Difference between revisions of "Maneuver (Action)"

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Inherent
 
Inherent
  
You can ignore terrain when moving. This lets you run and leap over hazards and difficult ground that would normally slow or hinder others. The difficulty depends on the situation.
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You can move over hindering terrain, run and leap over hazards and difficult ground that would normally slow or hinder others. The difficulty depends on the situation.
  
 
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Failure at free running means you hesitate. You can up the ante and try anyway (as a Standard action), but if you fail this second attempt you suffer a [[Setback (Action)|Setback]].
 
Failure at free running means you hesitate. You can up the ante and try anyway (as a Standard action), but if you fail this second attempt you suffer a [[Setback (Action)|Setback]].
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=== Jump ===
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Standard Action
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You can make a jump equal to your [[Reflexes (Action)|Reflexes]] 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. This is when you cannot "cheat" somehow. If you can use a pole, trampoline, rope or other aid, you can make a [[Maneuver (Action)|Maneuver]] roll.
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In most cases, free Running is better than doing a straight jump.
  
 
=== Sneak ===
 
=== Sneak ===

Revision as of 13:27, 24 November 2009

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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.

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.

Evasion

Standard Action

You can throw off pursuers by selecting a route they cannot easily follow. This uses Free Running rules, but the difficulty is equal to the result of your Maneuver roll, as long as you can conceivably find some appropriate terrain to shake pursuit in. Those wishing to pursue must pass this difficulty. If they don't, you get away from them.

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 fly, but in this case it is quite easy for them to follow you at a distance.

Free Running

Inherent

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

Obstacle Difficulty
Rubble or other slowing obstacle. 5
Obstacle course, fences, walls up to 3m in height, tightrope. 10
Moving obstacles, fast traffic, slack ropes and swaying supports. 15
Running on walls. 20
Running on ceilings, flames, or slow missiles such as spears or arrows. 25
Running on clouds, flames, or bullets. 25
You end your move still in the hazard. +5

Failure at free running means you hesitate. You can up the ante and try anyway (as a Standard action), but if you fail this second attempt you suffer a Setback.

Jump

Standard Action

You can make a jump equal to your Reflexes 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. This is when you cannot "cheat" somehow. If you can use a pole, trampoline, rope or other aid, you can make a Maneuver roll.

In most cases, free Running is better than doing a straight jump.

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 Maneuver rolls to stay hidden and can perform other actions as long as you remain under cover. If you call attention to yourself or 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.

You move at half speed while sneaking.

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.