Difference between revisions of "Mano a Mano:Movement"
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Movement is how fast the character can move in meters per round. One meter per round is 0.5 meters per second, 30 meters per minute, 1.8 kilometers per hour or a little over one mile per hour. Characters can move more than once during their turn (before and after performing actions) but the total distance may not exceed their movement. | Movement is how fast the character can move in meters per round. One meter per round is 0.5 meters per second, 30 meters per minute, 1.8 kilometers per hour or a little over one mile per hour. Characters can move more than once during their turn (before and after performing actions) but the total distance may not exceed their movement. | ||
− | ;Stride: | + | ;Stride: A character's stride is one plus their running ability modifier minus their lame disability modifier. Stride determines your movement on the ground. If a character's stride is greater than zero, their movement is their stride multiplied by (speed - encumbrance). If the character's stride is 0, their movement is 1. If the character's stride is less than 0, their movement is 0. |
− | ;Swimming: In water, movement = (speed - encumbrance) multiplied by swimming ability modifier. | + | ;Swimming: In water, movement = (speed - encumbrance) multiplied by swimming ability modifier. In this situation, characters have a -4 to their combat rolls. For every level of swimming ability up to level 4, characters get a +1 to combat rolls when swimming. After level 4 they still only have +4 to swimming combat rolls. When characters fight while swimming, striking attacks do half as much stun damage as they do in air. |
− | ;Flying: In the air, movement = (speed - encumbrance) multiplied by flying ability modifier. | + | ;Flying: In the air, movement = (speed - encumbrance) multiplied by flying ability modifier. Only a character whose template has the flight ability can have the flight ability, even at level 0. Flight level 0 means a character can barely fly horizontally at the same speed they were going when they took off. The "special CP" for Flight is 5. (See [[Mano a Mano:Character Points|Character Points]].) |
;Climbing: While climbing, movement = (speed - encumbrance) multiplied by reach. | ;Climbing: While climbing, movement = (speed - encumbrance) multiplied by reach. |
Revision as of 13:27, 29 June 2007
Movement
Movement is how fast the character can move in meters per round. One meter per round is 0.5 meters per second, 30 meters per minute, 1.8 kilometers per hour or a little over one mile per hour. Characters can move more than once during their turn (before and after performing actions) but the total distance may not exceed their movement.
- Stride
- A character's stride is one plus their running ability modifier minus their lame disability modifier. Stride determines your movement on the ground. If a character's stride is greater than zero, their movement is their stride multiplied by (speed - encumbrance). If the character's stride is 0, their movement is 1. If the character's stride is less than 0, their movement is 0.
- Swimming
- In water, movement = (speed - encumbrance) multiplied by swimming ability modifier. In this situation, characters have a -4 to their combat rolls. For every level of swimming ability up to level 4, characters get a +1 to combat rolls when swimming. After level 4 they still only have +4 to swimming combat rolls. When characters fight while swimming, striking attacks do half as much stun damage as they do in air.
- Flying
- In the air, movement = (speed - encumbrance) multiplied by flying ability modifier. Only a character whose template has the flight ability can have the flight ability, even at level 0. Flight level 0 means a character can barely fly horizontally at the same speed they were going when they took off. The "special CP" for Flight is 5. (See Character Points.)
- Climbing
- While climbing, movement = (speed - encumbrance) multiplied by reach.