Mano a Mano:Actions: Difference between revisions

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{|
{|
! align="left" | hand weapons !! width="10" | !! align="left" | type !! width="10" | !! align="left" | damage !! width="10" | !! align="left" | modifier
! align="left" | hand weapons !! width="10" | !! align="left" | type !! width="10" | !! align="left" | power !! width="10" | !! align="left" | modifier
|-
|-
| quick attack      || || quick    || || half power || ||
| quick attack      || || quick    || || half power || ||
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| outreaching attack || || powerful || || full power || || +1 defense
| outreaching attack || || powerful || || full power || || +1 defense
|-
|-
! align="left" | takedowns !! width="10" | !! align="left" | type !! width="10" | !! align="left" | damage !! width="10" | !! align="left" | modifier
! align="left" | takedowns !! width="10" | !! align="left" | type !! width="10" | !! align="left" | power !! width="10" | !! align="left" | modifier
|-
|-
| push  || || quick    || || ??? || || chance of falling
| push  || || quick    || || ??? || || chance of falling
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| throw || || powerful || || ??? || || always fall down
| throw || || powerful || || ??? || || always fall down
|-
|-
! align="left" | holds !! width="10" | !! align="left" | type !! width="10" | !! align="left" | damage !! width="10" | !! align="left" | modifier
! align="left" | holds !! width="10" | !! align="left" | type !! width="10" | !! align="left" | power !! width="10" | !! align="left" | modifier
|-
|-
| hold    || || quick    || || half power || ||
| hold    || || quick    || || half power || ||
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| disarm  || || powerful || || ??? || || take weapon
| disarm  || || powerful || || ??? || || take weapon
|-
|-
! align="left" | thrown weapons !! width="10" | !! align="left" | type !! width="10" | !! align="left" | damage !! width="10" | !! align="left" | modifier
! align="left" | thrown weapons !! width="10" | !! align="left" | type !! width="10" | !! align="left" | power !! width="10" | !! align="left" | modifier
|-
|-
| quick attack    || || quick    || || half power || ||
| quick attack    || || quick    || || half power || ||
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| heave (unwieldy) || || 2 turns  || || full power || ||
| heave (unwieldy) || || 2 turns  || || full power || ||
|-
|-
! align="left" | guns and bows !! width="10" | !! align="left" | type !! width="10" | !! align="left" | damage !! width="10" | !! align="left" | modifier
! align="left" | guns and bows !! width="10" | !! align="left" | type !! width="10" | !! align="left" | power !! width="10" | !! align="left" | modifier
|-
|-
| aim              || || quick    || ||            || || +2 attack
| aim              || || quick    || ||            || || +2 attack
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| replace a clip  || || powerful || ||            || ||
| replace a clip  || || powerful || ||            || ||
|-
|-
! align="left" | other actions !! width="10" | !! align="left" | type !! width="10" | !! align="left" | damage !! width="10" | !! align="left" | modifier
! align="left" | other actions !! width="10" | !! align="left" | type !! width="10" | !! align="left" | power !! width="10" | !! align="left" | modifier
|-
|-
| drop          || || quick    || ||  || ||
| drop          || || quick    || ||  || ||

Revision as of 08:11, 19 January 2008

Actions

If a character's stun plus damage is less than half of their health (health/2), they can move and do one powerful action, quick action, combo, evasion or covering. If a character's stun plus damage is at least half of their health (health/2), they can only move half as far and perform only one quick action.

Counterattack
Instead of moving and performing actions on his own turn, a character can counterattack by waiting to move and perform actions right before the attack of the first character to attack them after their turn. Counterattacking does not change the order of characters turns.
Combos
A character can perform one quick action in a combo for each point of speed (rounded up, so a character with 1/4 or 1/2 speed can perform one quick action), plus an extra quick action if that character is using multiple weapons in the combo. If a character splits their attacks between multiple targets they may only attack each target one time per combo.
Covering
Covering another character is similar to counterattack, except that the covering character chooses an ally to defend instead of himself. If the covering character doesn't have enough reach to hit the attacker, or for some reason he can't parry the attack, that covering character will be hurt by the attack when he successfully defends his ally (i.e. "taking a bullet".)
Evasion
By moving defensively instead of attacking a character can get a +2 passive defense bonus against every attack until the end of the character's next turn.
hand weapons type power modifier
quick attack quick half power
strategic attack powerful half power +1 attack
cautious attack powerful half power +1 defense
powerful attack powerful full power
outreaching attack powerful full power +1 defense
takedowns type power modifier
push quick ??? chance of falling
trip powerful ??? chance of falling
throw powerful ??? always fall down
holds type power modifier
hold quick half power
wrench powerful full power
choke powerful full power all stun
disarm powerful ??? take weapon
thrown weapons type power modifier
quick attack quick half power
powerful attack powerful full power double range
heave powerful full power
heave (unwieldy) 2 turns full power
guns and bows type power modifier
aim quick +2 attack
quick attack quick full power
strategic attack powerful full power +1 attack
cautious attack powerful full power +1 defense
draw and fire powerful full power
draw (light) quick
draw (heavy) powerful
load quick
unload quick
replace a clip powerful
other actions type power modifier
drop quick
stand quick
instant stand powerful +2 defense
closing a door quick
Drop
Dropping is a quick action. The character drops to a low crouch, sitting, kneeling or prone position on the ground. While a character is on the ground, they move more slowly (-2 movement, -2 to all hand to hand combat rolls except for grappling) but they are harder to hit with missile weapons (+2 to avoid a missile weapon, even without cover, unless the attack comes from above.)
Stand
Standing up is a quick action.
Instant Stand
Instant stand is a powerful action which includes standing up and gives the character a +2 defense bonus if they make a success roll: agility + acrobatics vs. difficulty zero. (If a character's agility + acrobatics ability is greater than 5 they automatically succeed.) If the roll fails the character stands without the defense bonus.