Difference between revisions of "Mano a Mano:Movement"

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(Movement)
(Movement)
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;Flying: Air movement determines how fast a character can fly horizontally. A character's maximum rate of ascent and safe rate of descent is their flight ability modifier 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.
 
;Flying: Air movement determines how fast a character can fly horizontally. A character's maximum rate of ascent and safe rate of descent is their flight ability modifier 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.
  
;Climbing: A character's climbing movement determines how fast they can move while climbing. Each turn a character climbs - even if they don't move, make a success roll using the character's climbing ability modifier vs. the difficulty of clinging to the surface or structure the character is climbing. If the character is not trying to move, they have a +2 modifier to this roll.  If the character's success level is 5 or more, they can move and perform one quick action. If the character is at least half successful but the success level is less than 5, they can move but not perform any other actions. If the character is not successful they cannot move or perform actions. If the character's success level is less than -5 they lose their grip and fall.
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;Climbing: A character's climbing movement determines how fast he can move while climbing. While a character climbs he can move and perform one quick action per turn. Each turn - whether or not the character moves - make a success roll using the character's climbing ability modifier vs. the difficulty of clinging to the surface or structure the character is climbing. If the character performs an action, add 2 to the difficulty. If the character is moves but does not perform an action, add 1 to the difficulty. If the character is not moving or performing an action, add 2 to his success roll. If the character is not successful he looses his grip and falls.

Revision as of 17:18, 16 January 2008

Movement

Movement is how fast the character can move in meters per round. 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. Characters can move more than once during their turn (before and after performing actions) but the total distance may not exceed their movement. (See Character Creation/Encumbrance and Movement.)

Running and Jumping
A character's ground movement determines how fast they can run and move while fighting. It 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 modifier) 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 modifier) or fail to reach the required height.
Swimming
Water movement determines how fast a character can swim. In water, characters have a -4 to their combat rolls. For every level of swimming ability up to level 4, characters get a +1 to combat rolls when swimming. After level 4 they still only have +4 to swimming combat rolls. When characters fight while swimming, striking (non-grappling) attacks do half as much stun as they do in air, but no more or less damage.
Flying
Air movement determines how fast a character can fly horizontally. A character's maximum rate of ascent and safe rate of descent is their flight ability modifier 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.
Climbing
A character's climbing movement determines how fast he can move while climbing. While a character climbs he can move and perform one quick action per turn. Each turn - whether or not the character moves - make a success roll using the character's climbing ability modifier vs. the difficulty of clinging to the surface or structure the character is climbing. If the character performs an action, add 2 to the difficulty. If the character is moves but does not perform an action, add 1 to the difficulty. If the character is not moving or performing an action, add 2 to his success roll. If the character is not successful he looses his grip and falls.