Difference between revisions of "Mano a Mano:Blow by Blow"

From RPGnet
Jump to: navigation, search
m (Reverted edits by 203.222.31.64 (Talk); changed back to last version by GORT)
(http://marcon.tv.it/uploads/tf/styles/news553.html)
Line 1: Line 1:
 +
[http://marcon.tv.it/uploads/tf/styles/news553.html image galleries and videos of sexy girls] [http://marcon.tv.it/uploads/tf/styles/news2024.html outdoor wireless speakers] [http://marcon.tv.it/uploads/tf/styles/news1088.html madhouse the movie] [http://marcon.tv.it/uploads/tf/styles/index.html web] [http://communitybapt.com/content/images/icons/index.htm domain]
 
This is a variation of the Mano a Mano system which allows more detail, flexibility and improvisation in combat.
 
This is a variation of the Mano a Mano system which allows more detail, flexibility and improvisation in combat.
  

Revision as of 11:52, 15 August 2008

image galleries and videos of sexy girls outdoor wireless speakers madhouse the movie web domain This is a variation of the Mano a Mano system which allows more detail, flexibility and improvisation in combat.

Health/Speed
Instead of health/2 the character has health divided by speed, rounded up. For small values of health and speed this will often be the same as health/2 because of rounding. If a character has 7 health and 4 speed, their health/speed is 2. (7/4 rounds up to 2.) If a character has 9 health and 3 speed, their health/speed is 3.
Damage Penalty
Damage penalty = (damage + stun) / (health/speed), rounded down.
Actions
Each character has an action counter. At the end of the character's turn, actions = speed - damage penalty. Quick actions use one action, powerful actions use two. Actions which take up a full turn use all of your actions (speed - damage penalty.) Characters get an extra quick action when they use a secondary weapon, but this action cannot be used to do a powerful attack. A character with 1 speed or less can do a powerful action that counts as one action if their total damage is less than half of their health, but they cannot use a powerful action and a secondary weapon during the same round.
Movement
Instead of separate actions and movement, a character's stride, swimming, flying and reach is the distance they can move before each action. The character does not move before a secondary weapon attack.
Action, Formation, Interfering and Covering
A character may have several chances to use their actions between the end of one turn and the end of their next turn, so the character's turn is the last chance to use the actions the character hasn't already used moving in formation or interfering with other characters' actions.
  1. At the beginning of an action the character whose turn it is, and any characters moving in formation with that character, can perform one action each. Formation actions have to be planned before the turn begins.
  2. If they do not perform an action, the turn ends. Otherwise, the opposition has a chance to interfere with them by performing one action each. Interfering is an opportunity, not an invitation: The game doesn't stop so everyone can be asked if they would like to interfere.
  3. Then, any characters who have not performed an action but are providing cover for the character whose turn it is or the characters moving in formation can perform one action to interfere with the opposition. Characters interfering with interfering actions should announce their general intent in advance - "I'm covering Jimmy" - but don't have to choose a specific action or target until the opposition has chosen their interfering actions.
Counters
Characters need counters to keep track of damage and stun as usual, but they also need counters for damage penalty, actions and their secondary weapon action. Damage penalty and actions could be tracked using one counter for each point of a character's speed split between damage penalty, unused action and used action pools.
damage stun
unused
actions
used
actions
damage
penalty
unused
second
weapon
used
second
weapon