Maneuver Schticks (Action)

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Heroic Action Role-Play

Block

Trigger Action (Defense)

When another creature succeeds at a roll against your Maneuver, you can make an active defense to increase your defensive Maneuver by +3 for the current shot. This bonus also applies when you do an Interference stunt.

Brachiation

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.

Follow Through

Inherent

When you make a successful Maneuver stunt to affect an opponent, add +3 to your Outcome. This works as if you had Advantage which means it stacks with anything else. Outcome is commonly used to determine if you score a Setback.

Formation

Limit Break

Formation is a variant of Swarm and Troop and is a complex and invasive power. It is only available to Folk but not to named characters. Military Formations go out of favor at the Combustion tech level when area weapons become common, but are still used by police and rioters.

A Formation is a group of 10 identical Unnamed Folk acting with cohesion and discipline in a tight formation. Though the members of the Formation are unnamed, the Formation as a whole is usually a Henchman in rank. Assuming Formation is a Limit Break tat even unnamed characters can do and requires no focus. A creature that has both the Troop and Formation schticks can change from Formation to Troop as a Basic Action.

The Formation acts much as a single creature and most normal rules apply with the following exceptions. This represents members of the Formation using Assist to help each other and so stacks with other modifiers.

  1. The space the Formation occupies on the map is twice the space in each dimension occupied by an individual creature.
  2. The Formation's Impress, Melee, and Shoot skills are increased by +3.
  3. Effects that affects only a single creature in the Formation have to be particularly powerful to have effect on the Formation as a whole; Add +3 to the Formation's defense value against such attacks. This adds to the bonuses from § 2.
  4. The Formation cannot take Damage Setbacks from attacks that only affect a single individual; only area attacks can do Damage Setbacks.
  5. Creatures can move away from the Formation and act normally using their own abilities, but each person leaving inflicts a Hit on the Formation.
  6. A Formation is Stymied at Free Running. The GM may require rolls for sudden shifts in direction.

A Formation can be larger than the normal 10 individuals. Taking this Schtick several times multiplies the number of creatures in the Formation by 10 each time. Each use increases space by one two meters and increases the bonus to Impress, Melee, and Shoot as well as Dodge against non-area attacks by +2. If a Formation one size smaller (1/10 of the total of men in the Formation) leaves such a larger Formation, the parent Formation takes a Hit

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.

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.

Swimmer

Inherent

You are equally fast and maneuverable on land and in water. This negates the penalties of the Swimming rules. Unlike an Amphibian you can still breathe only air - or water if you are an qauatic creature.

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.

Troop

Inherent

Troop is a variant of Swarm and Formation and is a complex and invasive power. It is only available to Folk and not to named characters.

A Troop is a group of 10 identical Unnamed Folk acting with cohesion and discipline in an open or skirmish formation. Though the members of the Troop are unnamed, the Troop as a whole is usually at least a Henchman in rank. The Troop acts much as a single creature and most normal rules apply. Creatures that move away from the Troop can act normally using their normal abilities, but each person leaving inflicts a Hit on the Troop.

  1. The space the Troop as a whole occupies on the map is three three than the space occupied by an individual creature.
  2. Troops do not fill the space they take up on the map. Creatures be in the space of a Troop, and the Troop can mill around obstacles. This applies as long as the creature or obstacle is about the same size as members of the troop. The troop can pass narrow terrain as if it was a single group member.
  3. The Troop's Dodge (against ranged attacks only), Impress, and Shoot skills are increased by +3. This represents members of the Troop using Assist to help each other.
  4. Things that affects only a single creature in the Troop have to be particularly powerful to have any effect at all on the troop in its entirety; Add +3 to the Formation's defense value against such attacks. This adds to the bonuses from §3.
  5. The Troop cannot take Damage Setbacks from attacks that only affect a single individual; only area attacks can do Damage Setbacks.
  6. Creatures can move away from the Troop and act normally using their own abilities, but each person leaving inflicts a Hit on the Troop.

The normal Troop comprises about 10 individuals, but some Troops are larger. Taking this power several times multiplies the number of creatures in the Troop by 10. This increases space by three additional meters and increases the bonus to Dodge, Impress, and Shoot by +2. If a troop one size smaller (1/10 of the total of men in the troop) leaves such a larger Troop, the parent Troop takes a Hit

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.