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===
  
Characters can gain extra CP from training or other experiences. These CP can improve a character's build or abilities. When a character gains extra ability CP, update the character's extra and total modifiers for that ability. (See [[Mano a Mano:Character CP|Character Creation/Character CP]].)
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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).
  
For example, a character might be rewarded with 200 extra climbing CP for the experience of ascending the highest mountain in the world. If the character already had 100 extra CP of climbing ability, his climbing ability will now have 300 extra CP, his climbing ability's extra modifier will increase from 1 to 2 and it's total modifier will also increase by 1.  
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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.
  
===Developing Movement Abilities===
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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.
 
 
When a character's running, swimming, flight or climbing ability increases, his stride, water, air or climbing movement may also change. For example, a character with a total running ability modifier of 2 and no lame disability has a stride of 6. (4 + 2 - 0 = 6.) If his total running ability modifier increases to 3, then his stride will be 7. (4 + 3 - 0 = 7.)
 
(See [[Mano a Mano:Character Creation#Encumbrance and Movement|Character Creation/Encumbrance and Movement]].)
 
 
 
===Developing Combat Abilities===
 
 
 
When a character's combat abilities increase, his combat modifiers may also increase. If a character's marksmanship ability increases by 1, then his combat modifier for each of his guns will increase by 1.
 
 
 
===Flexible CP and Abilities===
 
 
 
An experience can give a character flexible extra CP which can be added to the extra CP of any ability. For example, a character might be awarded 100 flexible CP for completing an adventure that involved fighting monsters, outwitting villains, finding treasure and a variety of other experiences. The character's player can use these 100 CP to increase the extra CP of any of the character's abilities. The player can add all 100 CP to a single extra CP value or split it up between different extra CP values.
 
 
 
===Training CP===
 
 
 
1 CP can represent an hour of intense training with experts, or three hours of relaxed training on your own. For example a warrior might train with a fencing master for 2 hours a week for 10 years, for a total of about 1000 extra CP of fencing ability. (2 hours a week multiplied by  50 weeks a year multiplied by 10 years.)  If the warrior also spends 12 hours training on his own each week for those 10 years, he will have an additional 2000 extra CP. (12 hours a week multiplied by 50 weeks a year multiplied by 10 years divided by 3 hours per CP.)
 

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.