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

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(Natural Weapons)
(Make a Character - Character Generation Example)
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===Choose the Type of Character You Want to Make===
 
===Choose the Type of Character You Want to Make===
  
Here we'll assume that we are allowed to use 4000 CP to make a single character whose Template is "Sabretooth Penguin".
+
Here we'll assume that we are allowed to use 1000 extra CP to make a single character whose Template is "Human" (with a total CP of 3150.)
(See [[Mano a Mano:Make a Template|Game Design/Make a Template]].)  Therefore we are using a Sabretooth Penguin Template to make this character:
+
(See [[Mano a Mano:Make a Template|Game Design/Make a Template]].)  Therefore we are using a Human Template to make this character:
 
{{:Mano a Mano:Example Template}}
 
{{:Mano a Mano:Example Template}}
We decide to create an average-sized male Sabretooth Penguin named Modre.
+
We decide to create an average-sized male Human named Steven.
 
We record the name, sex, age, template and build on the character sheet.
 
We record the name, sex, age, template and build on the character sheet.
We record the CP value of the Sabretooth Penguin template (2700 CP) as the Template CP on Modre's character sheet.
+
We record the CP value of the Human template (2150 CP) as the Template CP on Steven's character sheet.
This leaves us with 1300 CP to customize Modre later.
+
This leaves us with 1OOO extra CP to customize Modre later.
  
 
===Dimensions, Modifiers and Abilities from the Template===
 
===Dimensions, Modifiers and Abilities from the Template===
  
Now we look at Modre'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.
Modre is a Sabretooth Penguin, so his height will be between 0.75 m and 1.50 m, and his mass should be between 40 kg and 90 kg.
+
Steven is a Human, so his height will be between 1.36 m and 2.04 m. We decide to make Steven a short-and-stocky tough guy. Steven will be 1.6 m tall and 95 kg.  We give him 3 extra points of toughness modifier.
We decide that Modre should be a typical Sabretooth Penguin 1.00 m tall and 60 kg.
+
Steven's agility (3), speed (1), power (2-4) will remain unchanged from the Human template.
Modre's agility (4), speed (1), power (2-4), swimming modifier (+1) and toughness (4) will remain unchanged from the Sabretooth Penguin template.
 
  
 
===Natural Weapons===
 
===Natural Weapons===
  
We are happy with the natural weapons of the Sabretooth Penguin template, and will add extra reach to Modre's claws.  The combat bonus of his "claws and teeth" is his agility plus his total natural weapons ability modifier (3 + 1 = 4.)
+
We are happy with the natural weapons of the Human template for the purposes of creating our Steven character.  
  
 
===Use the Remaining CP to Customize the Character===
 
===Use the Remaining CP to Customize the Character===
  
The next step is to make Modre more competent and interesting by distributing the CP remaining after subtracting Modre's Template CP (2700 CP) from the CP allowance (4000 CP). Modre has 1300 CP remaining for enhancements.  
+
The next step is to make Steven more competent and interesting by distributing the CP remaining after subtracting Steven's Template CP (2700 CP) from the CP allowance (4000 CP). Steven has 1300 CP remaining for enhancements.  
An average build is worth 0 CP, so we record that as modre's Build CP. 
+
Steven does not have any other unusual features like missing limbs.
Modre does not have any other unusual features like missing limbs, so his Other CP is also 0.
 
  
The rest of the CP allowance (1300 CP) will be distributed among Modre's abilities and other attributes (200 CP for extra health, and 1100 CP for extra ability modifiers.)
+
The rest of the CP allowance (1300 CP) will be distributed among Steven's abilities and other attributes (200 CP for extra health, and 1100 CP for extra ability modifiers.)
We'll improve his swimming by giving him an extra swimmming ability modifier of 2 (300 CP.)
 
This makes makes his total swimming modifier +3 (+1 from the Sabretooth Penguin template's swimming modifier and +2 from Modre's own extra swimming ability modifier.)
 
 
We'll give him an extra one-handed weapons ability modifier of 2 (300 CP.)
 
We'll give him an extra one-handed weapons ability modifier of 2 (300 CP.)
Modre's total one-handed weapons modifier is the same as his extra ability modifier (+2) because the Sabretooth Penguin template does not have a template one-handed weapons modifier.
+
Steven's total one-handed weapons modifier is the same as his extra ability modifier (+2) because the Human template does not have a template one-handed weapons modifier.
We use 300 CP to give Modre +2 extra Craftsmanship ability modifier.
+
We use 300 CP to give Steven +2 extra Craftsmanship ability modifier.
We use the remaining 200 CP to give Modre an extra Natural Weapons ability modifier of 1 (which enhances is natural weapon combat bonus on the character sheet as well,) and an extra fishing ability modifier of 1.
+
We use the remaining 200 CP to give Steven an extra Natural Weapons ability modifier of 1 (which enhances is natural weapon combat bonus on the character sheet as well,) and an extra fishing ability modifier of 1.
 +
 
 +
The combat bonus of his primary limb, secondary limb, and "head and legs" is his agility plus his total natural weapons ability modifier (3 + 1 = 4.)
  
 
===Occupation and Equipment===
 
===Occupation and Equipment===
  
Modre 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 Modre, so we make his occupation "Robber".
+
We decide this suits the personality we envision for Steven, so we make his occupation "Robber".
  
Modre has made an "Ice Blade" (see [[Mano a Mano:Make an Item|Character Developing/Making Equipment/Equipment Generation Example]].)
+
Steven has made a "machete" (see [[Mano a Mano:Make an Item|Character Developing/Making Equipment/Equipment Generation Example]].)
  
 
{| style="text-align:center"
 
{| style="text-align:center"
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!  CP  !! Mass !! Heft !! Reach !! Power !! Shp !! Cvr !! Abs
 
!  CP  !! Mass !! Heft !! Reach !! Power !! Shp !! Cvr !! Abs
 
|-
 
|-
| align="left" | Ice Blade
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| align="left" | machete
 
| align="left" | (no special modifiers)
 
| align="left" | (no special modifiers)
 
| 2400 || 0.5 kg ||  8  || 1.0 m ||  3-6  ||  S  ||  0  ||  0
 
| 2400 || 0.5 kg ||  8  || 1.0 m ||  3-6  ||  S  ||  0  ||  0
 
|}
 
|}
  
To put this weapon onto Modre's character sheet:
+
To put this weapon onto Steven's character sheet:
  
 
* First we copy the item name, mass, heft and sharpness from the weapon listing to the character sheet.
 
* First we copy the item name, mass, heft and sharpness from the weapon listing to the character sheet.
* Modre only has one Ice Blade, so we make it's quantity (Qty) 1.
+
* Steven only has one Ice Blade, so we make it's quantity (Qty) 1.
* Modre's Ice Blade has a combat modifier of 5: Modre's agility (3) plus Modre's one-handed weapons ability modifier (2).
+
* Steven's machete has a combat modifier of 5: Steven's agility (3) plus Steven's one-handed weapons ability modifier (2).
* Modre's Ice Blade has 1.5 m reach (his claws reach plus the Ice Blade's reach.)
+
* Steven's machete has 1.5 m reach (his primary limb reach plus the machete's reach.)
* Because the Ice Blade's power is higher than Modre's power, Modre's Ice Blade power is the same as the Ice Blade's power (3-6).
+
* Because the machete's power is higher than Steven's power, Steven's machete power is the same as the machete's power (3-6).
* Since Modre has no other equipment, the Ice Blade is not heavy enough to change his encumbrance.
+
* Since Steven has no other equipment, the machete is not heavy enough to change his encumbrance.
* The Ice Blade has no cover, absorption or other modifiers.
+
* The machete has no cover, absorption or other modifiers.
  
 
===Movement, Encumbrance and Toughness===
 
===Movement, Encumbrance and Toughness===
  
Modre's +1 swimming ability modifier is multiplied by his 1 speed to give him 1 meter of water movement.
+
Steven's lack of swimming ability modifier (0) is multiplied by his 1 speed to give him 0 meters of water movement.
Modre has no running ability or lame disability modifier, so his stride is 0 and his ground movement is 1 meter.
+
Steven has no running ability or lame disability modifier, so his stride is 0 and his ground movement is 1 meter.
Modre's climbing movement is 0.5 meters: the reach of his claws (0.5 m) multiplied by his speed (1).
+
Steven's climbing movement is 1 meter: the reach of his primary limb (1 m) multiplied by his speed (1).
We leave air movement blank because Modre cannot fly.
+
We leave air movement blank because Steven cannot fly.
  
Modre's power stays the same as the Sabretooth Penguin's power.
+
Steven's power stays the same as the Human's power.
We find Modre's carrying capacity (CC) from his power and the CC table.
+
We find Steven's carrying capacity (CC) from his power and the CC table.
Modre's CC is 3 kg, so Modre's movement is reduced by 1 meter for every 3 kg of equipment he carries.
+
Steven's CC is 3 kg, so Steven's movement is reduced by 1 meter for every 3 kg of equipment he carries.
  
We add two extra points to his toughness, so Modre has 8 toughness.
+
We add two extra points to his toughness, so Steven has 8 toughness.
Modre's toughness/2 is 4 (half of his toughness, rounded up.)
+
Steven's toughness/2 is 4 (half of his toughness, rounded up.)
  
 
{{:Mano a Mano:Example Character}}
 
{{:Mano a Mano:Example Character}}

Revision as of 16:02, 19 February 2008

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 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.

Choose the Type of Character You Want to Make

Here we'll assume that we are allowed to use 1000 extra CP to make a single character whose Template is "Human" (with a total CP of 3150.) (See Game Design/Make a Template.) Therefore we are using a Human Template to make this character: 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
We decide to create an average-sized male Human named Steven. We record the name, sex, age, template and build on the character sheet. We record the CP value of the Human template (2150 CP) as the Template CP on Steven's character sheet. This leaves us with 1OOO extra CP to customize Modre later.

Dimensions, Modifiers and Abilities from the Template

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. We decide to make Steven a short-and-stocky tough guy. Steven will be 1.6 m tall and 95 kg. We give him 3 extra points of toughness modifier. Steven's agility (3), speed (1), power (2-4) will remain unchanged from the Human template.

Natural Weapons

We are happy with the natural weapons of the Human template for the purposes of creating our Steven character.

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 (2700 CP) from the CP allowance (4000 CP). Steven has 1300 CP remaining for enhancements. Steven does not have any other unusual features like missing limbs.

The rest of the CP allowance (1300 CP) will be distributed among Steven's abilities and other attributes (200 CP for extra health, and 1100 CP for extra ability modifiers.) We'll give him an extra one-handed weapons ability modifier of 2 (300 CP.) Steven's total one-handed weapons modifier is the same as his extra ability modifier (+2) because the Human template does not have a template one-handed weapons modifier. We use 300 CP to give Steven +2 extra Craftsmanship ability modifier. We use the remaining 200 CP to give Steven an extra Natural Weapons ability modifier of 1 (which enhances is natural weapon combat bonus on the character sheet as well,) and an extra fishing ability modifier of 1.

The combat bonus of his primary limb, secondary limb, and "head and legs" is his agility plus his total natural weapons ability modifier (3 + 1 = 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".

Steven has made a "machete" (see Character Developing/Making Equipment/Equipment Generation Example.)

Item Name Special Modifiers CP Mass Heft Reach Power Shp Cvr Abs
machete (no special modifiers) 2400 0.5 kg 8 1.0 m 3-6 S 0 0

To put this weapon onto Steven's character sheet:

  • First we copy the item name, mass, heft and sharpness from the weapon listing to the character sheet.
  • Steven only has one Ice Blade, so we make it's quantity (Qty) 1.
  • Steven's machete has a combat modifier of 5: Steven's agility (3) plus Steven's one-handed weapons ability modifier (2).
  • Steven's machete has 1.5 m reach (his primary limb reach plus the machete's reach.)
  • Because the machete's power is higher than Steven's power, Steven's machete power is the same as the machete's power (3-6).
  • Since Steven has no other equipment, the machete is not heavy enough to change his encumbrance.
  • The machete has no cover, absorption or other modifiers.

Movement, Encumbrance and Toughness

Steven's lack of swimming ability modifier (0) is multiplied by his 1 speed to give him 0 meters of water movement. Steven has no running ability or lame disability modifier, so his stride is 0 and his ground movement is 1 meter. Steven's climbing movement is 1 meter: the reach of his primary limb (1 m) multiplied by his speed (1). We leave air movement blank because Steven cannot fly.

Steven's power stays the same as the Human's power. We find Steven's carrying capacity (CC) from his power and the CC table. Steven's CC is 3 kg, so Steven's movement is reduced by 1 meter for every 3 kg of equipment he carries.

We add two extra points to his toughness, so Steven has 8 toughness. Steven's toughness/2 is 4 (half of his toughness, rounded up.)

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