Editing Mano a Mano:Movement
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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. | 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. | 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. | ||
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+ | ;Encumbrance: While a character has more than 0 encumbrance, the distance they can move reduced by their encumbrance. For example if a character with 5 running has 2 encumbrance, then he can only move 3 meters per second. | ||
;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. | ;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. | ||
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! width="20" | !! difficulty !! align="left" | surface or structure !! align="left" | movement | ! width="20" | !! difficulty !! align="left" | surface or structure !! align="left" | movement | ||
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− | | || align="center" | 0 || ladder, steep mountain || ½ | + | | || align="center" | 0 || ladder, steep mountain || ½ ground movement (rounded up) |
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| || align="center" | 5 || rope, pole || 1 meter per turn | | || align="center" | 5 || rope, pole || 1 meter per turn | ||
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: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. | :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. | ||
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