Difference between revisions of "Mano a Mano:Rounds"

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(Rounds)
(Rounds)
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=== Rounds ===
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=== Turns and Actions ===
 
   
 
   
 
A '''round''' of action represents one to two seconds of game time - enough time for most characters to perform a single action or quick combination.  Each character has one '''turn''' during each round.  Rounds can be measured from the beginning of any character's turn until the beginning of their next turn (or from the end of their turn until the end of the next.
 
A '''round''' of action represents one to two seconds of game time - enough time for most characters to perform a single action or quick combination.  Each character has one '''turn''' during each round.  Rounds can be measured from the beginning of any character's turn until the beginning of their next turn (or from the end of their turn until the end of the next.
  
'''Order''' - Characters have their turns in the order their players are seated, going around the group of players clockwise.
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;Initiative: The character with the longest reach usually has the first turn.
  
'''Initiative''' - The character with the longest reach usually has the first turn.
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;Order: Characters normally take turns in the order their players are seated, going around the group of players clockwise. To move in formation, characters may delay their turns until they are sequential.
  
'''Surprise''' - If a character successfully uses stealth or some other trick to ambush their enemies they have their turn first, regardless of other factors.
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;Surprise: If a character successfully uses stealth or some other trick to ambush their enemies they have their turn first, regardless of other factors.
  
'''Phases''' - Each turn has multiple phases:
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'''Actions''' - If a character's total damage is less than half of their health, they can move and do one powerful action, quick action, combo, counterattack or covering action. If a character's total damage is at least half of their health, they can only move half as far and perform one quick action.
(Also see [[Mano a Mano:Hit Points|Action Rules/Hit Points]].)
 
  
#'''Stun''' - If the character has any hit points in his stun pool, one of those hit points are moved into the other used pool, at the beginning of his turn.
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#'''HP/round''' - Some of the hit points that are NOT in the stun or damage pools are moved into the ready pool. For example, if a character has 3 HP/round and 6 HP (total hit points), but 4 of his hit points are in his stun pool, the other 2 hit points will go into the ready pool.
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            QUICK ACTION    POWERFUL ACTION
#*The number of hit points moved can be no more than the character's HP/round. For example, if a character has 3 HP/round, 6 HP, and no hit points in his stun or damage pools, only 3 hit points will go into the ready pool.
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#*When HP/round is less than the number of hit points which are not in the stun or  damage pools, the player can decide which hit points move to the ready pool. For example, if a character has 3 HP/round, 6 HP, and only 2 of his hit points in his stun pool, then the character's player decides which 3 of the other 4 hit points are moved into the ready pool.
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STRIKES    attack          powerful attack, flanking
#'''Actions''' - The hit points in the character's ready pool may be used to perform actions and moved to the defense or other used pool. Most actions require the use of at least one [[Mano a Mano:Hit Points|hit point]]. This hit point, and additional hit points, can be used to [[Mano a Mano:Maneuvering|maneuver]], [[Mano a Mano:Manipulation|manipulate an opponent]], or [[Mano a Mano:Attacking|add power to an attack]].  When a hit point is used in one of these ways, it must be put into either the defense or other used pool. The character's turn is over when his player stops using (or chooses not to use) the character's ready hit points, or when the character runs out of ready hit points. (See [[Mano a Mano:Maneuvering|Action Rules/Maneuvering]], [[Mano a Mano:Manipulation|Action Rules/Manipulation]] and [[Mano a Mano:Attacking|Action Rules/Attacking]].)
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AIMING      aim            aimed attack
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TAKEDOWNS  push            trip, throw
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HOLDS      hold            wrench, choke, disarm, reversal
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RELOAD      load, unload    replace a clip
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DEFENSE    evasion        defend (evasion + single attack)
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STANCE      drop, stand    instant stand
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ARCHERY    draw(light)    draw(heavy), draw and fire
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Other quick actions include things like pushing a door closed. Slower actions could count as powerful actions or take a certain number of turns.
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;Combo: A character can perform one quick action in a combo for each point of speed they have, plus an extra quick action using a secondary weapon if they have one.  If a character splits their attacks between multiple targets they may only attack each target one time per combo.
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;Counterattack: This tactic has no immediate effect, but until your next turn you can do one normal attack to every character within reach who attacks you.  If you use a missile weapon you must choose which characters you will counter and your speed limits the maximum number of characters you can counterattack.
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;Covering: Covering another character is similar to counterattack, except that you choose an ally to defend, and you are not limited by reach.  If you don't have enough reach to hit the attacker, or for some reason you can't parry their attack, you will be hurt by the attack when you successfully defend your ally (i.e. "taking a bullet".)
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'''Recovery''' - At the end of the character's turn, the character recovers one stun damage if the character has any stun.

Revision as of 10:07, 28 June 2007

Turns and Actions

A round of action represents one to two seconds of game time - enough time for most characters to perform a single action or quick combination. Each character has one turn during each round. Rounds can be measured from the beginning of any character's turn until the beginning of their next turn (or from the end of their turn until the end of the next.

Initiative
The character with the longest reach usually has the first turn.
Order
Characters normally take turns in the order their players are seated, going around the group of players clockwise. To move in formation, characters may delay their turns until they are sequential.
Surprise
If a character successfully uses stealth or some other trick to ambush their enemies they have their turn first, regardless of other factors.

Actions - If a character's total damage is less than half of their health, they can move and do one powerful action, quick action, combo, counterattack or covering action. If a character's total damage is at least half of their health, they can only move half as far and perform one quick action.


            QUICK ACTION    POWERFUL ACTION

STRIKES     attack          powerful attack, flanking
AIMING      aim             aimed attack
TAKEDOWNS   push            trip, throw
HOLDS       hold            wrench, choke, disarm, reversal
RELOAD      load, unload    replace a clip
DEFENSE     evasion         defend (evasion + single attack)
STANCE      drop, stand     instant stand
ARCHERY     draw(light)     draw(heavy), draw and fire

Other quick actions include things like pushing a door closed. Slower actions could count as powerful actions or take a certain number of turns.

Combo
A character can perform one quick action in a combo for each point of speed they have, plus an extra quick action using a secondary weapon if they have one. If a character splits their attacks between multiple targets they may only attack each target one time per combo.
Counterattack
This tactic has no immediate effect, but until your next turn you can do one normal attack to every character within reach who attacks you. If you use a missile weapon you must choose which characters you will counter and your speed limits the maximum number of characters you can counterattack.
Covering
Covering another character is similar to counterattack, except that you choose an ally to defend, and you are not limited by reach. If you don't have enough reach to hit the attacker, or for some reason you can't parry their attack, you will be hurt by the attack when you successfully defend your ally (i.e. "taking a bullet".)

Recovery - At the end of the character's turn, the character recovers one stun damage if the character has any stun.