Mano a Mano:Developing Abilities

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Developing Abilities

Each ability level is worth 5 CP. 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 natural weapons ability, the maximum natural weapons ability of a character using that template is 9 (9 + 0 = 9).

Developing New Abilities
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.
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 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.