This is how you take advantage.

Maneuvers

A Maneuver is a move which can place an Aspect on a person, place or Scene. This gives the Player two advantages; One, it allows you to tag or Compel an Aspect, even if what you had would normally not apply; and Two, the person who rolled may tag the first use of the aspect for free, or pass it to an ally.

For example, a player may roll Perception to notice a weak point on an enemy, placing the "ATTACK ITS WEAK POINT!" Aspect on it. They may tag this Aspect for free for the +2 boost, or defer the first use to a more powerful ally by telling them the weak spot IC. The first person to use the Aspect tags it for free; any subsequent tags cost one Action, as normal.

Maneuver Aspects vary largely depending on the situation. Some last only one turn (Such as using Athletics to knock an enemy Off Balance) and some last an entire Scene (Such as using Persuasion to intimidate a mook to make him Shaken). In addition, certain Maneuvers can only be used by one character at a time (Such as using Perception to place an enemy "In My Sights", or using Agility to "Ride The Monster Like A Bull").

To perform a Maneuver, tell the GM what you intend to do, and they will set up either a DC or an opposing roll. A Difficulty Check target number is normally 3, with escalating difficulty in extreme situations.

Remember, Maneuvers aren't just for combat. The sky's the limit. You can put an Aspect anywhere you think would be handy for a boost; just make sure the Skill you roll makes sense.

Some examples of Maneuvers:

Using Agility vs Agility to knock an enemy Off Balance, or bounce around to make yourself Hard To Hit.

Using Perception to spot a Weakness, or the best Hiding Spot.

Using Persuasion to make somebody Distracted, or Intimidate an enemy so they're Shaking In Their Boots.

Using Subterfuge (Fieldcraft) vs Enemy's Perception to do a Sneak Attack.

Using Survival to find the best way to use the High Ground.

Instant Kills

As the name implies, an Instant Kill is an attack that kills instantly. Instant Kills may only be attempted once per target per scene. To attempt an Instant Kill, a character spends an Action Point and states their intent to do so. Resolution requires multiple rolls, and occurs thusly:

  1. The attacker spends an Action Point and states they are attempting an Instant Kill against the defender.
  2. The attacker rolls their chosen Attack Skill, free to use Powers, Aspects, and preset Maneuvers.
  3. The defender rolls their Defense, also free to use Powers, Aspects, and preset Maneuvers.
  4. If the attacker succeeds their initial Attack roll, the defender takes one point of Body damage and resolution proceeds to Step 5. If the attacker fails their initial attack roll, the defender takes no damage and resolution ends; the Instant Kill attempt failed.
  5. The attacker rolls their unmodified, base Attack score once per point of the defender's total Body score. The attacker cannot make use of Powers, tag Aspects, or tag Maneuvers to increase the value of their rolls. The defender, however, may. Both may tag Aspects to reroll their own result.
  6. If the attacker fails any roll after the first, resolution ends. The defender does not sustain Body damage for failing any roll after the first. If the attacker succeeds all rolls, the defender dies.

IMPORTANT NOTES:

Once resolution of an Instant Kill is in progress, other characters cannot intervene.

Powers which negate damage may only negate the damage from failing the initial roll, not the Instant Kill attempt in its entirety. Even if the damage from failing the initial roll is negated, resolution proceeds as normal, and if all rolls are failed, the character dies as normal.

Not all targets will be susceptible to an Instant Kill. Some that are may require a special approach; headshots mean nothing if the target doesn't need their head, and even less if it doesn't have one.

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