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

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(Stance and Posture)
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===Stance and Posture===  
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===Stance, Posture, and Position Modifiers===  
  
'''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 flanking 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.
  
'''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, -1 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.)
  
'''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 +2 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 +2 to hit plus the penalties for being on the ground: they move more slowly (half movement, -1 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.)
  
'''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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;Aimed Attack and Flanking Attack: These attacks have a +1 modifier to their success roll.
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;Evasion and Defense: Evasion and Defense give a character a +2 passive defense bonus until the end of the character's next turn. This bonus helps them to avoid any attack which they don't counter and which is not a counter to their attack.
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;Clinch: When a character is grappling and standing up, but does not have the dominant position, they have a -1 to all combat rolls.
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;Ground Fighting: When a character is grappling on the ground, and does not have the dominant position, they have a -1 to all combat rolls against characters they are grappling with, a +1 against other characters missile weapon attacks, and -2 to combat rolls involving other characters.
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;Dominant Position (Standing): +1 modifier to combat rolls against the character in the inferior position.  -1 to all other combat rolls.
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;Dominant Position (on the Ground): +1 modifier to combat rolls against the character in the inferior position. -1 to combat rolls involving other characters you are grappling with simultaneously, +1 against other characters missile weapon attacks, and -2 to most other combat rolls.
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                  STANDING        ON THE GROUND
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DEFAULT          no modifiers    +2 defense vs. missiles
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                                  -1 hand to hand
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AIMING          +2 to hit        +2 to hit
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                                  +2 defense vs. missiles
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                                  -1 hand to hand
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AIMED/FLANKING  +1 to hit       n/a
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EVADE/DEFEND    +2 defense      n/a
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GRAPPLING        -1 to all rolls  -1 vs. other grapplers
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                                  -2 vs. non-grapplers
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                                  +1 defense vs. missiles
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DOMINANT        +1 vs. inferior  +1 vs. inferior
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                  -1 vs. others    -1 vs. other grapplers
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                                  -2 vs. non-grapplers
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                                  +1 defense vs. missiles

Revision as of 11:14, 28 June 2007

Stance, Posture, and Position Modifiers

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 flanking 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.
On the Ground
While a character is crouching, crawling, sitting, or lying on the ground, they move more slowly (half movement, -1 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.)
Aiming while Standing
When a character aims a missile weapon they have a +2 to hit.
Aiming on the Ground
When a character aims from a sitting or prone position they have a +2 to hit plus the penalties for being on the ground: they move more slowly (half movement, -1 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.)
Aimed Attack and Flanking Attack
These attacks have a +1 modifier to their success roll.
Evasion and Defense
Evasion and Defense give a character a +2 passive defense bonus until the end of the character's next turn. This bonus helps them to avoid any attack which they don't counter and which is not a counter to their attack.
Clinch
When a character is grappling and standing up, but does not have the dominant position, they have a -1 to all combat rolls.
Ground Fighting
When a character is grappling on the ground, and does not have the dominant position, they have a -1 to all combat rolls against characters they are grappling with, a +1 against other characters missile weapon attacks, and -2 to combat rolls involving other characters.
Dominant Position (Standing)
+1 modifier to combat rolls against the character in the inferior position. -1 to all other combat rolls.
Dominant Position (on the Ground)
+1 modifier to combat rolls against the character in the inferior position. -1 to combat rolls involving other characters you are grappling with simultaneously, +1 against other characters missile weapon attacks, and -2 to most other combat rolls.
                 STANDING         ON THE GROUND

DEFAULT          no modifiers     +2 defense vs. missiles
                                  -1 hand to hand

AIMING           +2 to hit        +2 to hit
                                  +2 defense vs. missiles
                                  -1 hand to hand

AIMED/FLANKING   +1 to hit        n/a

EVADE/DEFEND     +2 defense       n/a

GRAPPLING        -1 to all rolls  -1 vs. other grapplers
                                  -2 vs. non-grapplers
                                  +1 defense vs. missiles

DOMINANT         +1 vs. inferior  +1 vs. inferior
                 -1 vs. others    -1 vs. other grapplers
                                  -2 vs. non-grapplers
                                  +1 defense vs. missiles