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		<title>63.231.37.7 at 17:47, 28 June 2007</title>
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		<updated>2007-06-28T17:47:04Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:47, 28 June 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=&lt;/del&gt;==Maneuvering&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=&lt;/del&gt;==  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Maneuvering==  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;Maneuvering&#039;&#039;&#039; - Maneuvering can be combined with most other actions by using extra hit points to maneuver during that action. A character can maneuver as an action&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The best defense is usually a good offense, but sometimes getting into a safer position is the best or only option&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;Moving&#039;&#039;&#039; - The maximum distance &lt;/del&gt;a character can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;run is &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;number &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hit points being put into his other &lt;/del&gt;used &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and/or defense&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;times &lt;/del&gt;the character&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s stride&lt;/del&gt;. (&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hit points applied &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other used and/or defense pools can also be applied to other movement abilities instead of running&lt;/del&gt;.)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Evasion: By moving defensively, &lt;/ins&gt;a character can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get a +2 passive defense bonus until &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;end &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the character&#039;s next turn.  Evasion is only &lt;/ins&gt;used &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;once per turn&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but the bonus applies every time &lt;/ins&gt;the character &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is attacked before the end of their next turn&lt;/ins&gt;. (&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This bonus does not apply &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;counter-attacks&lt;/ins&gt;.)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;Combos&#039;&#039;&#039; - Hit points can be used as a modifier to the attack rolls of an attack combo. The maximum number of moves in one combo &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the number of limbs used to attack. (For example, if &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character is attacking with two knives, one in each hand, the maximum number of knife attacks in that combo is two.) When hit points are used as an &lt;/del&gt;attack &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modifier for a combo, they are instantly considered to be in the defense pool&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Defense: Defense &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;evasion combined with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;quick &lt;/ins&gt;attack.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;Passive Modifier&#039;&#039;&#039; - A &lt;/del&gt;character&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s passive modifier is equal &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hit points in &lt;/del&gt;the hit &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;points in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;defense pool&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Drop: The &lt;/ins&gt;character &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;drops &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a low crouch, sitting, kneeling or prone position on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ground. While a character is on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ground, they move more slowly (-2 movement, -2 to all hand to hand combat rolls except for grappling) but they are harder to &lt;/ins&gt;hit &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with missile weapons (+2 to avoid a missile weapon, even without cover, unless &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attack comes from above&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;)&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;Optional Flanking Rule&#039;&#039;&#039; - The line of attack &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an imaginary ray that starts at &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character&#039;s location, and projects infinitely far in the direction they are facing. When a character is attacked by something other than a counter-attack or parry, and he is unable to face his attacker, the attacker gets a special modifier&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Stand: Standing up &lt;/ins&gt;is a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;single quick action&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If the attacker &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;off the line of attack of its target up to 90 degrees&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then he gets &lt;/del&gt;an &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;addition of 1 to his combat rolls against the target &lt;/del&gt;. If &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;he is more than 90 degrees off the line of attack but not directly behind the target, he adds 2 to his combat rolls against the target. When the attacker is directly opposite his targets line of attack he adds 3 to the combat rolls against the target.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Instant Stand: Instant stand &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;evasion combined with standing&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it requires &lt;/ins&gt;an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;success roll: agility + acrobatics vs. difficulty zero&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(&lt;/ins&gt;If a character&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;agility + acrobatics ability is &lt;/ins&gt;greater &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;than &lt;/ins&gt;5 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they automatically succeed&lt;/ins&gt;.) If the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;roll fails &lt;/ins&gt;the character &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stays on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ground&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; If &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;roll &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;half-successful &lt;/ins&gt;the character &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stands without &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;defense bonus&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;Speed Damage&#039;&#039;&#039;  - Traveling at high speeds causes &lt;/del&gt;a character&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attacks to have &lt;/del&gt;greater &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attack power, AND attacks against him to have greater attack power. For every &lt;/del&gt;5 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meters a character moves per round, he has a +1 modifier to the attack power of his attacks, and he has a +1 modifier to the attack power of attacks against him&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For example, if a character was riding on top of a vehicle traveling 15 meters in that round, every time that round the character hit a target, he would have a +3 modifier to attack power (15 meters divided by 5 is 3,&lt;/del&gt;) &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and every time he was hit that round, the attacks against him would have a +3 modifier to attack power.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one character is following another, then Speed Damage works differently. First, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;speed damage rule only works for &lt;/del&gt;the character &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who&#039;s moving &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fastest&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Second, it only applies by how much faster per round that character is going than &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;slower character. For example, if Mr. A &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;following Mr. B, and Mr. A is going 15 meters that round and Mr. B is going 10 meters that round, then if Mr. A hits Mr. B, then Mr. A only has &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Speed Damage modifier of going 5 meters per round for that hit (15 meters -10 Meters = 5 meters.)&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This &quot;Speed Damage&quot; rule acts in addition to and separate from Hit Point rules. (So for example, if a &lt;/del&gt;character &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;had moved 15 meters in one round by spending his own hit points, he would have a +3 modifier to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attack power of his attacks in addition to any hit point attack power modifiers.) The Speed Damage rule applies to Thrown Weapons, but not other kinds of missile weapon attacks&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>63.231.37.7</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mano_a_Mano:Maneuvering&amp;diff=39260&amp;oldid=prev</id>
		<title>66.235.37.48: /* Maneuvering */</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mano_a_Mano:Maneuvering&amp;diff=39260&amp;oldid=prev"/>
		<updated>2006-12-22T12:18:34Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Maneuvering&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 12:18, 22 December 2006&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l5&quot;&gt;Line 5:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 5:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Moving&amp;#039;&amp;#039;&amp;#039; - The maximum distance a character can run is the number of hit points being put into his other used and/or defense, times the character&amp;#039;s stride. (Hit points applied to other used and/or defense pools can also be applied to other movement abilities instead of running.)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Moving&amp;#039;&amp;#039;&amp;#039; - The maximum distance a character can run is the number of hit points being put into his other used and/or defense, times the character&amp;#039;s stride. (Hit points applied to other used and/or defense pools can also be applied to other movement abilities instead of running.)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Combos&#039;&#039;&#039; - Hit points can be used as a modifier to the attack rolls of an attack combo. The maximum number of moves in one combo is the number of limbs used to attack&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, plus one&lt;/del&gt;. (For example, if a character is attacking with two knives, one in each hand, the maximum number of knife attacks in that combo is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;three&lt;/del&gt;.) When hit points are used as an attack modifier for a combo, they are instantly considered to be in the defense pool.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Combos&#039;&#039;&#039; - Hit points can be used as a modifier to the attack rolls of an attack combo. The maximum number of moves in one combo is the number of limbs used to attack. (For example, if a character is attacking with two knives, one in each hand, the maximum number of knife attacks in that combo is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two&lt;/ins&gt;.) When hit points are used as an attack modifier for a combo, they are instantly considered to be in the defense pool.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Passive Modifier&amp;#039;&amp;#039;&amp;#039; - A character&amp;#039;s passive modifier is equal to the hit points in the hit points in the defense pool.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Passive Modifier&amp;#039;&amp;#039;&amp;#039; - A character&amp;#039;s passive modifier is equal to the hit points in the hit points in the defense pool.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>66.235.37.48</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mano_a_Mano:Maneuvering&amp;diff=29973&amp;oldid=prev</id>
		<title>SerpLord at 18:43, 17 August 2006</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mano_a_Mano:Maneuvering&amp;diff=29973&amp;oldid=prev"/>
		<updated>2006-08-17T18:43:34Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;===Maneuvering=== &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Maneuvering&amp;#039;&amp;#039;&amp;#039; - Maneuvering can be combined with most other actions by using extra hit points to maneuver during that action. A character can maneuver as an action.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Moving&amp;#039;&amp;#039;&amp;#039; - The maximum distance a character can run is the number of hit points being put into his other used and/or defense, times the character&amp;#039;s stride. (Hit points applied to other used and/or defense pools can also be applied to other movement abilities instead of running.)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combos&amp;#039;&amp;#039;&amp;#039; - Hit points can be used as a modifier to the attack rolls of an attack combo. The maximum number of moves in one combo is the number of limbs used to attack, plus one. (For example, if a character is attacking with two knives, one in each hand, the maximum number of knife attacks in that combo is three.) When hit points are used as an attack modifier for a combo, they are instantly considered to be in the defense pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Passive Modifier&amp;#039;&amp;#039;&amp;#039; - A character&amp;#039;s passive modifier is equal to the hit points in the hit points in the defense pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Optional Flanking Rule&amp;#039;&amp;#039;&amp;#039; - The line of attack is an imaginary ray that starts at a character&amp;#039;s location, and projects infinitely far in the direction they are facing. When a character is attacked by something other than a counter-attack or parry, and he is unable to face his attacker, the attacker gets a special modifier.&lt;br /&gt;
&lt;br /&gt;
If the attacker is off the line of attack of its target up to 90 degrees, then he gets an addition of 1 to his combat rolls against the target . If he is more than 90 degrees off the line of attack but not directly behind the target, he adds 2 to his combat rolls against the target. When the attacker is directly opposite his targets line of attack he adds 3 to the combat rolls against the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Speed Damage&amp;#039;&amp;#039;&amp;#039;  - Traveling at high speeds causes a character&amp;#039;s attacks to have greater attack power, AND attacks against him to have greater attack power. For every 5 meters a character moves per round, he has a +1 modifier to the attack power of his attacks, and he has a +1 modifier to the attack power of attacks against him. For example, if a character was riding on top of a vehicle traveling 15 meters in that round, every time that round the character hit a target, he would have a +3 modifier to attack power (15 meters divided by 5 is 3,) and every time he was hit that round, the attacks against him would have a +3 modifier to attack power.&lt;br /&gt;
&lt;br /&gt;
If one character is following another, then Speed Damage works differently. First, the speed damage rule only works for the character who&amp;#039;s moving the fastest. Second, it only applies by how much faster per round that character is going than the slower character. For example, if Mr. A is following Mr. B, and Mr. A is going 15 meters that round and Mr. B is going 10 meters that round, then if Mr. A hits Mr. B, then Mr. A only has the Speed Damage modifier of going 5 meters per round for that hit (15 meters -10 Meters = 5 meters.)&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;Speed Damage&amp;quot; rule acts in addition to and separate from Hit Point rules. (So for example, if a character had moved 15 meters in one round by spending his own hit points, he would have a +3 modifier to the attack power of his attacks in addition to any hit point attack power modifiers.) The Speed Damage rule applies to Thrown Weapons, but not other kinds of missile weapon attacks.&lt;/div&gt;</summary>
		<author><name>SerpLord</name></author>
	</entry>
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