Mano a Mano:Rounds

From RPGnet
Revision as of 10:10, 28 June 2007 by 63.231.37.7 (talk) (Turns and Actions)
Jump to: navigation, search

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.

Order - The character with the longest reach usually has the first turn, but If a character successfully uses stealth or some other trick to ambush their enemies they have their turn first. Characters typically 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.

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.