for each  for each  for each
 
 
    1    100  100 XP    20 XP    2 XP
 
    2    300  150 XP    30 XP    3 XP
 
    3    600  200 XP    40 XP    4 XP
 
    4  1000  250 XP    50 XP    5 XP
 
    5  1500  300 XP    60 XP    6 XP
 
    6  2100  350 XP    70 XP    7 XP
 
    7  2800  400 XP    80 XP    8 XP
 
    8  3600  550 XP    90 XP    9 XP
 
    9  4500  500 XP    100 XP    10 XP
 
 
 
'''3. Find the new ability modifier.'''  The new ability modifier is the character's new ability level plus their template's ability modifier.
 
 
 
'''4. Convert the ability's new XP into CP.'''  The ability's new CP is the XP divided by 100.  For example, if the new XP is 314, the new CP will be 3.14.
 
 
 
 
 
'''Examples:'''
 
 
 
*A character has an ability with 3 levels and 6.00 CP.  They add 400 experience points (4.00 CP) for a total of 10.00 CP.  Their ability level is now 4.
 
 
 
*A character has 2.00 CP in some ability.  The whole number part of the ability is 1.  The game allows the character to have half ability levels, so the player finds the difference between the Ability's CP and the CP of the whole number part (2.00 CP - 1.00 CP = 1.00 CP.)  The next whole ability level is 2, so increasing the ability level by a fraction requires 2 experience points for every percent of fractional ability level.  Increasing the ability by one half (50%) requires 2 experience points times 50 percentage points which equals 100 experience points or 1.00 CP.  So the character has just enough points for ability level 1.5.
 
 
 
*A character uses 550 experience points to develop a new ability.  The new ability's CP is 5.50.  The whole number part of the new ability's level is 2 (which requires 3.00 CP while the next whole number level requires 6.00 CP.)  The game allows tenths of ability levels.  The difference between the ability's CP and the CP of the whole number part is 5.50 - 3.00 = 2.50 CP, or 250 experience points.  The next whole ability level is 3, so the ability can be increased ten percent for every 30 (3 times 10) experience points in the difference.  8 times 30 experience points is 240, which is less than 250, so the characters new ability level is 2 and eight tenths (2.8).
 
 
 
*A character has an ability with 3.55 CP and is allowed to have hundredths of an ability level.  The whole number part of the ability's level is 2, and the difference between the CP of that whole number part and the ability's total CP is 0.55, or 55 experience points.  The character can have an extra percent of an ability level for every 3 experience points (3 is the next whole ability level.)  19 percent of an ability level would require 57 experience points, which is more than the 55 experience points available.  18 percent of an ability level would only require 54 experience points, so the character's ability level is 2.18.
 

Latest revision as of 00:16, 17 January 2009

Developing Abilities[edit]

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 stealth ability modifier of 2, the greatest total stealth 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 who does not have climbing ability could use 10 CP to get climbing ability with a modifier of 2, even if his template does not have climbing ability.

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.