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

From RPGnet
Jump to: navigation, search
(Make a Character - Character Generation Example)
(Make a Character - Character Generation Example)
Line 3: Line 3:
 
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.
 
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.
  
===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 151 total CP to make a single character whose Template is "human." (The human template is worth 120 CP.)
+
Here we'll assume that we are allowed to use 166 total CP to make a single character whose template is "human."
(See [[Mano a Mano:Make a Template|Game Design/Make a Template]].) Therefore we are using a Human Template to make this character:
+
(See [[Mano a Mano:Make a Template|Game Design/Make a Template]].)
 
{{:Mano a Mano:Example Template}}
 
{{:Mano a Mano:Example Template}}
  
===Dimensions, Modifiers and Abilities from the Template===
+
'''2. Choose the Character's Build'''
  
 
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 adds 6 to his extra CP.
+
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.
 
Steven's agility (0), speed (1), power (4) will remain unchanged from the Human template.
 
Steven's agility (0), speed (1), power (4) will remain unchanged from the Human template.
  
===Natural Weapons===
+
'''3. Use the Remaining CP to Customize the Character'''
  
We are happy with the natural weapons of the Human template for the purposes of creating our Steven 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.  
 
 
===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 (151 - 6 = 145. 145 - 120 = 25 remaining CP). Steven has 25 extra CP remaining for enhancements after using 6 CP for extra toughness.  
 
  
 
Steven does not have any other unusual features like missing limbs.
 
Steven does not have any other unusual features like missing limbs.
  
The rest of the CP allowance (25 CP) will be distributed among Steven's abilities.
+
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 2 (10 CP.)
+
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 (+2) because the Human 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 (4) because the Human template does not have a template one-handed weapons modifier.
We use 10 CP to give Steven +2 extra Craftsmanship ability modifier.
+
We use 10 CP to give Steven an extra ''craftsmanship'' ability modifier of 2.
We use the remaining 5 CP to give Steven an extra Unarmed Combat 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 (0 + 1 = 1.)
+
We use the remaining 10 CP to give Steven an extra ''unarmed combat'' ability modifier of 2.
  
===Occupation and Equipment===
+
'''4. Occupation and Equipment'''
  
 
Steven meets the minimum qualifications to be a Robber.
 
Steven meets the minimum qualifications to be a Robber.
Line 42: Line 38:
 
To put this weapon onto Steven'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.
+
* Steven only has one machete, so we list the item's name as "1 machete".
* Steven only has one machete, so we make it's quantity (Qty) 1.
+
* 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 2: Steven's agility (0) plus Steven's one-handed weapons ability modifier (2).
+
* Steven's machete has an attack modifier (Atk) of 4: Steven's agility (0) plus Steven's ''one-handed weapons'' ability (2).
* Steven's machete has a defense modifier of 12: Steven's machete's attack modifier + 10.
+
* Steven's machete has a defense (Def) of 14: Steven's agility (0) plus Steven's ''one-handed weapons'' ability (2) plus 10.
* 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).
+
* 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".
* 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.
+
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.
  
===Movement, Encumbrance and Toughness===
+
'''6. Calculate Movement'''
  
Steven's lack of swimming ability modifier (0) is multiplied by his 1 speed to give him 0 meters of water movement.
+
* Steven's has no swimming ability so his water movement is 0.
Steven has no running ability or encumbrance so his stride is 4 meters.
+
* Steven has no running ability or encumbrance so his stride is 4 meters.
Steven's climbing movement is 0 meters because he has no climbing ability.
+
* Steven's climbing movement is 0 meters because he has no climbing ability.
We leave air movement blank because Steven cannot fly.
+
* We leave air movement blank because Steven cannot fly.
  
Steven's power stays the same as the Human's power.
+
'''7. Defense, Armor and Healthy'''
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 ''best defense'' is 14: his defense (Def) with the machete.
Steven's healthy is 4 (half of his toughness, rounded up.)
+
* Steven has no armor so we can leave ''best absorption'' and ''total cover'' blank.
 +
* Steven's ''healthy'' is 4: half of his toughness, rounded up.
  
 
{{:Mano a Mano:Example Character}}
 
{{:Mano a Mano:Example Character}}

Revision as of 22:31, 5 July 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.

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." (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 1.36 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. Steven's agility (0), speed (1), power (4) will remain unchanged from the Human template.

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.

Steven does not have any other unusual features like missing limbs.

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 the remaining 10 CP to give Steven an extra unarmed combat ability modifier of 2.

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.)

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

To put this weapon onto Steven's character sheet:

  • 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 (Atk) of 4: Steven's agility (0) plus Steven's one-handed weapons ability (2).
  • 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 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.
  • Steven has no running ability or encumbrance so his stride is 4 meters.
  • Steven's climbing movement is 0 meters because he has no climbing ability.
  • We leave air movement blank because Steven cannot fly.

7. Defense, Armor and Healthy

  • Steven's best defense is 14: his defense (Def) with the machete.
  • Steven has no armor so we can leave best absorption and total cover blank.
  • Steven's healthy 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