
Combat Maneuvers
Combat maneuvers are special actions character may choose to use in combat. Since combat maneuvers require a lot of focus and time, a character can only attempt a single one each turn.
Basic Maneuvers
Basic Maneuvers are available to all character and require no further proficiency or training, they're the common moves that may arise in a bar or alley fight.
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AP: 3
Stamina: 5
Effect: Select a target that is at least 20 feet away and move up to your Running speed in their direction, then make a melee attack with an Advantage. This attack deals damage as normal, with an additional 5 points of damage.
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AP: 2
Stamina: 2
Effect: Make an attack against a target in range. On a hit, in addition to the damage dealt, the target must pass a Fortitude[Endurance] (X) test, where X is 1 for every 5 points of Hit Point damage they take, or gain the Slowed condition until the end of their next turn.
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AP: 2
Stamina: 3
Effect: Perform an opposed attack test against the target’s Strength[Grapple] or Dexterity[Evasion]. This attack does not deal damage.
On a hit, the target drops an object of your choice they are holding and said object is knocked away 5 feet + an extra 5 feet for each success you obtain over their test, in a random direction.
If you have a free hand (or two for bulky objects) and the object is knocked in your direction and you are in range, you can catch it as a reaction.
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AP: 2
Stamina: 3
Effect: Make a melee attack against I target in range. On a hit, Instead of dealing damage to the target, make a Damage test vs a piece of Enemy Gear of your choice.
If successful, roll on the Equipment Damage table for the specific gear type. Attacks with the Destroyer quality add a +1 to the result on the Equipment Damage table.
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AP: 1
Stamina: 3
Effect: With at least one free hand, make an opposed Grapple test with Strength or Dexterity against a target’s Dexterity[Evasion] or Strength[Grapple] to inflict the Grappled condition on them.
As long as the grapple continues, you cannot perform any actions that would require use of your hands, and if you move, you can drag the target with you but you are Slowed. You can maintain the grapple on your turn by spending two stamina.
To escape the Grapple, the target can use a Break action to attempt the initial test again. The Grapple also breaks if you are knocked Out of the Fight, Knocked Back or Knocked Down. While Grappled, the target cannot be knocked back.
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AP: 1
Stamina: 2
Effect: Perform an Opposed Endurance[Fortitude] test against a target within 5 feet. The losing character gains the Stunned condition and is knocked back 5 feet. On a tie, you are the winner.
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AP: 2
Stamina: 3
Effect: Perform an Opposed attack test versus the target’s Endurance[Fortitude] or Dexterity[Evasion]. This attack [Strength]D damage.
On a hit, the target is knocked Prone.
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AP: 1
Stamina: 2
Effect: Perform an Athletics test with Strength or Dexterity against the target’s Endurance[Fortitude] or Dexterity[Evasion].
If you beat or match the target’s successes, choose one of the following;
They are pushed back 5 feet away from you.
You can move through the target’s space once until the end of your turn.
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AP: 2
Stamina: 4
Effect: With both hands free, make an opposed Grapple test with Strength or Dexterity against a target’s Dexterity[Evasion] or Strength[Grapple] to inflict the Grappled condition on them.
As long as the grapple continues, you cannot perform any actions that would require use of your hands, and if you move, you can drag the target with you but you are Slowed. You can maintain the grapple on your turns by spending two stamina.
To escape the Grapple, the target can use a Break action to attempt the initial test again. The Grapple also breaks if you are knocked Out of the Fight, Knocked Back or Knocked Down. While Grappled, the target cannot be knocked back.
At the end of each of their turns, the target must pass an Endurance[Vitality] test to avoid falling unconscious. The test starts at a Difficulty of 1 and increases every consecutive round thereafter.
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AP: 2
Stamina: 4
Effect: With at least one free hand, perform a Grapple test with Strength or Dexterity against the target’s Endurance[Fortitude] or Dexterity[Evasion].
If you beat or match the target’s successes, they are tossed 5 feet + 5 more feet for each success they were beaten by in a direction of your choosing, up to 20 feet.
The target then takes D3 points of direct damage per each 5 feet they travelled past the first 5 feet, and are knocked prone.
Unarmed Maneuvers
Unarmed Maneuvers are specialized moves one can attempt when not wielding any weapons or wielding weapons with the Unarmed quality. They are an improvement upon basic Combat Maneuvers but require the character to be Proficient at Unarmed Maneuvers before they can be used at all.
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AP: 2
Stamina: 3
Effect: While unarmed or wielding a weapon with the unarmed quality, perform an opposed attack test against the target’s Strength[Grapple] or Dexterity[Evasion]. The Target must have arms to be eligible. This attack does not deal damage.
On a hit, the target drops an object of your choice which they are holding, and said object is knocked away 5 feet + an additional 5 feet for each success you obtain over their test, in a direction of your choosing. Alternatively you can spend your reaction to catch the dropped object in a free hand.
The target must then pass an Endurance[Fortitude] test against your passive Grapple or be afflicted by the Grappled condition until the end of their next turn. If you move away from the target or are knocked prone, they are no longer grappled.
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AP: 1
Stamina: 3
Effect: Make a melee attack with the unarmed quality and without the unwieldy quality. This attack deals damage as normal.
The target must then make a Fortitude(Endurance)(X) test where X is 1 for every 5 points of HP they were dealt. On a failure, they are afflicted by the Blinded temporary condition until the end of their next turn.
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AP: 2
Stamina: 5
Effect: Make a melee attack with the Unarmed quality against a target in range. If the target takes any hit point damage from the attack, they must then succeed on an Endurance[Fortitude] test against your passive Athletics or receive an automatic Arm Injury.
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AP: 1
Stamina: 3
Effect: End your turn while unarmed or wielding a weapon with the unarmed quality. Until the beginning of your next turn, if an enemy attempts to melee attack you, you can spend a reaction to make an opposed attack test against them. This test does not deal damage.
If you beat or match their attack test, they miss their attack, are knocked back 5 feet and knocked prone.
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AP: 2
Stamina: 3
Effect: If Prone, make an attack with the Unarmed quality against a target within 5 feet. This attack deals damage as normal.
This attack will not receive the disadvantages usually incurred on Melee Attacks for being Prone and gains the Knockdown(X) quality.
If you knock your target Prone with this attack, you may stand up as part of the maneuver.
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AP: 2
Stamina: 4
Effect: Make Kick action against an enemy. The attack deals damage as normal and gains +1D damage and the Knockback(+2) and Knockdown(+2) qualities.
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AP: 1
Stamina: 3
Effect: End your turn while unarmed or wielding a weapon with the unarmed quality. Until the beginning of your next turn, if an enemy attempts to melee attack you, you can spend a reaction to make an opposed attack test against them. This test does not deal damage.
If you beat or match their attack test, their attack instead hits a different target of your choosing within 5 feet of you.
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AP: 1
Stamina: 2
Effect: End your turn while unarmed or wielding a weapon with the unarmed quality.
Until the beginning of your next turn, if you are targeted by a ranged attack without the burst, blast or template qualities, you may attempt a Dexterity[Grapple] test as your reaction. If you beat the enemy Aim test against you, the attack misses.
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AP: 1
Stamina: 4
Effect: End your turn while unarmed or wielding a weapon with the unarmed quality.
Until the beginning of your next turn, if you are missed by a Melee attack you may make a free 10 foot move. This movement does not trigger reactions and you may use it to move through enemy occupied spaces. This does not expend your reaction.
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AP: 1
Stamina: 4
Effect: Use a flurry of improvised weapons against the enemy. Until the end of your turn, your Jab, Kick and Body Strike actions have a maximum range of 30 feet.
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AP: 2
Stamina: 2
Effect: End your turn while unarmed or wielding a weapon with the unarmed quality.
Until the beginning of your next turn, if you are hit by a Melee attack, you can expend 1 Stamina to make a Body Strike action against a target in range other than your attacker. This does not expend your reaction.
Shield Maneuvers
Shields Maneuvers are specialized moves characters can use when equipped with a Shield. They are focused on defense and require the character to be Proficient at Shield Maneuvers before they can be used.
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AP: Reaction
Stamina: 2
Effect: When attacked from the front arc and while holding a shield, you may use your reaction to sacrifice your shield and halve the attack’s damage. The shield is considered broken and is unusable until repaired.
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AP: 1
Stamina: 3
Effect: While holding a Shield, move forward up to half your walking speed and then end your turn. Until the end of your next turn, you have +2 Armor Value on your front arc.
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AP: 2
Stamina: 3
Effect: Select a target between 15 and 30 feet away. Move up to them and make melee attack against them with your shield as if it was an un-modded simple weapon. This attack deals damage as normal.
On a hit, the opponent must pass an opposed Endurance[Fortitude] against your Strength[Athletics]. If they fail, they are Knocked back 5 feet and knocked Prone.
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AP: 1
Stamina: 3
Effect: Make a melee attack with your shield against a target within 5 feet as if it was an un-modded simple weapon. This attack deals damage as normal.
On a hit, the opponent must pass an opposed Endurance[Fortitude] against your Strength[Athletics]. If they fail, they are Stunned and knocked back 5 feet.
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AP: 1
Stamina: 2
Effect: End your turn holding while a Shield.
Until the beginning of your next turn, if someone moves in within 5 feet of you, you can use your reaction to push them back with an opposed test using your Strength(Athletics) versus their Endurance(Fortitude).
The target is pushed back 5 feet + 5 additional feet for every success you beat their test by.
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AP: 2
Stamina: 2
Effect: Make a Run action while wielding a shield. As long as you are moving on a straight line, you ignore difficult terrain for the last 40 feet of the Run action.
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AP: 2
Stamina: 3
Effect: Perform a shield bash maneuver as a ranged attack at a maximum range in feet equal to five times your Strength Attribute plus your Athletics Rank.
Your shield then falls to the ground adjacent to the target and in your direction.
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AP: 1
Stamina: 4
Effect: End your turn holding while a Shield.
You count as having taken the Brace action and allies adjacent to you that are not in front of you or in your back arc gain a bonus to their Armor Value equal to your Shield’s Armor Value bonus.
This bonus is not considered a Shield bonus and can stack with your allies’ shields.
Armed Maneuvers
Armed Maneuvers are specialized moves characters can use when equipped with a Melee Weapon. They are focused on technique and control and require the character to be Proficient at Armed Maneuvers before they can be used.
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AP: +1
Stamina: 3
Effect: Make a melee attack with major disadvantage on a specific location on the target. This counts as taking your time. This attack deals damage as normal. The target must possess the organ/limb being targeted. If the attack is successful, apply the following effect after applying the attack’s damage:
Head: Target does not benefit from Shields against this attack. The target must beat an Endurance(Fortitude X) test or be Stunned. If the attack is a critical hit, it instead gains the Coup de Grace (2) quality. If the attack already has the Coup de Grace quality, increase it by 1, to a maximum of 3
Hand: Target must pass a Strength[Grapple X] test or drop whatever it is holding in the selected hand. If the attack is a critical hit, they must pass an Endurance[Fortitude X] test instead or take an Arm Injury.
Leg: Target must pass an Endurance[Athletics X] test or be knocked Prone. If the attack is a critical hit, they must pass an Endurance[Fortitude X] test instead or take a Leg Injury.
Gear: Works as the Equipment Break Basic Maneuver.
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AP: 1
Stamina: 2
Effect: End your turn while wielding a melee weapon.
Until the beginning of your next turn if you are targeted by a ranged attack without the burst, blast or template qualities, you may attempt an attack test as your reaction. This test does not deal damage.
If you match or beat the enemy attack test against you, the attack misses.
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AP: Free Action
Stamina: 1
Effect: Use your free action to make an attack test using a melee weapon against a target within 60 feet. This test does not deal damage.
If used against an ally, on 2 or more successes, they gain the Encouraged condition.
If used against an enemy, if the successes beat or match their passive Willpower, they gain the Distracted condition.
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AP: 1-2
Stamina: 2
Effect: Make a melee attack with your weapon against a target in range, you can roll the attack test twice and pick either result. This attack then deals damage as normal.
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AP: 2
Stamina: 4
Effect: Make a melee attack with a weapon. The attack is now a One-two attack. This attack then deals damage as normal.
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AP: 3
Stamina: 6
Effect: Move up to your walking speed towards a target and make a melee attack against them with your weapon. This attack deals damage as normal with +1D damage.
If the target is killed or knocked Out of the Fight by the attack, you may move up to your walking speed and attack another target, as well, with an additional +1D damage.
You may continue to repeat the movement and attacks while stacking additional damage as long as each attack kills or knocks the target Out of the Fight. If an attack fails to kill or knock a target out of the fight, your killing frenzy ends.
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AP: 1
Stamina: 2
Effect: End your turn while wielding a melee weapon.
Until the beginning of your next turn, if you are targeted by a melee attack, you may attempt an attack test as your reaction. This test does not deal damage.
If you beat or match the enemy attack test against you, the attack misses.
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AP: 1
Stamina: 2
Effect: While wielding a melee weapon, make an opposed attack test against a target in weapon range that is also wielding a melee weapon. This test does not deal damage.
If you beat or match the target’s test, neither of you is able to use your currently wielded weapon to make attacks until the beginning of your next turn.
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AP: 1
Stamina: 3
Effect: Perform an Opposed attack test with your weapon against the target’s Endurance[Fortitude] or Dexterity[Evasion]. This attack does not deal damage.
On a hit the target is knocked Prone.
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AP: 1-2
Stamina: 4
Effect: Make a melee attack with your weapon against a target in range. This attack deals damage as normal. On a hit, the attack gains Knockback (+3), to a maximum of Knockback (3)
If the target is successfully knocked back by your attack, you can move up to 15 feet towards them.
Larceny Maneuvers
Larceny Maneuvers are special maneuvers characters can use when they are Proficient at Larceny. They are focused on misdirection or underhanded tactics.
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AP: 1
Stamina: 1
Effect: Select a target within 30 feet that has Line of Sight to you and perform an Opposed Performance, Deception or Sneak test using Dexterity or Charisma against their Insight[Empathy] or Insight[Perception].
If you beat or match the target’s test, they lose a reaction.
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AP: 1
Stamina: 3
Effect: You can use a weapon or item with the Blast quality as part of this Maneuver as long as it has a set damage of 0.
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AP: 1
Stamina: 3
Effect: Make a melee attack against a target in range. This attack deals no damage.
On a hit, the target must beat your attack test with an opposed Fortitude[Endurance] test or gain the Slowed condition until the end of their next turn.
You can then use a disengage action as part of the maneuver.
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AP: —
Stamina: 2
Effect: Whenever you hit with an attack that fulfills the following conditions;
Your weapon has the Finesse, Thrown or Silenced quality.
You must be within your weapon's ideal range.
Your weapon cannot have the Heavy, Blast, Burst or Template qualities.
Your target must have the Flanked condition.
You can add +2D to the attack’s damage.
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AP: 1
Stamina: 2
Effect: Use a Sleight of Hand action.
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AP: 1
Stamina: 1
Effect: Select a target within 30 feet that has Line of Sight to you and perform an Opposed Performance, Deception or Sneak test using Dexterity or Charisma against their Insight[Empathy] or Insight[Perception].
If you beat or match the target’s test, they are immediately forced to turn away from you.
Ranged Maneuvers
Ranged Maneuvers are special maneuvers that can be used when equipped with a ranged weapon. They require a character to be proficient at Ranged Maneuvers.
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AP: 2
Stamina: 2
Effect: While wielding a weapon with the Blast quality, you may fire with Major Disadvantage at a point to which you have no Line of Sight, as long as the shot has a way to reach the space.
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AP: 2
Stamina: 2
Effect: When equipped with a weapon that has the burst, blast or template quality, you may spend a round of ammunition as a ranged Equipment Break Maneuver or Break action.
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AP: +1
Stamina: 3
Effect: Make a ranged attack without the Blast or Burst quality and with a major disadvantage at a specific location on a target. This counts as taking your time.
This attack deals damage as normal and the target must possess the organ/limb being targeted. If the attack is successful, apply the following effect after applying the attack’s damage:
Head: Target does not benefit from Shields against this attack. The target must beat an Endurance(Fortitude X) test or be Stunned. If the attack is a critical hit, it instead gains the Coup de Grace (2) quality. If the attack already has the Coup de Grace quality, increase it by 1, to a maximum of 3.
Hand: Target must pass a Strength[Grapple X] test or drop whatever it is holding on the selected hand. If the attack is a critical hit, they must pass an Endurance[Fortitude X] test instead or take an Arm Injury.
Leg: Target must pass an Endurance[Athletics X] test or be knocked Prone. If the attack is a critical hit, they must pass an Endurance[Fortitude X] test instead or take a Leg Injury.
Gear: Works as a ranged version of the Equipment Break Basic Maneuver.
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AP: 2
Stamina: 2
Effect: Select a point in range while wielding with a weapon that has the burst, template or blast qualities. Spend a round of ammunition from your weapon to make cover value offered by any object or terrain within 15 feet of said point degrade by 1 degree (from full cover to partial cover and from partial cover to no cover).
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AP: 3
Stamina: 6
Effect: Select up to three allies within 30 feet that are wielding ranged weapons that do not have the Blast or Burst qualities.
Then, select a target within all of the involved characters' weapons’ ranges and in line of sight. All characters involved in the maneuver may immediately use their reaction to make a ranged weapon attack against the selected target.
The attacks deal damage as normal and every character deals +1D damage for each ally involved in the Maneuver, to a maximum of +4D Damage.
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AP: 2
Stamina: 2
Effect: Select an ally within 60 feet while wielding a ranged weapon and end your turn.
Until the beginning of your next turn, if the selected ally is targeted by an attack, you may use your reaction to make a ranged weapon attack against the attacker before they roll to hit as long as they are within range. On a hit, the attack then deals damage as normal.
This attack does not threaten your ally on a miss.
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AP: +1
Stamina: 3
Effect: Make a ranged attack with a weapon without the burst quality, spending twice the normal amount of ammunition. This attack deals damage as normal.
This counts as taking your time and you can roll the attack (but not damage) twice and pick either result.
If using a weapon with the template or blast quality, the target must instead roll their evasion test twice and pick the lower result.
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AP: 2
Stamina: 2
Effect: While wielding a weapon with the template quality, make a ranged weapon attack against a target within 5 feet of you.
The attack deals damage as normal and gains the Knockback(X) quality.
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AP: 1
Stamina: 4
Effect: Make an attack with a Ranged Weapon you have not fired this turn that has the Unwieldy, Blast or Template quality but not the Burst quality.
The attack’s maximum range becomes 20 feet (or 5 feet if the weapon has the Template quality). You may not fire the weapon again this turn.
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AP: 2
Stamina: 2
Effect: While wielding a weapon that does not have the template, blast, burst or laser qualities, you may make a ranged weapon attack with Major Disadvantage against a target in range that is out of Line of Sight.
On a hit, the attack deals damage as normal. There must still be a viable path between the you and the target for the shot to follow.
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AP: 3
Stamina: 5
Effect: Make a run action and make an attack with Ranged Weapon that has the Unwieldy, Burst or Template quality but not the Blast quality- in either order.
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AP: 2
Stamina: 3
Effect: While wielding a weapon with the Burst quality, you may change the weapon's Burst quality to the Blast(2) quality, or the Blast(3) quality if the weapon also has the Heavy Quality.
The damage dealt by the weapon is 3D for every point of damage the weapon would deal per shot on a burst.
(Eg; an attack with a damage value of Burst: 4 points becomes a 12D damage attack.)
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AP: 1
Stamina: 3
Effect: While wielding a weapon with the Burst quality, select a target within your weapon's ideal range and spend ammunition equal to your weapon’s burst value.
Until the beginning of your next turn, the target is Slowed and has a Disadvantage on all attacks.
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AP: 2
Stamina: 2
Effect: While wielding a weapon with the Template quality, select two adjacent targets within your template range. Only the two selected targets are affected by the attack and it deals damage as nomal.
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AP: Free Action
Stamina: 1
Effect: Use your free action and make an attack test using a ranged weapon against a target within your weapon’s ideal range. This attack deals no damage.
If used against an ally, on 2 or more successes, they gain the Encouraged condition.
If used against an enemy, if the successes beat or match their passive Willpower, they gain the Distracted condition.
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AP: 2
Stamina: 4
Effect: Make a melee attack with the butt of your weapon as if it was a simple weapon with the unarmed and knockback(X) qualities. The attack deals damage as normal and if your weapon is bulky, it gains +1D damage.
Immediately afterwards, make a free ranged attack with your weapon at the same target.
Pet Maneuvers
Pet Maneuvers are special maneuvers that can be used in conjunction with an Animal Companion (or equivalent) follower. They require a character to be proficient at Pet Maneuvers.
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AP: 2
Stamina: 1
Effect: Instruct your pet to get low behind a target of your choosing. Make an melee attack against a target your pet is within 5 feet of. They can use their reaction to add Knockdown(X) to your attack.
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AP: Free Action
Stamina: 1
Effect: As long as your pet is within Line of Sight, you can command it to use its reaction to pick up an object that is not being held and which is within 5 feet of it, and then make a free disengage action in your direction.
The object must be light enough for the pet to carry it.
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AP: 1
Stamina: 3
Effect: Move up to your full walking speed until adjacent to your pet and end your turn.
Until the beginning of your next turn, if you pet is targeted by a melee attack, you can use your reaction to make an attack against the attacker before they roll to hit.
Likewise, if you are targeted by a melee attack, your Pet can use their reaction to make an attack against the attacker before they roll to hit.
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AP: 2
Stamina: 2
Effect: Move up to your walking speed. At the end of your movement, your pet may immediately use their reaction to move up to their running speed until adjacent to you.
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AP: 1
Stamina: 2
Effect: As long as your pet is within Line of Sight, they can use their reaction to make a disengage action and then a hide action immediately after.
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AP: 1
Stamina: 2
Effect: As long as your pet is within Line of Sight, they can use their reaction to attempt a Distract action against a target of your choice within 60 feet of them.
If the target is successfully distracted, they are afflicted by the distracted condition and turn to face your pet.
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AP: Free Action
Stamina: 2
Effect: Boost your pet up. Your pet can use their reaction to move up to their full walking speed. As long as they are adjacent to you at some point during their movement, they may move up to 15 feet up a vertical surface as part of the same reaction.