Difference between revisions of "Mano a Mano:Movement"

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(Movement)
(Movement)
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==Movement==
 
==Movement==
  
Ground, water and air movement measure how fast the character can move in meters per round.
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Each point of running, swimming or airspeed allows the character to move one meter per second, 3.6 kilometers per hour, a little over two miles per hour or one space per turn, where a space is about 2 meters wide and a turn is about 2 seconds.
One meter per round is 0.5 meters per second, 30 meters per minute, 1.8 kilometers per hour or a little over one mile per hour.
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Characters can move more than once during their turn (before and after performing actions) but the total distance may not exceed their running, swimming or airspeed.
Characters can move more than once during their turn (before and after performing actions) but the total distance may not exceed their movement. Movement is based on a character's Movement Abilities (See [[Mano a Mano:Abilities#Movement Abilities|Game Design/Abilities/Movement Abilities.)
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While a character has more than 0 encumbrance, the distance they can move reduced by their encumbrance. For example if a character with 5 running has 2 encumbrance, then he can only move 3 meters per second.
  
;Ground movement: A character's ground movement determines how fast they can run and move while fighting. Ground movement is 4 plus running ability minus encumbrance.  For example, if a character had a running ability of 4 and an encumbrance of 1, his ground movement would be 7 (4 + 4 - 1 = 7).
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;Swimming: Swimming is also added to striking and grappling rolls and defense against striking and grappling while swimming. When characters fight while swimming, striking attacks do half as much stun as they do in air, but no more or less damage.  
  
;Water Movement: Water movement determines how fast a character can swim. Water movement is swimming ability minus encumbrance. For example, if a character has a Swimming ability modifier of 4 and an encumbrance of 1, then his water movement is 3 (4 - 1 = 3). Swimming ability is also added to striking and grappling rolls and defense against striking and grappling while swimming. When characters fight while swimming, striking attacks do half as much stun as they do in air, but no more or less damage.  
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;Flying: A character's maximum rate of ascent and safe rate of descent is half of their airspeed. When a flying character ascends 1 meter vertically (under their own flying power) their airspeed is temporarily reduced by 1 until they descend again or land. A character can no longer ascend when their airspeed is 0. When a character descends 1 meter vertically their airspeed is temporarily increased by 1 until they reach twice their normal airspeed, ascend or land.
  
;Air Movement: Air movement determines how fast a character can fly horizontally. Only characters who can fly have air movement. Air movement is 4 plus flight ability modifier minus encumbrance.  For example, if I had a flight ability modifier of 3 and 1 encumbrance, my air movement would be 6 (4 + 3 - 1 = 6.) A character's maximum rate of ascent and safe rate of descent is their flight ability in meters per turn. A flight modifier of 0 means a character can barely fly horizontally at the same speed they were going when they took off. When a flying character ascends 1 meter vertically (under their own flying power) their air movement is reduced by 1 meter until they descend again or land. A character can no longer ascend when their air movement is 0.  When a character descends 1 meter vertically their air movement is increased by 1 meter until they ascend again or land.
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;Jumping: Running is also the maximum distance a character can jump with a running start.  If the character can barely jump across a gap (within 1 meter of their maximum jumping distance) they must make a success roll using their ''acrobatics'' ability or fall into the gap. Without a running start a character can jump half as far.  A character can jump vertically half as high as they can jump horizontally (half of their running with a running start, a quarter of their running without it.) If the character can barely make a vertical leap (within 1 meter of their maximum jumping height) they must make a success roll using their ''acrobatics'' ability or fail to reach the required height.  
 
 
;Jumping: Ground movement also the maximum distance a character can jump with a running start.  If the character can barely jump across a gap (within 1 meter of their maximum jumping distance) they must make a success roll using their ''acrobatics'' ability or fall into the gap. Without a running start a character can jump half as far.  A character can jump vertically half as high as they can jump horizontally (half of their ground movement with a running start, a quarter of their ground movement without it.) If the character can barely make a vertical leap (within 1 meter of their maximum jumping height) they must make a success roll using their ''acrobatics'' ability or fail to reach the required height.  
 
  
 
;Climbing: For each climb make a success roll using the character's climbing ability vs. the difficulty of the climb, which depends on the surface, slope and length of the climb. If the character is not successful he looses his grip and falls. If the character is still able to climb after falling he can attempt the climb again. While a character climbs he can move and perform one quick action per turn. How far the character moves each turn depends on the nature of the climb.
 
;Climbing: For each climb make a success roll using the character's climbing ability vs. the difficulty of the climb, which depends on the surface, slope and length of the climb. If the character is not successful he looses his grip and falls. If the character is still able to climb after falling he can attempt the climb again. While a character climbs he can move and perform one quick action per turn. How far the character moves each turn depends on the nature of the climb.

Revision as of 00:53, 15 January 2009

Movement

Each point of running, swimming or airspeed allows the character to move one meter per second, 3.6 kilometers per hour, a little over two miles per hour or one space per turn, where a space is about 2 meters wide and a turn is about 2 seconds. Characters can move more than once during their turn (before and after performing actions) but the total distance may not exceed their running, swimming or airspeed. While a character has more than 0 encumbrance, the distance they can move reduced by their encumbrance. For example if a character with 5 running has 2 encumbrance, then he can only move 3 meters per second.

Swimming
Swimming is also added to striking and grappling rolls and defense against striking and grappling while swimming. When characters fight while swimming, striking attacks do half as much stun as they do in air, but no more or less damage.
Flying
A character's maximum rate of ascent and safe rate of descent is half of their airspeed. When a flying character ascends 1 meter vertically (under their own flying power) their airspeed is temporarily reduced by 1 until they descend again or land. A character can no longer ascend when their airspeed is 0. When a character descends 1 meter vertically their airspeed is temporarily increased by 1 until they reach twice their normal airspeed, ascend or land.
Jumping
Running is also the maximum distance a character can jump with a running start. If the character can barely jump across a gap (within 1 meter of their maximum jumping distance) they must make a success roll using their acrobatics ability or fall into the gap. Without a running start a character can jump half as far. A character can jump vertically half as high as they can jump horizontally (half of their running with a running start, a quarter of their running without it.) If the character can barely make a vertical leap (within 1 meter of their maximum jumping height) they must make a success roll using their acrobatics ability or fail to reach the required height.
Climbing
For each climb make a success roll using the character's climbing ability vs. the difficulty of the climb, which depends on the surface, slope and length of the climb. If the character is not successful he looses his grip and falls. If the character is still able to climb after falling he can attempt the climb again. While a character climbs he can move and perform one quick action per turn. How far the character moves each turn depends on the nature of the climb.
 difficulty  surface or structure movement
0 ladder, steep mountain ½ ground movement (rounded up)
5 rope, pole 1 meter per turn
10 wall or cliff with hand holds  not strategically significant
15 finger holds only not strategically significant
20 sheer surface not strategically significant
When the height of the climb is more than one story or 3 meters, a fall may be potentially dangerous, depending on the surface which stops the fall. If the height of the climb is more than two stories or 6 meters, the fall may be potentially lethal, depending on the surface. Falls of 30 meters or more are usually potentially lethal.
If a fall is potentially dangerous or lethal, make another success roll. This roll has the same difficulty as the climbing roll but the falling character adds his agility to the roll and he can use either his climbing ability or his acrobatics ability. If the fall is potentially dangerous, success means the character is unharmed and failure means the falling character takes damage and stun equal to his toughness. If the fall is potentially lethal, success means the character takes damage and stun equal to his toughness and failure means the character takes damage equal to his stamina. Armor does not protect a character from this damage and stun.