Difference between revisions of "Mano a Mano:Stance and Position"

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===Stance and Posture===  
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[[Category:Mano a Mano]]
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==Stance and Position==
  
'''Standing''' - This is the position where characters are ready to do most actions, but they are also fully exposed to missile weapon attacks such as thrown weapons, slings, bows and guns. While standing a character can move at normal speed and have no special modifiers from this position.
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To simplify keeping track of success roll modifiers, there are only 10 different actions and positions to be aware of. A character can only be in one of these positions at a time.  For example, a character cannot do a strategic attack while aiming or grappling.
  
'''Crouching or Sitting''' - (This is also known as being "in the semi-prone position.") If a character is crouching or sitting they have a -1 modifier against their hand to hand rolls, and a +1 modifier against being hit by a missile weapon attack. A crouching or sitting character moves only 1/2 as far as they move while standing.
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;Standing: This is the position where characters are ready to do most actions, but they are also fully exposed to missile weapon attacks such as thrown weapons, slings, bows and guns. While standing a character can move at normal speed and have no special modifiers from this position. When a character does the ''instant stand'' action, he has a defense bonus until his next turn.
  
'''Lying Down''' - (This is also known as "being in the prone position.") If a character is lying down they have a -2 modifier to all of their hand to hand rolls, but they have a +2 modifier against being hit by missile weapons. A character lying down moves only 1/5 as far as they move while standing.  
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;On the Ground: While a character is crouching, crawling, sitting, or lying on the ground, they move more slowly (half movement, -5 to all striking attack rolls and defense against striking) but they are harder to hit with missile weapons (+5 defense against missile weapon attacks, even without cover, unless the attack comes from above.) Powerful, strategic and cautious attacks cannot be done from the ground.
  
'''Getting Up Quickly''' - It takes one hit point to get from a crouching or sitting position to standing up, or from a lying down position to crouching or sitting. It takes two hit points to get from lying down to standing up. In order to get up this quickly the character must make a success roll using their acrobatics ability. The difficulty of this move is 1 to get from crouching or sitting to standing, or from lying down to crouching or sitting. The difficulty is 2 to get from lying down to standing.
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;Aiming while Standing: When a character aims a missile weapon they have a +5 to hit.
  
'''Getting Up Slowly''' - If the character gets up slowly, they don't need to make a roll. Getting up slowly from a crouching or sitting position to standing takes 1 round. Getting up slowly from a lying down position to crouching or sitting takes 1 round.
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;Aiming on the Ground: When a character aims from a sitting or prone position they have a +5 to hit plus the penalties for being on the ground: they move more slowly (half movement, -5 to defense against striking) but they are harder to hit with missile weapons (+5 to avoid a missile weapon, even without cover, unless the attack comes from above.)
  
'''Getting Down''' - The difficulty, time and hit points needed to get into a crouching or sitting position from standing, or to get into a lying down position from crouching, sitting or standing, is the same as going in the opposite direction and can be done slowly or quickly (using hit points and making the difficulty roll.)
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;Clinch: When a character is grappling and standing up, but does not have the dominant position, they have a -5 to all attack rolls and -5 defense against all attacks.
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;Ground Fighting: When a character is grappling on the ground, and does not have the dominant position, they have a +5 defense against missile weapon attacks, -5 to defense against other attacks, and -5 to all attack rolls.
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;Dominant Position (Standing): When a character in a clinch (grappling while standing) has the dominant position, he has a +5 bonus to attack rolls and defense against the character in the inferior position, and -5 to all other combat rolls.
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;Dominant Position (on the Ground): When a character has the dominant position while grappling on the ground, he has a +5 modifier to attack rolls and defense against the character in the inferior position, +5 against missile weapon attacks, and -5 to other attack rolls and defense against other attacks.
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;Resting, Instant Stand and Special Attacks: The rest action, cautious attacks and instant stand give a defense bonus until the end of the character's next turn, and strategic attacks have an attack bonus. Cautious attacks cannot be done on the ground. (See [[Mano a Mano:Actions|Action/Actions]] and [[Mano a Mano:Attacking|Action/Attacking]].)
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{|
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! width="20" | !!
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! width="10" | !! align="left" | Standing
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! width="10" | !! align="left" | On the Ground
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|-
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| || height="5" | || || || ||
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|-
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! !! valign="top" align="left" | Default
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| || valign="top" | no modifiers
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| || valign="top" | +5 defense vs. missiles<br />-5 striking attack and defense
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|-
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| || height="5" | || || || ||
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|-
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! !! valign="top" align="left" | Aiming
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| || valign="top" | +5 to hit
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| || valign="top" | +5 to hit<br />+5 defense vs. missiles<br />-5 striking defense
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|-
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| || height="5" | || || || ||
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|-
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! !! valign="top" align="left" | Grappling
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| || valign="top" | -5 to all rolls
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| || valign="top" | -5 attack<br />-5 hand to hand defense
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|-
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| || height="5" | || || || ||
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|-
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! !! valign="top" align="left" | Dominant
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| || valign="top" | +5 vs. inferior<br />-5 vs. others
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| || valign="top" | +5 vs. inferior<br />-5 attack vs. others<br />-5 hand to hand defense vs. others
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|-
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| || height="5" | || || || ||
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|-
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! !! valign="top" align="left" | Strategic
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| || valign="top" | +5 to hit
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| || valign="top" | n/a
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|-
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! !! valign="top" align="left" | Cautious
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| || valign="top" | +5 defense
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| || valign="top" | n/a
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|-
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! !! valign="top" align="left" | Resting
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| || valign="top" | +5 defense
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| || valign="top" | +5 defense
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|}

Latest revision as of 11:28, 16 November 2008

Stance and Position

To simplify keeping track of success roll modifiers, there are only 10 different actions and positions to be aware of. A character can only be in one of these positions at a time. For example, a character cannot do a strategic attack while aiming or grappling.

Standing
This is the position where characters are ready to do most actions, but they are also fully exposed to missile weapon attacks such as thrown weapons, slings, bows and guns. While standing a character can move at normal speed and have no special modifiers from this position. When a character does the instant stand action, he has a defense bonus until his next turn.
On the Ground
While a character is crouching, crawling, sitting, or lying on the ground, they move more slowly (half movement, -5 to all striking attack rolls and defense against striking) but they are harder to hit with missile weapons (+5 defense against missile weapon attacks, even without cover, unless the attack comes from above.) Powerful, strategic and cautious attacks cannot be done from the ground.
Aiming while Standing
When a character aims a missile weapon they have a +5 to hit.
Aiming on the Ground
When a character aims from a sitting or prone position they have a +5 to hit plus the penalties for being on the ground: they move more slowly (half movement, -5 to defense against striking) but they are harder to hit with missile weapons (+5 to avoid a missile weapon, even without cover, unless the attack comes from above.)
Clinch
When a character is grappling and standing up, but does not have the dominant position, they have a -5 to all attack rolls and -5 defense against all attacks.
Ground Fighting
When a character is grappling on the ground, and does not have the dominant position, they have a +5 defense against missile weapon attacks, -5 to defense against other attacks, and -5 to all attack rolls.
Dominant Position (Standing)
When a character in a clinch (grappling while standing) has the dominant position, he has a +5 bonus to attack rolls and defense against the character in the inferior position, and -5 to all other combat rolls.
Dominant Position (on the Ground)
When a character has the dominant position while grappling on the ground, he has a +5 modifier to attack rolls and defense against the character in the inferior position, +5 against missile weapon attacks, and -5 to other attack rolls and defense against other attacks.
Resting, Instant Stand and Special Attacks
The rest action, cautious attacks and instant stand give a defense bonus until the end of the character's next turn, and strategic attacks have an attack bonus. Cautious attacks cannot be done on the ground. (See Action/Actions and Action/Attacking.)
Standing On the Ground
Default no modifiers +5 defense vs. missiles
-5 striking attack and defense
Aiming +5 to hit +5 to hit
+5 defense vs. missiles
-5 striking defense
Grappling -5 to all rolls -5 attack
-5 hand to hand defense
Dominant +5 vs. inferior
-5 vs. others
+5 vs. inferior
-5 attack vs. others
-5 hand to hand defense vs. others
Strategic +5 to hit n/a
Cautious +5 defense n/a
Resting +5 defense +5 defense