Difference between revisions of "Maneuver Schticks (Action)"
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− | When you succeed on a [[Shapeshift_(Action_Powers_Technique)#Climb|Climb]] check, you are not considered [[Items_(Action)#Static|Static]]. If you fail the [[Shapeshift_(Action_Powers_Technique)#Climb|Climb]] you can neither move nor | + | When you succeed on a [[Shapeshift_(Action_Powers_Technique)#Climb|Climb]] check, you are not considered [[Items_(Action)#Static|Static]]. If you fail the [[Shapeshift_(Action_Powers_Technique)#Climb|Climb]] you can neither move nor act. |
=== Escape Artist=== | === Escape Artist=== |
Revision as of 09:03, 4 September 2020
Heroic Action Role-Play |
Brachiating
Inherent
You can move trough the air as long as there are branches, vines, ropes, curtains, or other accessible handholds for you to use. This is usually the case in dense forests, but occurs in other places as well, such as in construction sites, slaughterhouses, and quaint urban neighborhoods.
Caped Crusader
Stance
Strike a pose while wearing a great billowing cloak. For the rest of the round you can glide using this cape, flying but only horizontally or downwards. The GM may allow you to do stunts to catch updrafts to rise as appropriate to the situation.
Cat Man
Inherent
When you succeed on a Climb check, you are not considered Static. If you fail the Climb you can neither move nor act.
Escape Artist
Basic Action
You have the marvelous ability to contort your limbs and dislocate your bones in order to make efficient Contortions stunts. You use Maneuver instead of Reflexes for such stunts.
Flying Tackle
Trigger Action
You can do a Interference stunt when flying or swimming and against an opponent with a Body up to 9 points higher than yours.
Follow Through
Inherent
When you make a successful Maneuver stunt against an opponent with a score of 8 or more in the attribute used to see if it is a Setback, you can add three to the Outcome of the action.
Height Advantage
Focus
When you are within 10 meters on any opponent horizontally and between 2 and 20 meters above all opponents vertically, you can focus.
Lure
Basic Action
You try to lure an adjacent opponent away from his position by fancy footwork. You must begin this stunt next to an opponent. Make an opposed Maneuver roll, on a success opponent moves to a point adjacent to your new position or loses 3 shots (his choice). On an Outcome matching the target's Reflexes, he does both.
Parkour
Inherent
You can make Confident Rolls when Free Running.
Power Hitch
Trigger Action
When a creature within Move meters of you uses a power to move you can make an opposed Maneuver roll to hitch a ride; moving along with the target and arriving at a spot of your choice within Move meters of that target. Examples of powers you can hitch on include Abundant Leap, Fly, and Teleport powers. If you were Sneaking when you used this and end up in a place you can hide, you are still sneaking.
Skirmish
Trigger Action (Combo)
After you have performed an action that includes movement, you can use this shtick to move again. This allows you to act-move-move or move-act-move. You cannot use Skirmish if you are you are Static or the action you just did is one that in itself allows additional movement.
Sprinter
Inherent
When you perform a Run Push stunt, the Maneuver roll is Confident.
Tunnel Rat
Inherent
You are at home in caves, ventilation ducts, and other tight places. You can keep track of direction and distance and move without hesitation. Other people in such situations lose the movement that is part of a normal Basic Action and can only move their normal Move if they dedicate a whole basic action to it.
You automatically pass any Maneuver test to move around in a constricted space, as long as it is wider than your shoulders. Maneuver checks in tighter spaces are routine.