Difference between revisions of "Mano a Mano:Make a Character"

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(Make a Character - Character Generation Example)
(Make a Character - Character Generation Example)
 
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==Make a Character - Character Generation Example==
 
==Make a Character - Character Generation Example==
  
This example explains how to make a playable character. Consult the game-specific rules or the Game Master (GM) to find out what Templates and how many Character Points (CP) you can use to make characters. (See [[Mano a Mano:Character Creation|Character Creation]].)  The player starts generating the character by getting a partially-filled out character sheet called a "template." Which template he uses depends on what kind of character he is making.
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This example explains how to make a playable character. Consult the game-specific rules or the Game Master (GM) to find out what Templates and how many Character Points (CP) you can use to make characters. (See [[Mano a Mano:Character Creation|Character Creation]].)  The player starts generating the character with a "template" for the kind of character he is making.
  
 
'''1. Choose the Type of Character You Want to Make'''
 
'''1. Choose the Type of Character You Want to Make'''
  
Here we'll assume that we are allowed to use 166 total CP to make a single character whose template is "human."
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Here we'll assume that we are allowed to use 201 total CP to make a single character whose template is "human."
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After subtracting the CP value of the template (155 CP) we still have 46 CP to customize the character.
 
(See [[Mano a Mano:Make a Template|Game Design/Make a Template]].)
 
(See [[Mano a Mano:Make a Template|Game Design/Make a Template]].)
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{{:Mano a Mano:Example Template}}
 
{{:Mano a Mano:Example Template}}
  
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Now we look at Steven's Template to see how it affects his dimensions and modifiers.
 
Now we look at Steven's Template to see how it affects his dimensions and modifiers.
Steven is a Human, so his height will be between 1.36 m and 2.04 m (+/- 20% of 1.7m), and his weight should be between 38 kg to 150 kg (50% to 200% of 75 kg.) We decide to make Steven a short-and-stocky tough guy. Steven will be 1.6 m tall and 95 kg. We give him 2 extra points of toughness modifier, which uses up 6 CP.
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Steven is a Human, so his height will be between 1.4 m and 2.0 m (within 20% of 1.7m), and his weight should be between 38 kg and 150 kg (50% to 200% of 75 kg.) We decide to make Steven a short-and-stocky tough guy: 1.6 m tall and 95 kg. We give him 2 extra points of toughness, which uses up 6 CP. Steven's agility (0), speed (1), strength (3) and running (5) will remain unchanged from the Human template. Steven's ''stamina'' is 14 (two times his toughness.)
Steven's agility (0), speed (1), power (4) will remain unchanged from the Human template.
 
  
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{|
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| valign="top" |
 
'''3. Use the Remaining CP to Customize the Character'''
 
'''3. Use the Remaining CP to Customize the Character'''
  
The next step is to make Steven more competent and interesting by distributing the CP remaining after subtracting Steven's Template CP (120 CP) from the remaining CP allowance (166 - 6 = 160. 160 - 120 = 40 remaining CP). Steven has 40 extra CP remaining for enhancements after using 6 CP for extra toughness.  
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Now we will make Steven more competent and interesting by distributing the rest of his CP. After spending 6 CP to give Steven extra toughness, we have 40 CP remaining for enhancements. We decide that Steven does not have any disabilities or missing limbs, so we'll just distribute the rest of the CP among Steven's abilities.
  
Steven does not have any other unusual features like missing limbs.
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We give him a new ''one-handed weapons'' ability with a modifier of 4 (20 CP.)
 
 
The rest of the CP allowance (40 CP) will be distributed among Steven's abilities.
 
We'll give him an extra ''one-handed weapons'' ability modifier of 4 (20 CP.)
 
Steven's total one-handed weapons modifier is the same as his extra ability modifier (4) because the Human template does not have a template one-handed weapons modifier.
 
 
We use 10 CP to give Steven an extra ''craftsmanship'' ability modifier of 2.
 
We use 10 CP to give Steven an extra ''craftsmanship'' ability modifier of 2.
We use the remaining 10 CP to give Steven an extra ''unarmed combat'' ability modifier of 2.
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We use the remaining 10 CP to give Steven an extra ''natural weapons'' ability modifier of 2.
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The Human template does not have a one-handed weapons, craftsmanship or natural weapons modifier, so we write a 0 in the right side of the '''Modifier''' column for each ability.
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| valign="bottom" |
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{|
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| || align="right" |  6 || extra toughness (+2)
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|-
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| || align="right" | 20 || one-handed weapons (+4)
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|-
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| || align="right" | 10 || craftsmanship (+2)
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|-
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| || align="right" | 10 || natural weapons (+2)
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|-
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| + || align="right" style="border-bottom:solid black 1px" | 155 || template CP
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|-
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| || align="right" | 201 || total CP value
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|}
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|}
  
 
'''4. Occupation and Equipment'''
 
'''4. Occupation and Equipment'''
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Steven meets the minimum qualifications to be a Robber.
 
Steven meets the minimum qualifications to be a Robber.
 
We decide this suits the personality we envision for Steven, so we make his occupation "Robber".
 
We decide this suits the personality we envision for Steven, so we make his occupation "Robber".
 
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This occupation does not give Steven any equipment, but he has made a "machete".
Steven has made a "machete" (see [[Mano a Mano:Make an Item|Character Development/Making Equipment/Equipment Generation Example]].)
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(See [[Mano a Mano:Occupations#Occupation Examples|Game Design/Occupations/Occupation Examples]] and [[Mano a Mano:Make an Item|Character Development/Making Equipment/Equipment Generation Example]].)
  
 
{{:Mano a Mano:Example Weapon}}
 
{{:Mano a Mano:Example Weapon}}
  
To put this weapon onto Steven's character sheet:
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Steven only has one machete, so we list the item's name as "1 machete".
 
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We copy the item's features (just "sharp"), mass (0.5 kg), and heft (3) to Steven's character sheet.
* Steven only has one machete, so we list the item's name as "1 machete".
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Steven's machete has an attack modifier of 4: Steven's agility (0) plus Steven's ''one-handed weapons'' ability (2).
* We copy the item's features (just "sharp"), mass (0.5 kg), and heft (3) to Steven's character sheet.
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Steven's machete has a defense of 14: Steven's agility (0) plus Steven's ''one-handed weapons'' ability (2) plus 10.
* Steven's machete has an attack modifier (Atk) of 4: Steven's agility (0) plus Steven's ''one-handed weapons'' ability (2).
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The machete's power is 5 and Steven's total strength is 3. Steven's machete power is the highest of these two values (5).
* Steven's machete has a defense (Def) of 14: Steven's agility (0) plus Steven's ''one-handed weapons'' ability (2) plus 10.
 
* The machete's power is 6 and Steven's total power is 4. Steven's machete power is the highest of these two values (6). Half of this power is 3, so we list Steven's power with the machete as "3 - 6".
 
 
 
We also fill in the power, attack and defense of Steven's natural weapons:
 
 
 
*The power of his hands and feet is Steven's total power, which is 4. Half of this power is 2, so we list Steven's power as "2 - 4".
 
*Steven's hands and feet have an attack modifier (Atk) of 2: his agility plus his ''unarmed combat'' ability (2).
 
*Steven's hands and feet have a defense (Def) of 12: his agility (0) plus his ''unarmed combat'' ability (2) plus 10.
 
 
 
 
 
'''5. Find the Character's Encumbrance'''
 
 
 
We find Steven's carrying capacity from his total power (4) and the [[Mano a Mano:Character Creation#Encumbrance|carrying capacity table]]. According to the table, Steven's carrying capacity is 3. This means Steven's movement is reduced by 1 meter for every 3 kg of equipment he carries, but fortunately Steven's only equipment is the machete. The machete's mass is 0.5 kg, so Steven's equipment mass is 0.5 kg. This is less than 3 kg, so Steven's encumbrance is 0.
 
 
 
'''6. Calculate Movement'''
 
  
* Steven's has no swimming ability so his water movement is 0.
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We also fill in the power, attack and defense of Steven's natural weapons.
* Steven has no running ability or encumbrance so his stride is 4 meters.
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The power of his hands and feet is Steven's total strength, which is 4..
* Steven's climbing movement is 0 meters because he has no climbing ability.
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Steven's hands and feet have an attack modifier of 2: his agility plus his ''natural weapons'' ability (2).
* We leave air movement blank because Steven cannot fly.
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Steven's hands and feet have a defense of 12: his agility (0) plus his ''natural weapons'' ability (2) plus 10.
  
'''7. Defense, Armor and Healthy'''
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'''5. Grapple, Defense, Armor'''
  
* Steven's ''best defense'' is 14: his defense (Def) with the machete.
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Steven's grapple attack is his 0 agility plus his 0 grappling ability plus his 3 strength, for a total of 3 grapple attack
* Steven has no armor so we can leave ''best absorption'' and ''total cover'' blank.
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Steven's grapple defense is his 3 grapple attack plus 10, for a total of 13 grapple defense.
* Steven's ''healthy'' is 4: half of his toughness, rounded up.
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Steven's ''melee defense'' is the best defense of all his natural weapons and hand weapons. His machete has 14 defense, while his hands and feet have only 12 defense, so his melee defense is 14.
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Steven's ''missile defense'' is his agility (0) plus 10, which is 10 (10 + 0 = 10).
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Steven has no armor so his ''best absorption'' and ''total cover'' are 0.
  
 
{{:Mano a Mano:Example Character}}
 
{{:Mano a Mano:Example Character}}

Latest revision as of 16:11, 20 January 2009

Make a Character - Character Generation Example[edit]

This example explains how to make a playable character. Consult the game-specific rules or the Game Master (GM) to find out what Templates and how many Character Points (CP) you can use to make characters. (See Character Creation.) The player starts generating the character with a "template" for the kind of character he is making.

1. Choose the Type of Character You Want to Make

Here we'll assume that we are allowed to use 201 total CP to make a single character whose template is "human." After subtracting the CP value of the template (155 CP) we still have 46 CP to customize the character. (See Game Design/Make a Template.)

human, 75 kg, 1.7 m height, medium variability, 155 CP
1 speed, 0 agility, 3 strength, 5 toughness, 5 running
2 hands (hand)
2 feet

2. Choose the Character's Build

Now we look at Steven's Template to see how it affects his dimensions and modifiers. Steven is a Human, so his height will be between 1.4 m and 2.0 m (within 20% of 1.7m), and his weight should be between 38 kg and 150 kg (50% to 200% of 75 kg.) We decide to make Steven a short-and-stocky tough guy: 1.6 m tall and 95 kg. We give him 2 extra points of toughness, which uses up 6 CP. Steven's agility (0), speed (1), strength (3) and running (5) will remain unchanged from the Human template. Steven's stamina is 14 (two times his toughness.)

3. Use the Remaining CP to Customize the Character

Now we will make Steven more competent and interesting by distributing the rest of his CP. After spending 6 CP to give Steven extra toughness, we have 40 CP remaining for enhancements. We decide that Steven does not have any disabilities or missing limbs, so we'll just distribute the rest of the CP among Steven's abilities.

We give him a new one-handed weapons ability with a modifier of 4 (20 CP.) We use 10 CP to give Steven an extra craftsmanship ability modifier of 2. We use the remaining 10 CP to give Steven an extra natural weapons ability modifier of 2. The Human template does not have a one-handed weapons, craftsmanship or natural weapons modifier, so we write a 0 in the right side of the Modifier column for each ability.

6 extra toughness (+2)
20 one-handed weapons (+4)
10 craftsmanship (+2)
10 natural weapons (+2)
+ 155 template CP
201 total CP value

4. Occupation and Equipment

Steven meets the minimum qualifications to be a Robber. We decide this suits the personality we envision for Steven, so we make his occupation "Robber". This occupation does not give Steven any equipment, but he has made a "machete". (See Game Design/Occupations/Occupation Examples and Character Development/Making Equipment/Equipment Generation Example.)

machete (81 CP, 0.5 kg, 3 heft, 5 power, sharp)
MaMmachete.png

Steven only has one machete, so we list the item's name as "1 machete". We copy the item's features (just "sharp"), mass (0.5 kg), and heft (3) to Steven's character sheet. Steven's machete has an attack modifier of 4: Steven's agility (0) plus Steven's one-handed weapons ability (2). Steven's machete has a defense of 14: Steven's agility (0) plus Steven's one-handed weapons ability (2) plus 10. The machete's power is 5 and Steven's total strength is 3. Steven's machete power is the highest of these two values (5).

We also fill in the power, attack and defense of Steven's natural weapons. The power of his hands and feet is Steven's total strength, which is 4.. Steven's hands and feet have an attack modifier of 2: his agility plus his natural weapons ability (2). Steven's hands and feet have a defense of 12: his agility (0) plus his natural weapons ability (2) plus 10.

5. Grapple, Defense, Armor

Steven's grapple attack is his 0 agility plus his 0 grappling ability plus his 3 strength, for a total of 3 grapple attack Steven's grapple defense is his 3 grapple attack plus 10, for a total of 13 grapple defense. Steven's melee defense is the best defense of all his natural weapons and hand weapons. His machete has 14 defense, while his hands and feet have only 12 defense, so his melee defense is 14. Steven's missile defense is his agility (0) plus 10, which is 10 (10 + 0 = 10). Steven has no armor so his best absorption and total cover are 0.

Steven, adult male human robber, 95 kg, 1.6 m height, 201 CP
1 speed, 0 agility, 3 strength, 7 toughness, 14 stamina, 5 running
2 unarmed combat, 4 one-handed weapons, 2 craftsmanship
2 hands (hand, 3 power, 2 attack, 12 defense)
2 feet (3 power, 2 attack, 12 defense)
1 machete (sharp, 0.5 kg, 3 heft, 5 power, 4 attack, 14 defense)
14 melee defense, 10 missile defense, 13 grapple defense, 3 grapple attack
0 best absorption, 0 total cover, ____ stun, ____ damage