Mano a Mano:Actions: Difference between revisions
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;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. | ;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. | ||
:Quick actions | ;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. A character cannot use evasion while on the ground. | |||
;Quick Actions: Quick actions can be used in a combo or when a character's stun plus damage is at least half of their health (health/2). These include: | |||
:*quick attack | :*quick attack | ||
:*aim | :*aim a bow or gun (+2 to the next attack) | ||
:*draw (light) | :*draw (light bow) | ||
:*load | :*load ammunition | ||
:*unload | :*unload ammunition | ||
:*push | :*push (grappling) | ||
:*hold | :*hold (grappling) | ||
:*drop | :*drop to the ground | ||
:*stand up | :*stand up | ||
:* | :*close a door | ||
; | ;Powerful Actions: Powerful actions can only be used when a character's stun plus damage is less than half of their health (health/2). Powerful actions cannot be used in a combo. Powerful actions include: | ||
:*strategic attack (+1 attack roll) | |||
:*cautious attack (+1 defense until next turn) | |||
:*powerful attack (more damage) | |||
:*outreaching attack (more damage and +1 defense until next turn) | |||
:*heave (throw a heavy object) | |||
:*draw (heavy bow) | |||
:*replace a clip | |||
:*trip (grappling) | |||
:*throw (grappling) | |||
:*choke (grappling, more power, all stun) | |||
:*wrench (grappling, more power) | |||
:*disarm (grappling, take weapon) | |||
:*instant stand (+2 defense) | |||
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Revision as of 08:58, 22 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. A character cannot use evasion while on the ground.
- Quick Actions
- Quick actions can be used in a combo or when a character's stun plus damage is at least half of their health (health/2). These include:
- quick attack
- aim a bow or gun (+2 to the next attack)
- draw (light bow)
- load ammunition
- unload ammunition
- push (grappling)
- hold (grappling)
- drop to the ground
- stand up
- close a door
- Powerful Actions
- Powerful actions can only be used when a character's stun plus damage is less than half of their health (health/2). Powerful actions cannot be used in a combo. Powerful actions include:
- strategic attack (+1 attack roll)
- cautious attack (+1 defense until next turn)
- powerful attack (more damage)
- outreaching attack (more damage and +1 defense until next turn)
- heave (throw a heavy object)
- draw (heavy bow)
- replace a clip
- trip (grappling)
- throw (grappling)
- choke (grappling, more power, all stun)
- wrench (grappling, more power)
- disarm (grappling, take weapon)
- instant stand (+2 defense)
| 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 | |||
| 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 | |||||
| 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 | |||
| other actions | type | power | modifier | |||
| drop | quick | |||||
| stand up | quick | |||||
| instant stand | powerful | +2 defense | ||||
| closing a door | quick |