Difference between revisions of "Mano a Mano:Actions"

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==List of Actions==
 
==List of Actions==
  
On his turn, a character can prepare a counterattack, move and do one action, or move and do a combination of actions (combo).
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Only '''quick''' actions can be used in a combo.
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A '''double power''' attack has two times the power listed by the weapon on the character sheet.
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'''Strenuous''' actions can only be used when a character is ''healthy''.
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'''Standing''' actions cannot be used when the character is on the ground.
  
To '''counterattack''' the character waits to move and perform actions until someone attempts to attack them. If no one attempts to attack the counterattacking character until their next turn, then they have effectively skipped the turn where they prepared a counterattack and continue with their next turn as normal. The counterattacking character moves and performs their action or combo before the attacker's action or combo, but after any movement the attacker does before acting. This gives the counterattacking character a little more control over positioning. After the counterattack, the attacker can change his action or combo, but cannot reuse any movement he used up before the combo.  
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When rolling to see if a combat action is successful, there is an attacking character (attacker) and a defending character (defender). Attacks are successful if the attacker's modifier plus his dice roll is higher than his target's defense. Otherwise the attack fails.
  
Counterattacking delays a single turn, but does not change the order of characters turns. For example, suppose three characters are fighting. The first character prepares a counter attack. The second character, his ally, attacks the third character, their enemy, and misses. The third character decides to attack the first character, but the first character gets to counterattack first. The third character finally gets to attack after the counterattack. Now it is the first character's turn again even though he just counterattacked in the middle of the third character's turn.
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===Hand to Hand Attacks===
  
In a '''combo''' a character can perform one '''quick''' action for each point of speed (rounded up, so a character with ¼ or ½ speed can perform one quick action), plus an extra quick action if the combo includes actions with multiple weapons. Quick actions include quick strike, throw and shot, aiming a bow or gun, drawing a bow, loading or unloading a gun, push, hold, dropping to the ground and standing up. A character can only do a combo when his damage plus stun is no more than his healthy. (Healthy is half of his toughness rounded down).
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{|
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| [[Image:Minimam-monster-healthy.png]] || width="50" | || valign="bottom" | [[Image:Minimam-monster-attack.png]]
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|}
  
Attack power can be '''half power''' or '''full power'''. The character sheet lists the half power and full power of equipment and natural defenses. (See [[Mano a Mano:Inventory Management|Character Development/Inventory Management]].) Full power attacks include all bow and gun attacks, powerful strikes, powerful throw, wrench and choke. Half power attacks include quick, strategic and cautious strikes and quick throw.
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Hand to hand attacks use natural weapons or hand weapons such as clubs and blades.
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Add the ''attack'' modifier next to the weapon on the attacker's character sheet to hand to hand attack rolls.
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The target's ''best defense'' is the difficulty of a hand to hand attack.
  
'''Strenuous''' actions can only be used when a character's stun plus damage is not more than his '''healthy''' value. Strenuous actions include strategic, cautious, powerful strikes, powerful throw, heave, reload, trip, slam, choke, wrench, disarm and instant stand.
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;quick strike: A quick strike is a quick hand to hand attack.
'''Standing''' actions, which cannot be used when the character is on the ground, include evade, strategic, cautious and powerful strikes.
 
'''Grappling''' actions can give the character the dominant position. (See [[Mano a Mano:Grappling|Action/Grappling]].)
 
'''Hand to hand''' actions use natural weapons or hand weapons such as clubs and blades.
 
  
===Hand to Hand Attacks===
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;strategic strike: A strategic strike is a strenuous standing hand to hand attack which cannot be used while grappling and has a +5 attack modifier.
  
;quick strike: A quick strike is a quick half power hand to hand attack.
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;cautious strike: A cautious strike is a strenuous standing hand to hand attack which cannot be used while grappling and gives a +5 defense modifier until the character's next turn.
  
;strategic strike: A strategic strike is a strenuous half power standing hand to hand attack which cannot be used while grappling and has a +2 attack bonus.
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;powerful strike: A powerful strike is a strenuous double power standing hand to hand attack. A couple of quick strikes has a better chance of hitting at least once, but a powerful strike does damage quickly and hurts larger and armored characters more easily.
  
;cautious strike: A cautious strike is a strenuous half power standing hand to hand attack which cannot be used while grappling with +2 defense until the character's next turn.
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===Thrown Weapon Attacks===
  
;powerful strike: A powerful strike is a strenuous full power standing hand to hand attack. A couple of quick strikes has a better chance of hitting at least once, but a powerful strike does damage quickly and hurts larger and armored characters more easily.
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[[Image:MaMthrow.png|420px]]
  
===Thrown Weapon Attacks===
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Add the ''throw'' modifier next to the weapon on the attacker's character sheet to thrown weapon attack rolls.
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The target's ''missile defense'' is the difficulty of a thrown weapon attack.
  
;quick throw: A quick throw is a quick half power thrown weapon attack. The maximum range of a quick attack with a thrown weapon is the character's throwing ability modifier and the difference between the character's power and the weapon's heft. A heavier weapon cannot be thrown as far as a light weapon. Unwieldy weapons cannot be thrown quickly. Quick throwing is useful when speed or precision is important, such as knife and hatchet-throwing competitions or throwing sand in an opponent's face.
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;quick throw: A quick throw is a quick thrown weapon attack. The maximum range of this attack is the character's throwing ability modifier plus the difference between the character's strength and the weapon's heft. This action cannot be used with unwieldy weapons. Quick throwing is useful when speed or precision is important, such as knife and hatchet-throwing competitions or throwing sand in an opponent's face.
  
;powerful throw: A powerful throw is a strenuous full power thrown weapon attack.The maximum range of a powerful attack with a thrown weapon is twice the range of throwing the weapon quickly. Unwieldy weapons cannot be thrown this way. Powerful throwing is useful when distance or damage is important, like throwing a javelin.
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;powerful throw: A powerful throw is a strenuous double power thrown weapon attack. The maximum range of this attack is twice the range of a quick throw. Unwieldy weapons cannot be thrown this way. Powerful throwing is useful when distance or damage is important, like throwing a javelin.
  
;heave: Heave is a strenuous full power thrown weapon attack. Any object the character can lift can be thrown by heaving. Heaved objects are wildly imprecise, so the character has a -6 modifier to hit the target. The maximum distance the character can heave an object is the sum of the character's throwing ability modifier and the difference between the character's power and the weapon's heft.
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;heave: Heave is a strenuous double power thrown weapon attack. Any object the character can lift can be thrown by heaving. Heaved objects are wildly imprecise, so the character has a -5 modifier to hit the target. The maximum distance the character can heave an object is the range of a quick throw.
  
 
===Archery and Marksmanship Actions===
 
===Archery and Marksmanship Actions===
  
;aim: Aim is a quick gun or bow action which cannot be used while grappling. Aiming gives a +4 attack bonus to the character's next attack unless he takes damage or stun between aiming and the attack.
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[[Image:MaMshooting.png]]
  
;quick shot: A quick shot is a quick full power gun or bow attack.
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Add the ''attack'' modifier next to the weapon on the attacker's character sheet to archery and marksmanship attack rolls.
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The target's ''missile defense'' is the difficulty of an archery or marksmanship attack.
  
;strategic shot: A strategic shot is a strenuous full power gun or bow attack with a +2 attack bonus.
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;aim: Aim is a quick gun or bow action which cannot be used while grappling. Aiming gives a +5 attack bonus to the character's next attack unless he takes damage or stun between aiming and the attack.
  
;cautious shot: A cautious shot is a strenuous full power gun or bow attack with +2 defense until the character's next turn.
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;quick shot: A quick shot is a quick gun or bow attack.
  
;draw and fire: Draw and fire is a strenuous full power bow attack which does not require the bow to be already drawn.
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;strategic shot: A strategic shot is a strenuous gun or bow attack with a +5 attack bonus.
  
;draw: Drawing a bow is a quick action. A bow must be drawn before it can be aimed or fired. Drawing a bow requires the use of two hands. If the bow's heft is at least double the character's power, the character cannot draw it at all. Bows tend to be lightweight, but the power of a bow comes from its spring instead of its mass. So the heft of a bow reflects the bow's pull and the power required to draw the bow.
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;cautious shot: A cautious shot is a strenuous gun or bow attack with +5 defense until the character's next turn.
  
;reload: Replacing a clip is a strenuous gun action. Replacing a clip of ammunition can be one strenuous action or split into two quick actions ('''unload''' and '''load'''). If rounds must be loaded individually, each round requires a separate quick action.
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;draw and fire: Draw and fire is a strenuous bow attack which does not require the bow to be already drawn.
  
;unload: unloading a gun is a quick action. Most weapons are designed to be loaded quickly, but unloading them can be trickier. Unloading a weapon is usually a quick action, but then you are either holding the ammunition or let it drop (your choice.) Putting away the ammunition a character is holding requires an extra quick action - assuming that he has a single convenient place to put it. (If he has to load several rounds of ammunition into individual locations, each round of ammunition will take a separate quick action.)
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;draw: Drawing a bow is a quick action. A bow must be drawn before it can be aimed or fired. Drawing a bow requires the use of two hands. If the bow's heft is at least double the character's strength, the character cannot draw it at all. Bows tend to be lightweight, but the power of a bow comes from its spring instead of its mass. So the heft of a bow reflects the bow's pull and the strength required to draw the bow.
  
;load: loading a gun is a quick action. Some weapons must be loaded before each attack, or reloaded after a certain number of uses. If the ammunition is in a convenient location (a quiver, pocket, pouch, bandoleer, etc.) it can be drawn from that location with a quick action. Then the ammunition can be loaded into a simple weapon like a sling or a bow with another quick action. More complex weapons may have more steps. For example, if a character has to load a revolver one bullet at a time for example, each bullet loaded may be a quick action. Some weapons take several actions to reload. A "Brown Bess" musket can be fired about 3 times per minute with training, suggesting 9 actions to reload and 1 turn to fire. (Each action takes a full turn, so they are not quick actions.)
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;unload: Unloading a gun is a quick action. Most weapons are designed to be loaded quickly, but unloading them can be trickier. Unloading a weapon is usually a quick action. After unloading the character can hold onto the ammunition or lets it drop. Putting away the ammunition a character is holding requires an extra quick action. (If a character is holding several rounds of ammunition which must be put away sepearately, putting away each round is a quick action.)
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;load: Loading a gun is a quick action. Some weapons must be loaded before each attack, or reloaded after a certain number of uses. Replacing a clip of ammunition requires two quick actions: '''unload''' and '''load'''. If rounds of ammunition must be loaded individually, reloading requires an '''unload''' action and a '''load''' action for each round. For example, if a character has to load a revolver one bullet at a time then each bullet loaded is a quick action. Some weapons take several actions to reload. A "Brown Bess" musket can be fired about 3 times per minute with training, suggesting 9 actions to reload and 1 turn to fire. (Each of these actions required to reload the musket takes a full turn, so they are not quick actions.)
  
 
===Grappling Actions===
 
===Grappling Actions===
  
;push: A push, pull or shove is a quick grappling action which puts the target off balance. Successfully pushing, pulling and tripping up a standing opponent forces him to move in the direction the pushing character wants, and puts the pushed character off balance so he must make an roll against a difficulty of 8 using his unarmed or acrobatic ability check or fall down. If the pushing character is standing when his opponent falls down, the pushing character must choose whether to let go of him or follow him to the ground.
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Grappling actions can give the character the dominant position. (See [[Mano a Mano:Grappling|Action/Grappling]].)
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Add the attacker's ''grapple attack'' to grappling attack rolls.
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Use the defender's ''grapple defense'' as the difficulty of grappling attacks.
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;push: A push, pull or shove is a quick grappling action which puts the target off balance. Successfully pushing, pulling and tripping up a standing opponent forces him to move in the direction the pushing character wants, and puts the pushed character off balance so he must make an roll against a difficulty of 8 using his ''grappling'' or ''acrobatics'' ability or fall down. If the pushing character is standing when his opponent falls down, the pushing character must choose whether to let go of him or follow him to the ground.
  
;trip: A trip is a strenuous full power grappling attack which puts the target off balance. Successfully attacking a standing target's legs puts him off balance so he must make an roll against a difficulty of 8 using his unarmed or acrobatic ability check or fall down.
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;trip: A trip is a strenuous double power grappling attack which puts the target off balance. Successfully attacking a standing target's legs puts him off balance so he must make an roll against a difficulty of 8 using his grappling or acrobatic ability check or fall down.
  
;slam: A slam is a strenuous half power grappling attack which puts the target on the ground. Successfully slamming an opponent causes him to fall automatically. He can still make an additional ability roll to avoid damage from falling but he ends up on the ground. If a throwing character is standing and chooses to fall onto him, the slamming character can cause additional damage as if successfully performing a quick attack, but does not have to roll again. Even if the slammed opponent successfully avoids falling damage, he cannot avoid the extra damage from the slamming character falling on him.
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;slam: A slam is a strenuous grappling attack which puts the target on the ground. If the slamming character is standing and chooses to fall onto his opponent, then this attack has double power. The target will always end up on the ground, but he can still make an additional ''grappling'' or ''acrobatics'' ability roll against a difficulty of 8 to reduce damage from falling. If this roll is successful the damage is reduced by the attack's power, which means the slam will do no damage if the attacker does not fall onto the target and normal damage if the attacker does fall onto the target.
  
;hold: A hold is a quick grappling action.
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;hold: A hold is a quick grappling action. Hold is not an attack, but this action allows a character to make a grappling success roll. If this roll is successful the character doing the hold can choose to take the dominant position or stop grappling with his opponent.
  
;wrench: A wrench is a strenuous full power grappling attack. The damage and stun of a wrench are determined like the damage and stun of a blunt weapon.
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;wrench: A wrench is a strenuous double power grappling attack. The damage and stun of a wrench are determined like the damage and stun of a blunt weapon.
  
;choke: A choke is a strenuous full power grappling attack which only does stun. A choke always causes at least two stun if it is successful, regardless of armor and absorption.
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;choke: A choke is a strenuous double power grappling attack which only does stun. A choke always causes at least two stun if it is successful, regardless of armor and absorption.
  
;disarm: Disarm is a strenuous full power grappling attack which forces an opponent to release his weapon or other possession. If a character doing a disarm is successful, he takes the weapon from his opponent. If the character doing the disarm has at least two free hands, the difficulty of this action is the target's defense plus 2. If he has one free hand the difficulty is the target's defense plus 4. If he is holding something in each hand, the difficulty is the target's defense plus 6, and the opponent drops the weapon if he is successful.
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;disarm: Disarm is a strenuous double power grappling attack which forces an opponent to release his weapon or other possession. The difficulty of this action is the target's defense plus 5. If a character doing a disarm is successful and he has at least one free hand, he takes the weapon from his opponent. If he is successful but has no free hands, the opponent drops the weapon.
  
 
===Other Actions===
 
===Other Actions===
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;stand: Standing up is a quick action.
 
;stand: Standing up is a quick action.
  
;instant stand: Instant stand is a strenuous action which is like standing up normally except that the character using instant stand also gets a +4 defense modifier until his next turn.
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;instant stand: Instant stand is a strenuous action which is like standing up normally except that the character using instant stand also gets a +5 defense modifier until his next turn.
  
;evade: Evade is a standing action which gives the character a +4 defense modifier until his next turn.
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;rest: This action recovers all of a character's stun and gives him a +5 defense modifier until his next turn.
  
;cover: A character can put himself at risk to protect a target, usually an ally. When the target is attacked, use the covering character's defense plus 2 instead of the target's defense. If the attack is successful it still hits the target. If the attack fails, it hits the covering character.
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;cover: A character can put himself at risk to protect a target, usually an ally. When the target is attacked, use the covering character's defense plus 5 instead of the target's defense. If the attack is successful it still hits the target. If the attack fails, it hits the covering character.

Latest revision as of 17:34, 19 January 2009

List of Actions[edit]

Only quick actions can be used in a combo. A double power attack has two times the power listed by the weapon on the character sheet. Strenuous actions can only be used when a character is healthy. Standing actions cannot be used when the character is on the ground.

When rolling to see if a combat action is successful, there is an attacking character (attacker) and a defending character (defender). Attacks are successful if the attacker's modifier plus his dice roll is higher than his target's defense. Otherwise the attack fails.

Hand to Hand Attacks[edit]

Minimam-monster-healthy.png Minimam-monster-attack.png

Hand to hand attacks use natural weapons or hand weapons such as clubs and blades. Add the attack modifier next to the weapon on the attacker's character sheet to hand to hand attack rolls. The target's best defense is the difficulty of a hand to hand attack.

quick strike
A quick strike is a quick hand to hand attack.
strategic strike
A strategic strike is a strenuous standing hand to hand attack which cannot be used while grappling and has a +5 attack modifier.
cautious strike
A cautious strike is a strenuous standing hand to hand attack which cannot be used while grappling and gives a +5 defense modifier until the character's next turn.
powerful strike
A powerful strike is a strenuous double power standing hand to hand attack. A couple of quick strikes has a better chance of hitting at least once, but a powerful strike does damage quickly and hurts larger and armored characters more easily.

Thrown Weapon Attacks[edit]

MaMthrow.png

Add the throw modifier next to the weapon on the attacker's character sheet to thrown weapon attack rolls. The target's missile defense is the difficulty of a thrown weapon attack.

quick throw
A quick throw is a quick thrown weapon attack. The maximum range of this attack is the character's throwing ability modifier plus the difference between the character's strength and the weapon's heft. This action cannot be used with unwieldy weapons. Quick throwing is useful when speed or precision is important, such as knife and hatchet-throwing competitions or throwing sand in an opponent's face.
powerful throw
A powerful throw is a strenuous double power thrown weapon attack. The maximum range of this attack is twice the range of a quick throw. Unwieldy weapons cannot be thrown this way. Powerful throwing is useful when distance or damage is important, like throwing a javelin.
heave
Heave is a strenuous double power thrown weapon attack. Any object the character can lift can be thrown by heaving. Heaved objects are wildly imprecise, so the character has a -5 modifier to hit the target. The maximum distance the character can heave an object is the range of a quick throw.

Archery and Marksmanship Actions[edit]

MaMshooting.png

Add the attack modifier next to the weapon on the attacker's character sheet to archery and marksmanship attack rolls. The target's missile defense is the difficulty of an archery or marksmanship attack.

aim
Aim is a quick gun or bow action which cannot be used while grappling. Aiming gives a +5 attack bonus to the character's next attack unless he takes damage or stun between aiming and the attack.
quick shot
A quick shot is a quick gun or bow attack.
strategic shot
A strategic shot is a strenuous gun or bow attack with a +5 attack bonus.
cautious shot
A cautious shot is a strenuous gun or bow attack with +5 defense until the character's next turn.
draw and fire
Draw and fire is a strenuous bow attack which does not require the bow to be already drawn.
draw
Drawing a bow is a quick action. A bow must be drawn before it can be aimed or fired. Drawing a bow requires the use of two hands. If the bow's heft is at least double the character's strength, the character cannot draw it at all. Bows tend to be lightweight, but the power of a bow comes from its spring instead of its mass. So the heft of a bow reflects the bow's pull and the strength required to draw the bow.
unload
Unloading a gun is a quick action. Most weapons are designed to be loaded quickly, but unloading them can be trickier. Unloading a weapon is usually a quick action. After unloading the character can hold onto the ammunition or lets it drop. Putting away the ammunition a character is holding requires an extra quick action. (If a character is holding several rounds of ammunition which must be put away sepearately, putting away each round is a quick action.)
load
Loading a gun is a quick action. Some weapons must be loaded before each attack, or reloaded after a certain number of uses. Replacing a clip of ammunition requires two quick actions: unload and load. If rounds of ammunition must be loaded individually, reloading requires an unload action and a load action for each round. For example, if a character has to load a revolver one bullet at a time then each bullet loaded is a quick action. Some weapons take several actions to reload. A "Brown Bess" musket can be fired about 3 times per minute with training, suggesting 9 actions to reload and 1 turn to fire. (Each of these actions required to reload the musket takes a full turn, so they are not quick actions.)

Grappling Actions[edit]

Grappling actions can give the character the dominant position. (See Action/Grappling.) Add the attacker's grapple attack to grappling attack rolls. Use the defender's grapple defense as the difficulty of grappling attacks.

push
A push, pull or shove is a quick grappling action which puts the target off balance. Successfully pushing, pulling and tripping up a standing opponent forces him to move in the direction the pushing character wants, and puts the pushed character off balance so he must make an roll against a difficulty of 8 using his grappling or acrobatics ability or fall down. If the pushing character is standing when his opponent falls down, the pushing character must choose whether to let go of him or follow him to the ground.
trip
A trip is a strenuous double power grappling attack which puts the target off balance. Successfully attacking a standing target's legs puts him off balance so he must make an roll against a difficulty of 8 using his grappling or acrobatic ability check or fall down.
slam
A slam is a strenuous grappling attack which puts the target on the ground. If the slamming character is standing and chooses to fall onto his opponent, then this attack has double power. The target will always end up on the ground, but he can still make an additional grappling or acrobatics ability roll against a difficulty of 8 to reduce damage from falling. If this roll is successful the damage is reduced by the attack's power, which means the slam will do no damage if the attacker does not fall onto the target and normal damage if the attacker does fall onto the target.
hold
A hold is a quick grappling action. Hold is not an attack, but this action allows a character to make a grappling success roll. If this roll is successful the character doing the hold can choose to take the dominant position or stop grappling with his opponent.
wrench
A wrench is a strenuous double power grappling attack. The damage and stun of a wrench are determined like the damage and stun of a blunt weapon.
choke
A choke is a strenuous double power grappling attack which only does stun. A choke always causes at least two stun if it is successful, regardless of armor and absorption.
disarm
Disarm is a strenuous double power grappling attack which forces an opponent to release his weapon or other possession. The difficulty of this action is the target's defense plus 5. If a character doing a disarm is successful and he has at least one free hand, he takes the weapon from his opponent. If he is successful but has no free hands, the opponent drops the weapon.

Other Actions[edit]

drop
Dropping to the ground is a quick action.
stand
Standing up is a quick action.
instant stand
Instant stand is a strenuous action which is like standing up normally except that the character using instant stand also gets a +5 defense modifier until his next turn.
rest
This action recovers all of a character's stun and gives him a +5 defense modifier until his next turn.
cover
A character can put himself at risk to protect a target, usually an ally. When the target is attacked, use the covering character's defense plus 5 instead of the target's defense. If the attack is successful it still hits the target. If the attack fails, it hits the covering character.