Difference between revisions of "Mano a Mano:Maneuvering"

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===Maneuvering===  
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==Maneuvering==  
  
'''Maneuvering''' - 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.
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The best defense is usually a good offense, but sometimes getting into a safer position is the best or only option.
  
'''Moving''' - 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's stride. (Hit points applied to other used and/or defense pools can also be applied to other movement abilities instead of running.)
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;Evasion: By moving defensively, a character can get a +2 passive defense bonus until the end of the character's next turn.  Evasion is only used once per turn, but the bonus applies every time the character is attacked before the end of their next turn. (This bonus does not apply to counter-attacks.)
  
'''Combos''' - 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 two.) When hit points are used as an attack modifier for a combo, they are instantly considered to be in the defense pool.
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;Defense: Defense is evasion combined with a quick attack.  
  
'''Passive Modifier''' - A character's passive modifier is equal to the hit points in the hit points in the defense pool.
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;Drop: 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.)
  
'''Optional Flanking Rule''' - The line of attack is an imaginary ray that starts at a character'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.
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;Stand: Standing up is a single quick action.
  
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.
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;Instant Stand: Instant stand is evasion combined with standing, but it requires an 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 stays on the ground. If the roll is half-successful the character stands without the defense bonus.
 
 
'''Speed Damage'''  - Traveling at high speeds causes a character'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.
 
 
 
If one character is following another, then Speed Damage works differently. First, the speed damage rule only works for the character who'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.)
 
 
 
This "Speed Damage" 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.
 

Latest revision as of 10:47, 28 June 2007

Maneuvering[edit]

The best defense is usually a good offense, but sometimes getting into a safer position is the best or only option.

Evasion
By moving defensively, a character can get a +2 passive defense bonus until the end of the character's next turn. Evasion is only used once per turn, but the bonus applies every time the character is attacked before the end of their next turn. (This bonus does not apply to counter-attacks.)
Defense
Defense is evasion combined with a quick attack.
Drop
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 single quick action.
Instant Stand
Instant stand is evasion combined with standing, but it requires an 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 stays on the ground. If the roll is half-successful the character stands without the defense bonus.