Difference between revisions of "Mano a Mano:Movement"

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(Movement)
(Movement)
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! width="20" | !! difficulty !! surface or structure
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Revision as of 11:34, 29 June 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 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.
Swimming
Water movement determines how fast a character can swim. 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.
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 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 vs. the difficulty of clinging to the surface or structure the character is climbing. If the character performs an action, add 4 to the difficulty. If the character moves but does not perform an action, add 2 to the difficulty. If the character is not moving or performing an action, add 4 to his success roll. If the character is not successful he looses his grip and falls.
 difficulty  surface or structure
0 ladder, steep mountain
5 rope, pole
10 wall or cliff with hand holds
15 finger holds only
20 sheer surface