Mano a Mano:Rounds

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Rounds

A round of action represents one to two seconds of game time - enough time for most characters to perform a single action or quick combination. Each character has one turn during each round. Rounds can be measured from the beginning of any character's turn until the beginning of their next turn (or from the end of their turn until the end of the next.

Order - If there is no surprise attack, characters may choose to start out in defense mode or ready to counter, and who goes first is decided by the circumstances (whoever throws the first punch in the story,) or random die rolls if there is a dispute. (Characters with longer reach or weapon range usually have the opportunity to attack first.) Characters typically take turns in the order their players are seated, going around the group of players clockwise. To move in formation, characters may delay their turns until they are sequential.

Surprise - Stealth and detection abilities are used for surprise attacks. If two characters are mutually stalking each other, do two separate rolls. If both fail, combat doesn't happen. If both succeed, they fight without either having the advantage of surprise. The Character who has the advantage of surprise gets to go first, while the character who has been surprised is not ready to defend (+2 defense) or counter.

Speed - Characters with 1/4 speed must skip three out of four turns. (After one turn of moving and performing actions on one turn, the character cannot move or perform actions on his next three turns.) Characters with 1/2 speed must skip every other turn. Characters may skip more turns than they are required to skip.

Recovery - At the end of the character's turn, the character recovers one stun if they have any.