Mano a Mano:Make a Character

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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 4000 CP to make a single character whose Template is "Sabretooth Penguin". (See Game Design/Make a Template.) Therefore we are using a Sabretooth Penguin 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 Sabretooth Penguin named Modre. 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. This leaves us with 1300 CP to customize Modre later.

Dimensions, Modifiers and Abilities from the Template

Now we look at Modre'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. We decide that Modre should be a typical Sabretooth Penguin 1.00 m tall and 60 kg. 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

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.)

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. An average build is worth 0 CP, so we record that as modre's Build CP. 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.) 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.) 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. We use 300 CP to give Modre +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.

Occupation and Equipment

Modre meets the minimum qualifications to be a Robber. We decide this suits the personality we envision for Modre, so we make his occupation "Robber".

Modre has made an "Ice Blade" (see Character Developing/Making Equipment/Equipment Generation Example.)

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

To put this weapon onto Modre's 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.
  • Modre's Ice Blade has a combat modifier of 5: Modre's agility (3) plus Modre'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.)
  • 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).
  • Since Modre has no other equipment, the Ice Blade is not heavy enough to change his encumbrance.
  • The Ice Blade has no cover, absorption or other modifiers.

Movement, Encumbrance and Toughness

Modre's +1 swimming ability modifier is multiplied by his 1 speed to give him 1 meter of water movement. Modre 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). We leave air movement blank because Modre cannot fly.

Modre's power stays the same as the Sabretooth Penguin's power. We find Modre'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.

We add two extra points to his toughness, so Modre has 8 toughness. Modre'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