Editing
Mano a Mano:Movement
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==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. ;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. {| ! width="20" | !! difficulty !! align="left" | surface or structure !! align="left" | movement |- | || align="center" | 0 || ladder, steep mountain || ½ running (rounded up) |- | || align="center" | 5 || rope, pole || 1 meter per turn |- | || align="center" | 10 || wall or cliff with hand holds || not strategically significant |- | || align="center" | 15 || finger holds only || not strategically significant |- | || align="center" | 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. ;Encumbrance: ''Carrying capacity'' (CC) is the amount of equipment a character can carry without being ''encumbered''. An encumbered character moves at half of his normal swimming and running speed. An encumbered character cannot perform strenuous actions or fly. A character cannot carry more than twice his CC. CC is determined by the character's strength. {| style="text-align:center" ! width="20" | !! Strength !! CC !! width="10" | !! Strength !! CC !! width="10" | !! Strength !! CC |- | || 0 || 0 kg || || 17 || 400 kg || || 34 || 12,000 kg |- | || 1 || 1 kg || || 18 || 500 kg || || 35 || 15,000 kg |- | || 2 || 2 kg || || 19 || 600 kg || || 36 || 20,000 kg |- | || 3 || 5 kg || || 20 || 800 kg || || 37 || 25,000 kg |- | || 4 || 10 kg || || 21 || 1000 kg || || 38 || 30,000 kg |- | || 5 || 15 kg || || 22 || 1200 kg || || 39 || 35,000 kg |- | || 6 || 20 kg || || 23 || 1500 kg || || 40 || 40,000 kg |- | || 7 || 30 kg || || 24 || 1800 kg || || 41 || 45,000 kg |- | || 8 || 50 kg || || 25 || 2100 kg || || 42 || 50,000 kg |- | || 9 || 65 kg || || 26 || 2500 kg || || 43 || 55,000 kg |- | || 10 || 80 kg || || 27 || 3000 kg || || 44 || 60,000 kg |- | || 11 || 100 kg || || 28 || 4000 kg || || 45 || 65,000 kg |- | || 12 || 120 kg || || 29 || 5000 kg || || 46 || 70,000 kg |- | || 13 || 150 kg || || 30 || 6000 kg || || 47 || 75,000 kg |- | || 14 || 200 kg || || 31 || 7500 kg || || 48 || 80,000 kg |- | || 15 || 250 kg || || 32 || 9000 kg || || 49 || 90,000 kg |- | || 16 || 300 kg || || 33 || 10,000 kg || || 50 || 100,000 kg |}
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information