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Ranged Maneuvers:
- Aim Down the Sights – Shift Action, gain +2 Crit range, Effect range, Accuracy on Ranged Attacks until your next turn’s End Phase or until you move.
- Covering Fire – Shift Action, lasts 1 round, as a Free Action when someone you can see makes an AoO you can make an attack roll and replace the AC of their attack with your result.
- Lasso – Standard Action, requires rope or Threaded capability; you attempt to Grapple your target at range, if they weigh more than you then you Grab Onto them, if you weigh more than them then they Grab Onto you, but they are always the defender in this grapple. If you weigh the same, then the winner of the Grapple decides who Grabs who.
- Overwatch – Standard Action – lasts full round; you may make a ranged AoO as a Free Action against anyone moving in your line of sight who is not Covered towards you, but a foe may be targeted only once per round.
Melee Maneuvers:
- Attacks of Opportunity – Interrupt action, make Struggle Attack against triggering foe
- Triggered by adjacent foe using Combat Maneuver; standing up; making a Ranged Attack that doesn’t target you; uses Standard Action to pick up/retrieve item; Shifts out of your threatened area while you are Engaged with them
- If you hit a target with a melee AoO, their movement immediately ends.
- Charge – Full Action, move up to twice your movement speed and use Melee attack; must move at least 2 meters and there can be nothing that blocks or slows movement in between you and the square you are travelling to.
You may explicitly use this to move through objects you destroy with your Melee attack. This requires line of sight to the target and you must travel to them directly.
If you can only take a Standard or Shift action this round, you can still charge, but only up to your movement speed – you can only do this when your actions are restricted.
- Coup de Grace – Full Action against a creature you are Hidden toward, or a Fainted/helpless target. Can use any Melee attack, it crits and deals +5 damage (before critting), bypasses crit immunity.
- Disarm – Standard Action, opposed Combat/Stealth checks, if you Succeed you disarm your opponent of a weapon or shield and it drops to a randomly determined square adjacent to the opponent. Critically Succeed, then you may wield the weapon or shield if you have a free hand, or move the item to a square within your throwing range.
- Dirty Tricks – Standard Action:
- Blind – opposed Stealth check, target becomes Blinded. If you Critically Succeed, they are Totally Blinded.
- Feint – opposed Acrobatics check, target is Vulnerable towards your next attack against them and their Initiative is set to 0 until your next turn. If you Critically Succeed, you can make a melee Struggle Attack as a Swift Action.
- Hinder – opposed Athletics check, target becomes Slowed and has -2 to Skill Checks until they take a Shift Action to reorient themselves. If you Critically Succeed, the target is Stuck instead.
- Push – Standard Action, opposed Combat/Athletics check, you push the target up to X meters, where X is your Power – their WC. If you want, you may move into the newly occupied space and continue pushing them until you stop or have no movement remaining.
- Trip – Standard Action, opposed Combat/Acrobatics check, target becomes Prone. If you Critically Succeed, you can try to Pin the target as a Swift Action that automatically hits. If you successfully Trip a mounted opponent, they are knocked off their mount – and if you Trip the mount, then the person riding it must make a check to avoid going Prone.
- Grappling – Is actually 3 things – attacker uses Combat/Athletics, defender uses Combat/Athletics/Acrobatics, can always escape with Phasing/Teleporter.
- Grab On – move self into target’s space and move where they do, attack with free hand, opponent is Vulnerable;
- Lift – move target into your space and make them Airborne, your movement is reduced by half their WC, may perform Coup de Grace on lifted character, but it must be a Struggle Attack and it ends the lift; you may throw someone if you are Lifting them during your Start Phase, they become Prone w/o Controlled Fall
- Pin Down – You and opponent become Prone (cannot Controlled Fall) and cannot Shift, can make AoO or secure the target with ropes/manacles as Swift Action at End Phase when pinning; may use Swift Action during Start Phase when pinning to secure the grapple and gain +3 to next check.
If your opponent is already Prone, then you do not become Prone.
- If your target is already Grappling someone, they cannot make an AoO against you and your Grapple attempt automatically hits. You must still make a successful opposed check to become part of the Grapple.
- Up to 4 creatures can grapple a single opponent in a round – creatures 2 or more size categories smaller than you count as ¼, 1 size smaller is ½, 1 size larger is double, and 2 or more sizes larger are quadruple.
- When Grappling in a group, you choose 1 target to make your grapple attempt against. In order to escape, you must beat the check results of each opponent who is currently grappling you.
Movement Maneuvers:
- Disengage – Shift Action, remove the Engaged status and shift as if you were Slowed.
- Escape – Standard Action, if no hostile enemies are within 5 meters of you, you gain the Escaping status. You also remove the Marked status.
- Guard Weak Spot – Interrupt Action, you have +4 Evasion against Called Attacks.
- Sprint – Standard Action, you gain +100% movement speed. Can be used a # of consecutive rounds equal to your Athletics rank, after which you are Exhausted. After finishing a sprint, you can do another one after (9- your Athletics rank) rounds.
- Intercept Attack – Full Action, make Acrobatics/Athletics check equal to distance moved to intercept times 3, then enter target’s square and take the attack.
- If you cannot fit in the same square as your target, you push them out of the way. On failure, you still shift a # of meters equal to a third of your check result.
- If you are Intercepting a ranged attack, you may also choose to move to any square in between the source of the attack and the target of the attack.
- You can only Intercept Priority/Interrupt attacks if your Speed is higher than the user of the attack.
- Auto-Hit moves cannot be intercepted.
- If you can’t move, you can’t Intercept
Other Maneuvers:
- Take a Breather – Full Action, if no hostile enemies are within 5 meters of you, you become Prone and Vulnerable until your next End Phase. You then set all Combat Stages to their default levels, lose all Temporary Hit Points, and are cured of all Volatile Status effects that are Tier 3 or weaker.
- You can help someone Take a Breather with your own Full Action, if your target is within movement range and there are no hostile enemies within 5 meters of you or your target. This consumes the target’s Interrupt Action and their next Full Action.
You must succeed on a Command check with a DC of (Status’s Tier x 3) + 3 – if you do, you and your target gain the benefits and drawbacks of Taking a Breather. Failure means nothing happens.