Mano a Mano:Make a Character

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Make a Character - Character Generation Example

This example explains how to make a usable character. (See Characters/Character Generation.)

1. Choose the Type of Character You Want to Make

Consult the rules or the Game Master (or GM, the person in charge of playing the game,) to find out what Templates and how many Character Points (CP) you can use to make characters. For our purposes here we'll assume that we are allowed 25 CP with which to make a single character who's Template is "Sabretooth Penguin". (See Characters/Template Generation Example.) His name is Modre.

2. Racial Dimensions, Abilities and Modifiers

Now we look at the effect of the Modre's Template on his dimensions, abilities and modifiers. Modre is a Sabretooth Penguin, so we know that unless modified, his Abs, Pow and Agi modifiers will be 0, his reach will be 0.5 meters, his stride will be 1 meter, his claws and teeth will have -3 sharpness and +1 conceal modifier, and he will have a swimming level of 3. (See Characters/Template Generation Example.) We make note of all this in the appropriate areas on our character sheet, listing the claws and teeth as an item in the equipment list. (See Characters/Character Sheet.)

3. Designate the remaining CP

The next step is to designate the rest of our CP allowance for enhancing Modre beyond his racial defaults. We know that the Sabretooth Penguin's template CP is 10, leaving only 15 undesignated CP out of the 25 CP allowance to enhance Modre beyond his racial defaults. As we designate CP for Modre's dimensions, abilities and modifiers, we fill in the appropriate areas on his character sheet. (See Characters/Character Sheet.)

Modre is a typical Sabretooth Penguin with average build, Reach (0.5 meters) and Stride (0.5 meters), and the usual limbs, so these don't affect his CP.

We'll start with the essentials by using 3 CP on Swimming, and 6 CP on One Handed Weapons. This lowers our undesignated CP to 6. This gives Modre level 5 Swimming (3 of those levels from his template,) and level 3 One Handed Weapons. Finally, we'll then use 3 CP on Craftsmanship, and 3 CP on Stealth. This lowers our undesignated CP to 0. It also gives Modre level 2 Craftsmanship and Stealth.

4. Body Modifiers

For convenience we can enter the modifiers from Modre's "Body" as a piece of equipment on the character sheet. These are his modifiers without any weapons or armor except natural armor. We don't even include natural weapons (we list those as another piece of equipment) so we can quickly figure out a Modre's modifiers with any weapon by comparing them to his "Body" modifiers.

  • Enter 0 for his Body CP, since his body has not been modified beyond what is found on his template.
  • Ignore Quantity (Qty), Toughness (Tgh) and Sharpness (Shp) for his Body modifiers.
  • Cover (Cvr) is listed as "all" instead of a number because Modre's Body's Abs modifier applies regardless of how successfully any attack hits him.
  • Enter his Mass (Mas) as 60. Modre weigh's 60 kg, (within the range allowed by his template.)
  • Enter his templates Agi (0) as his body combat modifier (Cmb). Do not add any ability modifiers to this.
  • Enter 0 for his damage Absorption modifier (Abs) from his template's size.
  • Enter 0 for his attack Power modifier (Pow) from his template's size.
  • Enter his Reach (Rch) as 0.5 (his natural reach modifier with hand weapons - in meters.)
  • Enter his Stride (Std) as 1 (inherited from his template) in the Special column

Modre is 1 meter tall (within the range listed on his template.) list this as his Length in the Description section of his character sheet.

-------------DEFENSE----------|-----------OTHER USED-------------
| DESCRIPTION            CP   | ABILITIES        Tmp Mod   CP   |
| Name: Modre                 | Swimming          3   5  (  3 ) |
| Tmp: Sabre.Penguin   ( 10 ) | One Hand Weapons ___  3  (  6 ) |
| Occ: Robber                 | Craftsmanship    ___  2  (  3 ) S
| Sex: M Age:Adult Length: 1m | Stealth          ___  2  (  3 ) T
| Other______________________ | ________________ ___ ___ (____) U
| ___________________________ | ________________ ___ ___ (____) N
| ___________________________ | ________________ ___ ___ (____) |
R ___________________________ | ________________ ___ ___ (____) |
E ___________________________ | ________________ ___ ___ (____) |
A _____________________(____) | ________________ ___ ___ (____) |
D----------------------------------------------------------------
Y EQUIPMENT         Qty Mas Cmb Cvr Abs Pwr Shp Tgh Rch Special |
| Body CP(____)     n/a 60   0  all  0   0    n/a   0.5 Std: 1  D
| Teeth & Claws     All  0   0  ___  0   0  -3  ___ 0.5 _______ A
| Ice Blade          1  0.4  1  ___  3   2  -2   2  1.5 _______ M
| _________________ ___ ___ ___ ___ ___ ___ ___ ___ ___ _______ A
| _________________ ___ ___ ___ ___ ___ ___ ___ ___ ___ _______ G
| _________________ ___ ___ ___ ___ ___ ___ ___ ___ ___ _______ E
| _________________ ___ ___ ___ ___ ___ ___ ___ ___ ___ _______ |
| TotalCP( 25 ) Eq.Mass:0.4kg /CC:10kg = Enc:0 HP:6 HP/round: 3 |

5. Natural Weapons

Now we enter Modre's claws and teeth as a piece of equipment on his character sheet.

  • Enter 0 for his Teeth and Claws Cmb since he has no ability that adds a modifier when fighting with his natural weapons.
  • Enter the natural weapon's Sharpness modifier (-3) under Sharpness (Shp)
  • Enter 0 for the Teeth and Claws Mass (Mas), since their Mass is already included in his Body Mass.
  • Enter 0 (his Body absorption) for the Claws toughness, since they have no extra toughness beyond his Body absorption.
  • Modre's natural weapons have no other modifiers, so copy the Reach (Rch) and Attack Power (Pwr) modifiers from Modre's "Body" modifiers.

6. Equipment

The final step is to account for the character's equipment. Modre has made an "Ice Blade" (see Equipment Generation Example.) Here is the Ice Blade's weapon listing from the weapon list:

Item Name  CP   Mass  Agi  Reach Cvr Abs Pwr Shp Tgh Spec.
Ice Blade  26   0.4   -2     1    0   3   2  -2   2  ____

Here is how we put this weapon onto Modre's character sheet:

  • First we copy the Item Name, Mass, Sharpness, Absorption and Toughness from the weapon listing to the character sheet.
  • He only has one Ice Blade, so we make it's Quantity (Qty) 1.
  • Modre's Ice Blade -2 agility plus Modre's One Hand Weapon bonus (+3) is 1, which would be Modre's Ice Blade combat bonus.
  • Modre's Ice Blade reach is 1.5 (his body reach plus the Ice Blade's reach.)
  • The Ice Blade's cover is 0, and does not affect any layers of armor Modre has, so Modre's Ice Blade Cover is 0.
  • Because the Ice Blade's power is higher than Modre's Body power, Modre's Ice Blade power is the same as the Ice Blade's power (2.)
  • Since Modre has no other equipment, the Ice Blade does not turn out to be heavy enough to change his "Enc."

7. Final Details

  • Modre meets the minimum qualifications to be a "Robber," and since this suits the personality we envision for Modre well, we make this his occupation.
  • His hit point ability is his Swimming(5) so his Hit Points are 6 (5+1.) This makes his HP/round 3 (half of 6.)
  • His total CP is 25 (equipment CP is not listed on the character sheet.)