Mano a Mano:Developing Abilities

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Revision as of 07:38, 22 February 2008 by 75.165.114.132 (talk) (Developing Power)
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Developing Abilities through Training and Experience

Characters can gain extra CP from training or other experiences. These CP can increase the extra CP of one of the character's abilities, toughness, power, speed or agility. When the extra CP changes, update the ability, toughness, power, speed or agility extra and total modifiers. (See Character Creation/Character CP.)

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.

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 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 Character Creation/Encumbrance and Movement.)

Developing Power

When a character's power increases, his CC, encumbrance, stride, water, air or climbing movement may also change. If a character's total power increases from 3 to 4, then his carrying capacity will increase from 2 kg to 3 kg. If the character was carrying 6 kg of equipment then his encumbrance will decrease from 3 to 2. (6 divided by 2 is 3, but 6 divided by 3 is only 2.) This would also increase his stride, water movement and air movement by 1 m, and his climbing movement by 0.1 m. (See Character Creation/Encumbrance and Movement.)

Developing Agility and Combat Abilities

When a character's agility or combat abilities increase, his combat modifiers may also increase. If a character's total agility increases by 1, all of his combat modifiers will also increase by 1. If a character's marksmanship ability increases by 1, then his combat modifier for each of his guns will increase by 1.

Flexible CP

An experience can give a character flexible extra CP which can be added to the extra CP of any ability, toughness, power, speed or agility. 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, toughness, power, speed or agility. 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.)