Maneuver (Action)

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Heroic Action Role-Play

Maneuver governs you motor control and ability to maneuver and perform difficult physical stunts. This is complex body control and advanced maneuvers; normal movement stunts are governed by Dodge and it can sometimes be hard to draw a line between the two skills. Maneuver defaults to Reflexes and an outcome matching this attribute on a stunt directed against Maneuver will often result in a Setback.

Use in Action

You can walk tightropes, parachute, rock climb, sneak, tumble, vault, swim, and perform all the other advanced stunts reserved for the circus and action movies. Don't bother to roll for normal actions, such as running or climbing a ladder, only for dramatic acts like jumping from car to car in a high-speed chase or tightrope-walking between tall buildings.


You know the world record and the names of the hundred best athletes in any field you ever practiced. This can be sporting fields, but also secret ones such as ninja clans and commandos. You know a lot about sports; rules, arenas, clubs, and other trivia. You know the rules and ceremonies of a thousand competitions.


You know practitioners, journalists, judges, and aficionados. Depending on your background, you might know people better in a specific field, such as sports, ninja, circus, or commando training. But in the athletic world, ability is more valued than talk, merely showing up and showing off at a training facility can usually win you some local contacts.


You notice when others move with smooth grace, and when their clothes are cut to allow free movement. You are a good judge terrain and determine how difficult it is to move through.


Maneuver is linked to the forms of Chi and Time.


List of specific stunts the skill can be used for, and rules for each using the standard power format.


Trigger Action (Defense)

When another creature attempts to make a roll against your Maneuver, you can make an active defense to increase your defensive Maneuver by +3 for the current shot.


Standard Action

You can throw off pursuers by selecting a route they cannot easily follow. You need some terrain you can conceivably shake pursuit in, (check out the Free Runing rules for examples). Make an opposed Maneuver roll against the Ride or Maneuver of the target. If several people are chasing you, you still have to concentrate on shaking one at a time or use the multi-target rules. If you succeed, the target loses three shots or must give up pursuit. It you score an Outcome matching the target's Reflexes, he loses shots equal to the Outcome and has to give up the chase or suffer some Setback.

Schticks or powers can modify this stunt by +5 or even +10, as appropriate for the situation. For example, it is very hard for someone to catch up with you if you fly off and they can't, but in this case it is usually quite easy for them to follow you at a distance unless you are also faster. You can usually avoid vehicles by going for rugged terrain.

Free Running


You can move over hindering terrain, run and leap over hazards and difficult ground that would slow or hinder others. The difficulty depends on the situation.

Obstacle Difficulty
Rubble or other slowing obstacle. 6
Obstacle course, fences, walls up to 3m in height, tightrope. 9
Moving obstacles, fast traffic, slack ropes and swaying supports. 12
Running on walls. 15
Running on ceilings, flames, or slow missiles such as spears or arrows. 18
Running on clouds, flames, or bullets. 21
You end your move still in the hazard. +3

Free Running is not an action unless you fail the roll. If you fail by a margin less than your Reflexes, you need to focus on moving to the extent that the move itself counts as a Basic Action - if you planned to do something after the move you cannot, if you acted before moving the movement fails. If the margin matches your Reflexes you suffer a Setback.

Home Ground Advantage: When moving in a well-known area where you've been moving around many times or played as a child, you have home ground advantage. All Free Running rolls are Routine.



This is similar to Free Running, only it involves water (or other liquid). A creature without the ability to move freely in water moves at half Move.

Obstacle Difficulty
Calm water. 3
Swell or small waves, no turbulence. 6
Wavy or choppy water, slight turbulence. Body surfing. 9
Breaking waves, marked turbulence or strong current. 12
Violently choppy water, strong turbulence, undertow. 15
Extreme turbulence, rapids, passing a propeller or other water-churning event. 18
Waterfall, fountain, ignoring a strong current. 21
You end your move still in the hazard. +3



This is similar to Free Running, only it involves air or space travel. Only creature capable of flight need bother with this.

Obstacle Difficulty
Breeze. 3
Hard breeze. 6
Strong wind or turbulence. Light flying debris. Narrow areal passage. 9
Severe wind. Storm or narrow passage with a strong air current. Flying debris. 12
Windstorm, lots of flying debris. Tight passage (forcing the flier to bank to pass). 15
Hurricane. Flying through a slow propeller or other periodic hindrance. 18
Tornado, fast propeller. 21

Moving Through an Enemy

Moving through a space occupied by an enemy has a difficulty equal to his Maneuver. See Interference for details.


Trigger Action

You can use this to replace the difficulty of Free Running stunts when people are moving within (not simply into or out of) your reach. If people are moving into your space, using this stunt has no shot cost. You cannot interfere with a creature whose Body is 5 higher than yours, nor when flying or swimming, you have to be standing on the ground. The opponent must either stop moving or do a Free Running stunt against your Maneuver.


Basic Action

You can make a jump equal to your Move in meters as a running jump; A quarter of that is the height of the jump. The difficulty of the stunt is twice the distance or eight times the height in meters, whichever is higher. This is for when you cannot "cheat" somehow. If you can use a pole, trampoline, rope or other aid, you have no upper limit and can make a Maneuver roll with the length (or four times the height) of the jump in meters as the difficulty.

Free Running is the more common stunt. Use the jump stunt only when there is a distinct hazard to be passed trough, not for difficult ground in general.


Basic Action

You use this is combat to get a momentary advantage. It represents such maneuvers as outflanking, getting a height advantage, and causing someone to stumble. The roll will be heavily modified depending on how well you describe your stunt and use available props.

Make an opposed Maneuver roll against your target. If you succeed you gain an Advantage. It you score an Outcome matching the target's Reflexes, you also inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your outmaneuver. He might drop his weapon, fall over a cliff, temporarily show off his unarmored flank and so on.

Run Push

Trigger Action

You can use this stunt to run at a higher Move rating for one action. This is useful as a temporary speed boost and for keeping up with a chase in open terrain, where your Move would not enough to participate in a chase. If you fail any action to keep up with the case, you fall behind and cannot re-enter the chase unless special circumstances permit it.

This is a trigger action triggered by whatever action you needed greater speed for. Make a Maneuver roll against your Move; for every 3 points you score on this roll, your effective Move is increased by one. An Outcome of 3 allows +1 Move, 6 allows +2 Move, 9 allows +3, 12 allows +4 and so on.


Basic Action

You try to delay and hinder another character by unbalancing them. This is a buying time stunt. Make an opposed Maneuver check, on a success the target loses three shots from his current shot. On an outcome matching the target's Reflexes the target suffers a Setback.