Difference between revisions of "Maneuver (Action)"

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Introduction
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Maneuver governs you motor control and ability to maneuver and perform difficult physical stunts.
  
 
==Unskilled Use==
 
==Unskilled Use==
Impress skill defaults to [[XXX (Action)|XXX]]. How you can use the skill unskilled.
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Maneuver skill defaults to [[Reflexes (Action)|Reflexes ]]. Most aspects can be used unskilled, but since maneuvers are usually high-risk, it is dangerous to do so.
  
 
==Use in Action==
 
==Use in Action==
General description of how the skill is used in action.
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You can balance, parachute, rock climb, sneak, tumble, vault, swim, tightrope walk, and perform all the other advanced stunts reserved for the circus and for 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 chase or tightrope-walking between buildings. In general, any movement difficult enough to require a skill roll also halves movement; the exception is jumping.
  
 
==Knowledge==
 
==Knowledge==
What you know based on the skill.
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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 commando training. You know a lot of trivia about sports; rules, arenas, clubs, and other trivia.
  
 
==Contacts==
 
==Contacts==
Who you know based on the skill.
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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 merely showing up at a training facility can usually win you some local contacts.
  
 
==Stunts==
 
==Stunts==

Revision as of 10:11, 17 September 2008

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Heroic Action Role-Play

Maneuver governs you motor control and ability to maneuver and perform difficult physical stunts.

Unskilled Use

Maneuver skill defaults to Reflexes . Most aspects can be used unskilled, but since maneuvers are usually high-risk, it is dangerous to do so.

Use in Action

You can balance, parachute, rock climb, sneak, tumble, vault, swim, tightrope walk, and perform all the other advanced stunts reserved for the circus and for 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 chase or tightrope-walking between buildings. In general, any movement difficult enough to require a skill roll also halves movement; the exception is jumping.

Knowledge

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 commando training. You know a lot of trivia about sports; rules, arenas, clubs, and other trivia.

Contacts

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 merely showing up at a training facility can usually win you some local contacts.

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.