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

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(Developing Abilities through Training and Experience)
(Developing Combat Abilities)
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===Developing Combat Abilities===
 
===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 attack modifier for each of his guns will increase by 1.
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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 ''unarmed combat'' ability increases by 1, then his attack modifier and defense with each of his natural weapons will increase by 1. Update the character's '''best defense''' when the defense of his striking weapons improves.
  
 
===Flexible CP and Abilities===
 
===Flexible CP and Abilities===

Revision as of 08:00, 6 July 2008

Developing Abilities through Training and Experience

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 modifiers for that ability. (See Character Creation.)

For example, a character might be rewarded with 2 extra climbing CP for the experience of ascending the highest mountain in the world. If the character already had 8 extra CP, these 10 CP could be used to raise climbing ability modifier by 1.

Unless otherwise stated by a specific game, a character's total ability modifier cannot be more than 9 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 11 (9 + 2 = 11). If the template has no unarmed combat ability, the maximum unarmed combat ability of a character using that template is 9 (9 + 0 = 9).

Developing New Abilities

A character can use extra CP to develop new abilities. A character with no template or extra running ability could use 10 extra CP for running ability, giving him a new running ability with a modifier of 1.

Developing Movement Abilities

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 usually 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 Character Creation/Encumbrance and Movement.)

Developing Combat Abilities

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 unarmed combat ability increases by 1, then his attack modifier and defense with each of his natural weapons will increase by 1. Update the character's best defense when the defense of his striking weapons improves.

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 10 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 10 CP to increase the extra CP of any of the character's abilities. The player can add all 10 CP to a single extra CP value or split it up between different extra CP values.

Training CP

1 CP can represent 100 hours of intense training with experts, or 300 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 10 extra CP of fencing ability. (2 hours a week multiplied by 50 weeks a year multiplied by 10 years divided by 100 hours per CP.) If the warrior also spends 12 hours training on his own each week for those 10 years, he will have an additional 20 extra CP. (12 hours a week multiplied by 50 weeks a year multiplied by 10 years divided by 300 hours per CP.)