Editing Mano a Mano:Actions

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'''Strenuous''' actions can only be used when a character is ''healthy''.
 
'''Strenuous''' actions can only be used when a character is ''healthy''.
 
'''Standing''' actions cannot be used when the character is on the ground.
 
'''Standing''' actions cannot be used when the character is on the ground.
 
When rolling to see if a combat action is successful, there is an attacking character (attacker) and a defending character (defender). Attacks are successful if the attacker's modifier plus his dice roll is higher than his target's defense. Otherwise the attack fails.
 
  
 
===Hand to Hand Attacks===
 
===Hand to Hand Attacks===
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Hand to hand attacks use natural weapons or hand weapons such as clubs and blades.
 
Hand to hand attacks use natural weapons or hand weapons such as clubs and blades.
Add the ''attack'' modifier next to the weapon on the attacker's character sheet to hand to hand attack rolls.
 
The target's ''best defense'' is the difficulty of a hand to hand attack.
 
  
 
;quick strike: A quick strike is a quick hand to hand attack.
 
;quick strike: A quick strike is a quick hand to hand attack.
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[[Image:MaMthrow.png|420px]]
 
[[Image:MaMthrow.png|420px]]
 
Add the ''throw'' modifier next to the weapon on the attacker's character sheet to thrown weapon attack rolls.
 
The target's ''missile defense'' is the difficulty of a thrown weapon attack.
 
  
 
;quick throw: A quick throw is a quick thrown weapon attack. The maximum range of this attack is the character's throwing ability modifier plus the difference between the character's strength and the weapon's heft. This action cannot be used with unwieldy weapons. Quick throwing is useful when speed or precision is important, such as knife and hatchet-throwing competitions or throwing sand in an opponent's face.
 
;quick throw: A quick throw is a quick thrown weapon attack. The maximum range of this attack is the character's throwing ability modifier plus the difference between the character's strength and the weapon's heft. This action cannot be used with unwieldy weapons. Quick throwing is useful when speed or precision is important, such as knife and hatchet-throwing competitions or throwing sand in an opponent's face.
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[[Image:MaMshooting.png]]
 
[[Image:MaMshooting.png]]
 
Add the ''attack'' modifier next to the weapon on the attacker's character sheet to archery and marksmanship attack rolls.
 
The target's ''missile defense'' is the difficulty of an archery or marksmanship attack.
 
  
 
;aim: Aim is a quick gun or bow action which cannot be used while grappling. Aiming gives a +5 attack bonus to the character's next attack unless he takes damage or stun between aiming and the attack.
 
;aim: Aim is a quick gun or bow action which cannot be used while grappling. Aiming gives a +5 attack bonus to the character's next attack unless he takes damage or stun between aiming and the attack.
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Grappling actions can give the character the dominant position. (See [[Mano a Mano:Grappling|Action/Grappling]].)
 
Grappling actions can give the character the dominant position. (See [[Mano a Mano:Grappling|Action/Grappling]].)
Add the attacker's ''grapple attack'' to grappling attack rolls.
 
Use the defender's ''grapple defense'' as the difficulty of grappling attacks.
 
  
 
;push: A push, pull or shove is a quick grappling action which puts the target off balance. Successfully pushing, pulling and tripping up a standing opponent forces him to move in the direction the pushing character wants, and puts the pushed character off balance so he must make an roll against a difficulty of 8 using his ''grappling'' or ''acrobatics'' ability or fall down. If the pushing character is standing when his opponent falls down, the pushing character must choose whether to let go of him or follow him to the ground.
 
;push: A push, pull or shove is a quick grappling action which puts the target off balance. Successfully pushing, pulling and tripping up a standing opponent forces him to move in the direction the pushing character wants, and puts the pushed character off balance so he must make an roll against a difficulty of 8 using his ''grappling'' or ''acrobatics'' ability or fall down. If the pushing character is standing when his opponent falls down, the pushing character must choose whether to let go of him or follow him to the ground.
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;trip: A trip is a strenuous double power grappling attack which puts the target off balance. Successfully attacking a standing target's legs puts him off balance so he must make an roll against a difficulty of 8 using his grappling or acrobatic ability check or fall down.
 
;trip: A trip is a strenuous double power grappling attack which puts the target off balance. Successfully attacking a standing target's legs puts him off balance so he must make an roll against a difficulty of 8 using his grappling or acrobatic ability check or fall down.
  
;slam: A slam is a strenuous grappling attack which puts the target on the ground. If the slamming character is standing and chooses to fall onto his opponent, then this attack has double power. The target will always end up on the ground, but he can still make an additional ''grappling'' or ''acrobatics'' ability roll against a difficulty of 8 to reduce damage from falling. If this roll is successful the damage is reduced by the attack's power, which means the slam will do no damage if the attacker does not fall onto the target and normal damage if the attacker does fall onto the target.
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;slam: A slam is a strenuous grappling attack which puts the target on the ground. If the slamming character is standing and chooses to fall onto his opponent, then this attack has double power. The target will always end up on the ground, but he can still make an additional ''grappling'' or ''acrobatics'' ability roll against a difficulty of 8 to reduce damage from falling. If this roll is successful the damage is reduced by the attacker's power, which means the slam will do no damage if the attacker does not fall onto the target and normal damage if the attacker does fall onto the target.
  
 
;hold: A hold is a quick grappling action. Hold is not an attack, but this action allows a character to make a grappling success roll. If this roll is successful the character doing the hold can choose to take the dominant position or stop grappling with his opponent.
 
;hold: A hold is a quick grappling action. Hold is not an attack, but this action allows a character to make a grappling success roll. If this roll is successful the character doing the hold can choose to take the dominant position or stop grappling with his opponent.

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