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 266 total CP to make a single character whose Template is "human." (The human template is worth 210 CP.) (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

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 (+/- 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's agility (3), speed (1), power (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 (210 CP) from the remaining CP allowance (266 - 6 = 260. 260 - 10 = 50 remaining CP). Steven has 50 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 (50 CP) will be distributed among Steven's abilities. We'll give him an extra one-handed weapons ability modifier of 2 (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. We use 20 CP to give Steven +2 extra Craftsmanship ability modifier. We use the remaining 10 CP to give Steven an extra Natural Weapons 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.)

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

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 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).
  • 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, lame disability modifier, 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.

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 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