Difference between revisions of "Mano a Mano:Rounds"

From RPGnet
Jump to: navigation, search
(Rounds, Turns and Actions)
(Rounds, Turns and Actions)
Line 7: Line 7:
 
'''Speed''' - Characters with 1/4 speed must skip 3 out of four turns, so they must skip the next three turns of moving and actions after one turn of moving and performing actions. Characters with 1/3 speed must skip 2 out of 3 turns, and Characters with 1/2 speed must skip every other turn.  Characters may skip more turns than they are required to skip.
 
'''Speed''' - Characters with 1/4 speed must skip 3 out of four turns, so they must skip the next three turns of moving and actions after one turn of moving and performing actions. Characters with 1/3 speed must skip 2 out of 3 turns, and Characters with 1/2 speed must skip every other turn.  Characters may skip more turns than they are required to skip.
  
'''Actions''' - If a character's stun plus 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 stun plus damage is at least half of their health, they can only move half as far and perform only one quick action.
+
'''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, counterattack or covering action. 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.
  
 
{|
 
{|

Revision as of 05:51, 13 August 2007

Rounds, 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.

Speed - Characters with 1/4 speed must skip 3 out of four turns, so they must skip the next three turns of moving and actions after one turn of moving and performing actions. Characters with 1/3 speed must skip 2 out of 3 turns, and Characters with 1/2 speed must skip every other turn. Characters may skip more turns than they are required to skip.

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, counterattack or covering action. 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.

Quick Actions Powerful Actions
Strikes attack powerful attack, flanking
Takedowns push trip, throw
Holds hold wrench, choke, disarm, reversal
Defense evasion defend (evasion + single attack)
Stance drop, stand instant stand
Aiming aim aimed attack
Throwing quick throwing powerful throwing, heave
Archery draw(light) draw(heavy), draw and fire
Reload load, unload replace a clip

Other quick actions include things like pushing a door closed. Slower actions could count as powerful actions or take a certain number of turns.

Combos
A character can perform one quick action in a combo for each point of speed (rounded up, so a character with 1/3 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.
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 if they have any.