Difference between revisions of "Maneuver (Action)"

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Introduction
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==Unskilled Use==
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Impress skill defaults to [[XXX (Action)|XXX]]. How you can use the skill unskilled.
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==Use in Action==
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General description of how the skill is used in action.
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==Knowledge==
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What you know based on the skill.
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==Contacts==
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Who you know based on the skill.
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==Stunts==
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List of specific stunts the skill can be used for, and rules for each using the standard power format.
  
 
=== Sneak ===
 
=== Sneak ===

Revision as of 11:53, 15 September 2008

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Heroic Action Role-Play

Introduction

Unskilled Use

Impress skill defaults to XXX. How you can use the skill unskilled.

Use in Action

General description of how the skill is used in action.

Knowledge

What you know based on the skill.

Contacts

Who you know based on the skill.

Stunts

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

Sneak

Basic Action Make a Maneuver roll and compare it against the Spot rating of each potential observer. You must be in some plausible place of concealment to do this, but as usual the GM is expected to be lenient on this.

If successful you are under cover and hiding, effectively invisible. You need not make additional Make a Maneuver rolls and can do other actions as long as you remain where you are and still be hidden. If you take an action that directly affects someone other than yourself, you become visible. This includes all attacks, and might include actions affecting only your friends, such as healing, at the GMs discretion.

If you move under cover, you need to make a new Sneak stunt. If this fails, you become visible at the end of the basic action. You still get the advantages of being hidden while acting.

Outmaneuver

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, add the Outcome as a modifier to your next skill roll against this target. You can also give away this advantage to someone else, effectively setting the target up for someone else's attack.

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.