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		<updated>2026-06-19T18:38:26Z</updated>
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	<entry>
		<id>http://matrix.shadowland.cathartic.org/Armor</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Armor"/>
				<updated>2014-12-19T01:38:10Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Primitive Armors ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor !! Tech Level !! Cost !! Encumbrance !! Absorb !! Deflection (P/S/E) !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Padded Cloth Armor || 1 || 1 || None || 0 || 1/0/1 || Functions under a shield&lt;br /&gt;
|-&lt;br /&gt;
| Leather Armor || 1 || 5 || Light || 0 || 2/0/1 || Functions under a shield&lt;br /&gt;
|- &lt;br /&gt;
| Chain Hauberk || 2 || 15 || Light || 1 || 3/1/1&lt;br /&gt;
|-&lt;br /&gt;
| Scale/Lamelar Armor || 2 || 20 || Medium || 2 || 3/1/3&lt;br /&gt;
|-&lt;br /&gt;
| Chain Armor || 2 || 13 || Medium || 1 || 4/1/2&lt;br /&gt;
|-&lt;br /&gt;
| Half Plate Armor || 2 || 30 || Medium || 2 || 4/2/1 &lt;br /&gt;
|-&lt;br /&gt;
| Full Plate Armor || 2 || 50 || Heavy || 2 || 4/2/2 &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Plate Armor || 2 || 75 || Heavy || 3 || 5/2/2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 21st Century Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor !! Tech Level !! Cost !! Encumbrance !! Absorb !! Deflection (P/S/E) !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Polymer Knit Vest || 4 || 200 || Light || 1 || 1/3/1 || Functions under a shield&lt;br /&gt;
|- &lt;br /&gt;
| Polymer w/Ballistic Plates|| 4 || 275 || Light || 2 || 2/3/1&lt;br /&gt;
|-&lt;br /&gt;
| Half Ballistic Combat Armor (Flak jacket/helmet) || 4 || 350 || Medium || 3 || 2/4/2&lt;br /&gt;
|-&lt;br /&gt;
| Full Ballistic Combat Armor (Riot armor) || 4 || 450 || Medium || 4 || 3/4/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 1st Republic Armor ==&lt;br /&gt;
The major breakthrough in 1st republic defensive technology came in the form of Plasteel, a highly advanced polymer that was a hard as steel but significantly lighter leading to similar protection as 21st century combat armors for less weight, or simply more protection for similar weights.  Plasteel and the resins applied to it also yielded modestly better energy protection as laser weapons were beginning to see common use.  The only downside is that once these resins have been defeated the material yields significantly quicker to high heat than older iron-based designs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor !! Tech Level !! Cost !! Encumbrance !! Absorb !! Deflection (P/S/E) !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Plasteel Infantry Armor  || 5 || +100% || - || +1 || -/+1/+1 || (use primitive armor stats)&lt;br /&gt;
|-&lt;br /&gt;
| Polymer Weave Clothing || 5 || 350 || None || 1 || 1/2/1 || Fashioned as clothes, can be worn under a shield&lt;br /&gt;
|- &lt;br /&gt;
| Plasteel Reinforced Light Infantry Armor || 5 || 450 || Light || 3 || 2/4/2 || &lt;br /&gt;
|-&lt;br /&gt;
| Half Plasteel Ballistic Encounter Armor || 5 || 550 || Medium || 4 || 3/5/3 || (Light space marine armor)&lt;br /&gt;
|-&lt;br /&gt;
| Full Plasteel Ballistic Encounter Armor || 5 || 650 || Heavy || 5 || 4/6/4 || (Heavy Space Marine Armor)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 2nd Republic Armor ==&lt;br /&gt;
The 2nd republic witnessed the advent of Ceramsteel and with it the most durable armors ever worn by mankind offering complete protection from all known attack vectors.  The downside is that ceramsteel is simply heavier than steel and doesn't function properly in thin applications, therefore the 2nd republic also saw a significant rise of personal power armor to support the weight.  Additionally polymer weave technology found it's apex as well in synthsilk.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor !! Tech Level !! Cost !! Encumbrance !! Absorb !! Deflection (P/S/E) !! Special&lt;br /&gt;
|-&lt;br /&gt;
| SynthSilk || 7 || 450 || None || 1 || 2/2/2 || Fashioned as clothes, functions under a shield&lt;br /&gt;
|-&lt;br /&gt;
| Synth Ballistic Vest || 7 || 1000 || Light || 2 || 3/4/2 || Functions under a shield&lt;br /&gt;
|-&lt;br /&gt;
| Half StiffSynth || 7 || 600 || None || 3 || 4/2/2 || (High tech form fitting sports/hunting armor) &lt;br /&gt;
|-&lt;br /&gt;
| Full StiffSynth || 7 || 1000 || Light || 5 || 7/3/3 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Ceramsteel Reinforced Light Infantry Armor  || 6 || 850 || Light || 4 || 4/5/4 &lt;br /&gt;
|-&lt;br /&gt;
| Ceramsteel Half Plate Battle Armor || 6 || 1050 || Medium || 5 || 5/6/5 &lt;br /&gt;
|- &lt;br /&gt;
| Ceramsteel Full Plate Battle Armor || 6 || 1400 || Heavy || 6 || 6/7/6 &lt;br /&gt;
|-&lt;br /&gt;
| Ceramsteel Power Armor || 6 || 3000 || Immobile || 8 || 8/8/8 || Medium when powered, +2 Brute.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Energy Shields ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shield !! Tech Level !! Cost !! Encumbrance !! Min Activation !! Max Absorb !! Recharge !! Energy Reserve !! Other&lt;br /&gt;
|-&lt;br /&gt;
| Standard || 7 || 500 || Light || 6 || 20 || 1 || 7 || The size of a fanny pack&lt;br /&gt;
|-&lt;br /&gt;
| Duelling || 7 || 750 || None || 6 || 20 || 1 || 5 || Can be hidden or fashioned as jewelry/clothing&lt;br /&gt;
|-&lt;br /&gt;
| Assault || 8 || 3000 || Light || 8 || 30 || 2 || 10 || Small backpack&lt;br /&gt;
|-&lt;br /&gt;
| Battle || 8 || 5000 || Medium || 9 || 40 ||  3 || 20 || Framed pack&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Armor</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Armor"/>
				<updated>2014-12-19T01:22:49Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: /* 21st Century Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Primitive Armors ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor !! Tech Level !! Cost !! Encumbrance !! Absorb !! Deflection (P/S/E) !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Padded Cloth Armor || 1 || 1 || None || 0 || 1/0/1 || Functions under a shield&lt;br /&gt;
|-&lt;br /&gt;
| Leather Armor || 1 || 5 || Light || 0 || 2/0/1 || Functions under a shield&lt;br /&gt;
|- &lt;br /&gt;
| Chain Hauberk || 2 || 15 || Light || 1 || 3/1/1&lt;br /&gt;
|-&lt;br /&gt;
| Scale/Lamelar Armor || 2 || 20 || Medium || 2 || 3/1/3&lt;br /&gt;
|-&lt;br /&gt;
| Chain Armor || 2 || 13 || Medium || 1 || 4/1/2&lt;br /&gt;
|-&lt;br /&gt;
| Half Plate Armor || 2 || 30 || Medium || 2 || 4/2/1 &lt;br /&gt;
|-&lt;br /&gt;
| Full Plate Armor || 2 || 50 || Heavy || 2 || 4/2/2 &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Plate Armor || 2 || 75 || Heavy || 3 || 5/2/2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 21st Century Armor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor !! Tech Level !! Cost !! Encumbrance !! Absorb !! Deflection (P/S/E) !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Personal Protection Vest || 4 || 250 || None || 1 || 1/2/1 || Functions under a shield&lt;br /&gt;
|-&lt;br /&gt;
| Polymer Knit Vest || 4 || 200 || Light || 1 || 1/3/1 || Functions under a shield&lt;br /&gt;
|- &lt;br /&gt;
| Polymer w/Ballistic Plates|| 4 || 275 || Light || 2 || 2/3/1&lt;br /&gt;
|-&lt;br /&gt;
| Half Ballistic Combat Armor (Flak jacket/helmet) || 4 || 350 || Medium || 3 || 2/4/2&lt;br /&gt;
|-&lt;br /&gt;
| Full Ballistic Combat Armor (Riot armor) || 4 || 450 || Medium || 4 || 3/4/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 1st Republic Armor ==&lt;br /&gt;
The major breakthrough in 1st republic defensive technology came in the form of Plasteel, a highly advanced polymer that was a hard as steel but significantly lighter leading to similar protection as 21st century combat armors for less weight, or simply more protection for similar weights.  Plasteel and the resins applied to it also yielded modestly better energy protection as laser weapons were beginning to see common use.  The only downside is that once these resins have been defeated the material yields significantly quicker to high heat than older iron-based designs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor !! Tech Level !! Cost !! Encumbrance !! Absorb !! Deflection (P/S/E) !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Plasteel Infantry Armor  || 5 || +100% || - || +1 || -/+1/+1 || (use primitive armor stats)&lt;br /&gt;
|-&lt;br /&gt;
| Polymer Weave Clothing || 5 || 350 || None || 1 || 1/1/1 || Fashioned as clothes, can be worn under a shield&lt;br /&gt;
|- &lt;br /&gt;
| Plasteel Reinforced Light Infantry Armor || 5 || 450 || Light || 1 || 2/3/2 || &lt;br /&gt;
|-&lt;br /&gt;
| Half Plasteel Ballistic Encounter Armor || 5 || 550 || Medium || 2 || 2/4/2 || (Light space marine armor)&lt;br /&gt;
|-&lt;br /&gt;
| Full Plasteel Ballistic Encounter Armor || 5 || 650 || Heavy || 3 || 3/4/3 || (Heavy Space Marine Armor)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 2nd Republic Armor ==&lt;br /&gt;
The 2nd republic witnessed the advent of Ceramsteel and with it the most durable armors ever worn by mankind offering complete protection from all known attack vectors.  The downside is that ceramsteel is simply heavier than steel and doesn't function properly in thin applications, therefore the 2nd republic also saw a significant rise of personal power armor to support the weight.  Additionally polymer weave technology found it's apex as well in synthsilk.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor !! Tech Level !! Cost !! Encumbrance !! Absorb !! Deflection (P/S/E) !! Special&lt;br /&gt;
|-&lt;br /&gt;
| SynthSilk || 7 || 450 || None || 1 || 2/1/2 || Fashioned as clothes, functions under a shield&lt;br /&gt;
|-&lt;br /&gt;
| Synth Ballistic Vest || 7 || 1000 || Light || 2 || 1/3/2 || Functions under a shield&lt;br /&gt;
|-&lt;br /&gt;
| Half StiffSynth || 7 || 600 || None || 1 || 3/1/2 || (High tech form fitting sports/hunting armor) &lt;br /&gt;
|-&lt;br /&gt;
| Full StiffSynth || 7 || 1000 || Light || 2 || 5/2/2 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Ceramsteel Reinforced Light Infantry Armor  || 6 || 750 || Light || 2 || 2/4/2 &lt;br /&gt;
|-&lt;br /&gt;
| Ceramsteel Half Plate Battle Armor || 6 || 950 || Medium || 2 || 3/5/3 &lt;br /&gt;
|- &lt;br /&gt;
| Ceramsteel Full Plate Battle Armor || 6 || 1300 || Heavy || 3 || 5/5/5 &lt;br /&gt;
|-&lt;br /&gt;
| Ceramsteel Power Armor || 6 || 2000 || Immobile || 4 || 6/6/6 || Medium when powered&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Energy Shields ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor !! Tech Level !! Cost !! Encumbrance !! Min Absorb !! Max Absorb !! Overwhelmed !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Standard || 7 || 500 || None || 4 || 10 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Duelling || 7 || 700 || None || 4 || 12 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Assault || 8 || 3000 || Light || 5 || 15 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Battle || 8 || 5000 || Medium || 5 || 20 ||  7&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Powers</id>
		<title>Powers</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Powers"/>
				<updated>2014-11-25T04:47:05Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: /* Maker Fate Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Powers]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This section details the special powers available to characters which allow them to uniquely manipulate their game environment outside of the scope of the basic rolling mechanics.  The powers break down into Will, Fate, and Story powers.  Generally Powers can be used at any time as long as the player is willing to spend the requisite points to activate.  That said each individual power must be purchased with Story Points so not all characters have access to all powers.&lt;br /&gt;
&lt;br /&gt;
'''Note:  Only one active Power can affect any given test (an active Power is one which has an activation cost whether it be Fate, Will, or Story points).  The same Power can be used multiple times on the same test (if applicable), but they cannot be mixed and matched.'''&lt;br /&gt;
&lt;br /&gt;
=== Power Tiers ===&lt;br /&gt;
The powers are broken out into 4 tiers.  Tier 0 is available to all characters at character creation, however deeper tiers of each type of power require the expenditure of Power points (earned by acquiring 10 story points).  Additional a character cannot unlock the 2nd Tier of a tree without first unlocking the 1st Tier of at least one other tree.  Similarly a character cannot unlock the 3rd (final) Tier of a tree without first unlocking the 2nd tier of at least one other tree.  Additional requirements for each individual Power tree may apply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Will ==&lt;br /&gt;
Will represents how hardened a character is, how much effort they can direct towards a goal or objective before they break.  All characters in Fatewalker possess Will and use it routinely.  To &amp;quot;spend&amp;quot; a point of Will a player puts a '/' in an available box of will (this is called spending a point of will).  Additional powers in the will tree allow a character to fill in their boxes with Fatigue (use a 'X') and Exhaustion (use a '*').  Regardless if a character is ever required to spend will by some external factor when they have no more to spend they begin to take Wounds instead (bypassing Temporary Wounds).&lt;br /&gt;
&lt;br /&gt;
=== Recovering Will ===&lt;br /&gt;
The primary way to recover Will is through rest or meditation as follows.  &lt;br /&gt;
* A full night's rest will recover 2 points of Will&lt;br /&gt;
* A half night's rest will recover 1 point of Will&lt;br /&gt;
* Good conditions (comfortable bed, warmth, quiet) adds +1.&lt;br /&gt;
* Bad conditions (naked ground, cold or wet, noisy) subtracts -1.&lt;br /&gt;
* 2 recovered Will converts a 'X' (Fatigue) into a '/' (Will).  &lt;br /&gt;
* 2 recovered Will converts a '*' (Exhaustion) into a 'X' (Fatigue).&lt;br /&gt;
* Regardless of conditions, Will cannot be recovered on the same night when a &amp;quot;Heal Wounds&amp;quot; roll is made&lt;br /&gt;
&lt;br /&gt;
=== Basic Will Expenditures ===&lt;br /&gt;
A point of Will is expended during the following mundane tasks.&lt;br /&gt;
&lt;br /&gt;
* Initiating Combat&lt;br /&gt;
* Traveling all day&lt;br /&gt;
* Force Marching (in addition to the 1 for traveling)&lt;br /&gt;
* Sprinting (1 point for every 30 ticks of sprinting ... which usually will cover an individual sprint scene)&lt;br /&gt;
* Distance running&lt;br /&gt;
* Invoking a skill as a supporting roll (support skill must be a leaf).&lt;br /&gt;
* Staying up all night costs 2 will (in lieu of potentially recovering any)&lt;br /&gt;
&lt;br /&gt;
=== Will Abilities ===&lt;br /&gt;
This chart outlines all Will Abilities.  All characters start with the Basic abilities, however everything else must be purchased with SP.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Tough || Tier 0 || The character can spend a point of Will to ignore a point of damage.  &lt;br /&gt;
|-&lt;br /&gt;
| Driven || Tier 0 || The character can spend a point of will to add 2 dice to any roll.  This ability must be used before dice are rolled.&lt;br /&gt;
|- &lt;br /&gt;
| Unbreakable || Tier 0 || The character can now use Fatigue if they are out of Will.  Fatigue recovers slower than normal Will (see above), but otherwise functions identically to spending Will.&lt;br /&gt;
|-&lt;br /&gt;
| Willed Ahead (Tough II) || Tier 1 || A point of Will can be spent to add four dice to any &amp;quot;Heal Wounds&amp;quot; roll.&lt;br /&gt;
|-&lt;br /&gt;
| Hardened (Driven II) || Tier 1 || It no longer costs Will to enter combat, sprint, or force march.&lt;br /&gt;
|-&lt;br /&gt;
| Iron Will (Unbreakable II) || Tier 1 || Add 6 Power Points to the character's Will track.&lt;br /&gt;
|-&lt;br /&gt;
| Ain't Got Time To Bleed (Tough III) || Tier 2 || A point of Will can be spent to delay the onset of Bleeding Out when Mortally wounded by 120 ticks (1 minute).&lt;br /&gt;
|-&lt;br /&gt;
| Unshakeable (Driven III) || Tier 2 || Ignore a point of environmental/situational penalties on all non combat rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Tireless (Unbreakable III) || Tier 2 || Recover an additional point of Will per day.  Staying up all night only costs 1 Will.&lt;br /&gt;
|-&lt;br /&gt;
| Painless (Tough IV) || Tier 3 || Suffer 2 less wound penalties (essentially subtract 2 from all of the columns).  A point of Will can be spent to ignore all wound penalties for a single action&lt;br /&gt;
|-&lt;br /&gt;
| Refuse to Lose (Driven IV) || Tier 3 || Spend a free point of Will every scene.&lt;br /&gt;
|-&lt;br /&gt;
| Unstoppable (Unbreakable IV) || Tier 3 || The character can now convert Fatigue into Exhaustion.  Exhaustion recovers slower than normal Will (see above), but otherwise functions identically to spending Will.   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fate ==&lt;br /&gt;
Fate represents how much control the character possesses over the will of the universe.  Similar to Will, Players spend points of Fate to either mitigate unfortunate circumstances or to activate powerful abilities.  Everyone has access to a universal set of Powers as well as a Theme-specific set of powers.  Just like Will, Fate has a secondary state called Apathy which takes over when Fate points run out.  Running completely out of Fate and then filling all available Fate boxes with Apathy ('X's) is extremely dangerous as the character has essentially lost touch with their personal reality.  This puts them in a state called Ennui, a listless and utterly disengaged state where the character will find it hard to engage in anything at all.  Entering Ennui costs the character a permanent point of Fate.  Additionally they effectively operate as though they had a -4 wound (stacks with real wound penalties).  This penalty cannot be mitigated by any means whatsoever besides completely removing all Apathy.&lt;br /&gt;
&lt;br /&gt;
=== Recovering Fate ===&lt;br /&gt;
Fate is a meta-concept and as such is not directly tied to character action.  The following situations allow a character to recover Fate.  Unlike Fatigue, Apathy is slightly easier to get rid of (Two points of recovered Fate will remove a point of Apathy).&lt;br /&gt;
* One point of Fate is recovered each session.  &lt;br /&gt;
* One point of Fate is recovered when a player successfully completes an Immediate goal.  &lt;br /&gt;
* All Fate is recovered whenever a player completes a Personal Objective or a Story is completed.&lt;br /&gt;
&lt;br /&gt;
=== Universal Fate Powers ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Intrepid || Tier 0 || The character can spend a point of fate to reroll any roll.  The new roll replaces the previous roll, even if worse.&lt;br /&gt;
|-&lt;br /&gt;
| Faterunner || Tier 0 || The character can now convert Fate into Apathy.  Apathy must be first converted into Fate to be recovered (1 fate point will do this), but otherwise functions identically to spending Fate.   &lt;br /&gt;
|-&lt;br /&gt;
| Intrepid II|| Tier 1 || A point of Fate can be spent to force an opponent to reroll a single roll made against you.&lt;br /&gt;
|-&lt;br /&gt;
| Faterunner II|| Tier 1 || Whenever you earn a Story Point spot award, you can instead recover three points of Fate.&lt;br /&gt;
|-&lt;br /&gt;
| Intrepid III|| Tier 2 || A point of Fate can be spent to reroll a single roll.  Keep whichever roll you prefer.&lt;br /&gt;
|-&lt;br /&gt;
| Faterunner III|| Tier 2 || Recover an additional Fate per session.&lt;br /&gt;
|-&lt;br /&gt;
| Intrepid IV|| Tier 3 || A point of Fate can be spent to reroll all failures on a single roll.&lt;br /&gt;
|-&lt;br /&gt;
| Faterunner IV|| Tier 3 || All hostile actions taken against you suffer a -1 penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Destroyer Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Destroyer Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Tier 0 || Whenever the Destroyer takes a point of damage (Normal Wound), their next offensive action taken within 20 ticks is at a +3 bonus.  Any defensive actions taken before then are at a -3 penalty.&lt;br /&gt;
|-&lt;br /&gt;
| Rage || Tier 1 || The Destroyer gains a point of Fate whenever they destroy something of significance to them.&lt;br /&gt;
|-&lt;br /&gt;
| Wrath || Tier 2 || When taking an action in pursuit of the object of their malcontent, the Destroyer can spend a point of Fate to make a separate roll, in addition to their normal action roll.  The roll is Fate(3).  If half (round up) of the dice come up successes the character can refund the point of Fate.  Each success is added to the first roll as a success.  The Destroyer suffers 2-Successes damage.      &lt;br /&gt;
|-&lt;br /&gt;
| Fate's End || Final || The character must spend Fate equal to their Fate Rating (incurring Apathy as necessary) and choose a target that must be Destroyed.  Every time they roll an attack against that target they roll their Fate as well against a TN of 7.  Each success adds to their attack’s successes.  Each failure does a point of damage to themselves.  The power does not recede until one of them dies or is incapacitated or otherwise removed from combat.   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Judicar Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Judicar Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Honor || Tier 0 || The Judicar can spend a point of Fate to roll Fate(4) whenever in the presence of an adversary (they must know this person to be an enemy/foe).  2 successes will reveal their immediate intent towards the Judicar.  3 successes will reveal their immediate intent towards the Judicar’s Party.  4 successes will reveal their long term intent.  5 successes+ will begin revealing secrets.  &lt;br /&gt;
|-&lt;br /&gt;
| Truth || Tier 1 || The Judicar is a champion of truth.  By spending a point of Fate they can compel anyone to produce the truth.  The Judicar must roll Fate(4), contested against Will(2).  The Judicar must net 2 successes for the effect to work completely.  If the Judicar fails to gain any net successes but otherwise scored at least 2 successes on their individual roll they still can detect what statements are true and what ones are false.  Regardless of the net outcome of the roll the subject is completely unaware of this effect unless they themselves scored 2 successes on their Will roll.  The roll can only be made for a single subject declared before the roll.  &lt;br /&gt;
|- &lt;br /&gt;
| Justice || Tier 2 || At the beginning of any combat with a known dishonorable foe, the Judicar can spend 2 points of Fate.  Until that combat is over or the enemy defeated they can spend Will as Fate and vice versa whenever making rolls against this enemy.   &lt;br /&gt;
|-&lt;br /&gt;
| Balance || Tier 3 || By spending a point of Fate the Judicar condemns his chosen enemy to his own fate.  Whenever he takes damage, his chosen enemy suffers the exact same amount of damage (even if the damage is delivered via a third party).  The chosen enemy cannot be an honest or honorable one and this effect lasts for a scene.    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maker Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Maker Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Insight || Tier 0 || The Maker knows more than they can usually remember.  By spending a point of Fate on any secondary skill roll the Architect can add their Fate rating to the roll.  The player can also spend a point of fate and simply ask the GM for direction.  This is resolved through a pure Fate roll (TN: 3).  If the Maker scores 2 or more successes the GM is compelled to offer helpful advice (4+ should give clear, effective direction).  The GM is of course always able to decline the ability and refund the Fate but that's boring.  &lt;br /&gt;
|-&lt;br /&gt;
| Hyperfocus || Tier 1 || The Maker can spend Fate to add directly to their attributes at a rate of 1 fate per 2 points of attribute.  This bonus cannot be used on combat but otherwise lasts for an entire scene or until the character is either seriously interrupted or takes any damage.  &lt;br /&gt;
|-&lt;br /&gt;
| Discipline || Tier 2 || The maker recovers Apathy just like Fate (that is, 1 point of fate erases a point of apathy completely).  The maker can also invoke branches as support skills.&lt;br /&gt;
|- &lt;br /&gt;
| Predestined || Tier 3 || The Maker spends a point of Fate before making any roll and specifies a number of successes for the roll, up to a maximum of half their Fate rating.  If they roll less than that value on the roll, double their successes.  If they roll exactly the number specified.  If they roll more than the number reduce their successes to the value specified and they gain back the point of Fate.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Master Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Master Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Conceit || Tier 0 || The Master learns from every mistake.  Whenever they fail a skill roll of any kind (1 or fewer successes) with at least 6 dice (after bonuses/penalties), they gain learning points for that skill equal to margin of failure.  &lt;br /&gt;
|-&lt;br /&gt;
| Expertise || Tier 1 || Every time the Master gains a full point of Focus, Awareness, or Prowess they roll their Fate (TN 2), and add successes as character points to the new attribute (cannot yield more than half of the new cost, anything in excess simply restores Fate)&lt;br /&gt;
|- &lt;br /&gt;
| Mastery || Tier 2 || The Master does not tolerate failure.  Before making any roll they can spend a point of Fate to add one to their effective skill (or TN) up to maximum of 7.  &lt;br /&gt;
|-&lt;br /&gt;
| Perfection || Tier 3 || The Master picks a Skill tree root, then adds a 3rd full skill dot to the root (does not count for CP purposes if the Master doesn't already have both dots completely filled).  This will allow the Master to potentially roll against TN 8.    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Protector Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Protector Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Righteous Shield || Tier 0 || The Protector wields their purity of spirit to arrest any transgression.  The character can spend a point of Fate to add their Fate rating to any defensive action they or one of their allies takes.  &lt;br /&gt;
|-&lt;br /&gt;
| Boon || Advanced || By spending a point of Fate the Protector can have every member of their party (except themselves) add two dice to the next action they each take.  This action has to be done within 40 ticks and must be in the interests of the Protector who used this power (they have final authority over whether to grant the dice or not but if they opt our the bonus is lost). &lt;br /&gt;
|- &lt;br /&gt;
| Righteous Strike || Master || This power can only be used against an adversary the Protector believes has overstepped the boundaries of natural law, it is a strike that conjures the will of the universe to set the world right.  For every point of Fate spent the protector can have the single strike take on one of the following effects (each can be chosen only once, therefore the Protector can spend up to 3 points on this attack):  Attack cannot miss (add 2 successes to the attack), Attack cannot be defended (reduce defense roll successes to 0), Attack does +6 damage.      &lt;br /&gt;
|-&lt;br /&gt;
| Divine Intervention || Final || The protector’s will is supreme.  By spending two Fate and two Willpower the Protector can SYSA a companion under their protection.  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Powers</id>
		<title>Powers</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Powers"/>
				<updated>2014-11-25T02:11:40Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: /* Fate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Powers]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This section details the special powers available to characters which allow them to uniquely manipulate their game environment outside of the scope of the basic rolling mechanics.  The powers break down into Will, Fate, and Story powers.  Generally Powers can be used at any time as long as the player is willing to spend the requisite points to activate.  That said each individual power must be purchased with Story Points so not all characters have access to all powers.&lt;br /&gt;
&lt;br /&gt;
'''Note:  Only one active Power can affect any given test (an active Power is one which has an activation cost whether it be Fate, Will, or Story points).  The same Power can be used multiple times on the same test (if applicable), but they cannot be mixed and matched.'''&lt;br /&gt;
&lt;br /&gt;
=== Power Tiers ===&lt;br /&gt;
The powers are broken out into 4 tiers.  Tier 0 is available to all characters at character creation, however deeper tiers of each type of power require the expenditure of Power points (earned by acquiring 10 story points).  Additional a character cannot unlock the 2nd Tier of a tree without first unlocking the 1st Tier of at least one other tree.  Similarly a character cannot unlock the 3rd (final) Tier of a tree without first unlocking the 2nd tier of at least one other tree.  Additional requirements for each individual Power tree may apply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Will ==&lt;br /&gt;
Will represents how hardened a character is, how much effort they can direct towards a goal or objective before they break.  All characters in Fatewalker possess Will and use it routinely.  To &amp;quot;spend&amp;quot; a point of Will a player puts a '/' in an available box of will (this is called spending a point of will).  Additional powers in the will tree allow a character to fill in their boxes with Fatigue (use a 'X') and Exhaustion (use a '*').  Regardless if a character is ever required to spend will by some external factor when they have no more to spend they begin to take Wounds instead (bypassing Temporary Wounds).&lt;br /&gt;
&lt;br /&gt;
=== Recovering Will ===&lt;br /&gt;
The primary way to recover Will is through rest or meditation as follows.  &lt;br /&gt;
* A full night's rest will recover 2 points of Will&lt;br /&gt;
* A half night's rest will recover 1 point of Will&lt;br /&gt;
* Good conditions (comfortable bed, warmth, quiet) adds +1.&lt;br /&gt;
* Bad conditions (naked ground, cold or wet, noisy) subtracts -1.&lt;br /&gt;
* 2 recovered Will converts a 'X' (Fatigue) into a '/' (Will).  &lt;br /&gt;
* 2 recovered Will converts a '*' (Exhaustion) into a 'X' (Fatigue).&lt;br /&gt;
* Regardless of conditions, Will cannot be recovered on the same night when a &amp;quot;Heal Wounds&amp;quot; roll is made&lt;br /&gt;
&lt;br /&gt;
=== Basic Will Expenditures ===&lt;br /&gt;
A point of Will is expended during the following mundane tasks.&lt;br /&gt;
&lt;br /&gt;
* Initiating Combat&lt;br /&gt;
* Traveling all day&lt;br /&gt;
* Force Marching (in addition to the 1 for traveling)&lt;br /&gt;
* Sprinting (1 point for every 30 ticks of sprinting ... which usually will cover an individual sprint scene)&lt;br /&gt;
* Distance running&lt;br /&gt;
* Invoking a skill as a supporting roll (support skill must be a leaf).&lt;br /&gt;
* Staying up all night costs 2 will (in lieu of potentially recovering any)&lt;br /&gt;
&lt;br /&gt;
=== Will Abilities ===&lt;br /&gt;
This chart outlines all Will Abilities.  All characters start with the Basic abilities, however everything else must be purchased with SP.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Tough || Tier 0 || The character can spend a point of Will to ignore a point of damage.  &lt;br /&gt;
|-&lt;br /&gt;
| Driven || Tier 0 || The character can spend a point of will to add 2 dice to any roll.  This ability must be used before dice are rolled.&lt;br /&gt;
|- &lt;br /&gt;
| Unbreakable || Tier 0 || The character can now use Fatigue if they are out of Will.  Fatigue recovers slower than normal Will (see above), but otherwise functions identically to spending Will.&lt;br /&gt;
|-&lt;br /&gt;
| Willed Ahead (Tough II) || Tier 1 || A point of Will can be spent to add four dice to any &amp;quot;Heal Wounds&amp;quot; roll.&lt;br /&gt;
|-&lt;br /&gt;
| Hardened (Driven II) || Tier 1 || It no longer costs Will to enter combat, sprint, or force march.&lt;br /&gt;
|-&lt;br /&gt;
| Iron Will (Unbreakable II) || Tier 1 || Add 6 Power Points to the character's Will track.&lt;br /&gt;
|-&lt;br /&gt;
| Ain't Got Time To Bleed (Tough III) || Tier 2 || A point of Will can be spent to delay the onset of Bleeding Out when Mortally wounded by 120 ticks (1 minute).&lt;br /&gt;
|-&lt;br /&gt;
| Unshakeable (Driven III) || Tier 2 || Ignore a point of environmental/situational penalties on all non combat rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Tireless (Unbreakable III) || Tier 2 || Recover an additional point of Will per day.  Staying up all night only costs 1 Will.&lt;br /&gt;
|-&lt;br /&gt;
| Painless (Tough IV) || Tier 3 || Suffer 2 less wound penalties (essentially subtract 2 from all of the columns).  A point of Will can be spent to ignore all wound penalties for a single action&lt;br /&gt;
|-&lt;br /&gt;
| Refuse to Lose (Driven IV) || Tier 3 || Spend a free point of Will every scene.&lt;br /&gt;
|-&lt;br /&gt;
| Unstoppable (Unbreakable IV) || Tier 3 || The character can now convert Fatigue into Exhaustion.  Exhaustion recovers slower than normal Will (see above), but otherwise functions identically to spending Will.   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fate ==&lt;br /&gt;
Fate represents how much control the character possesses over the will of the universe.  Similar to Will, Players spend points of Fate to either mitigate unfortunate circumstances or to activate powerful abilities.  Everyone has access to a universal set of Powers as well as a Theme-specific set of powers.  Just like Will, Fate has a secondary state called Apathy which takes over when Fate points run out.  Running completely out of Fate and then filling all available Fate boxes with Apathy ('X's) is extremely dangerous as the character has essentially lost touch with their personal reality.  This puts them in a state called Ennui, a listless and utterly disengaged state where the character will find it hard to engage in anything at all.  Entering Ennui costs the character a permanent point of Fate.  Additionally they effectively operate as though they had a -4 wound (stacks with real wound penalties).  This penalty cannot be mitigated by any means whatsoever besides completely removing all Apathy.&lt;br /&gt;
&lt;br /&gt;
=== Recovering Fate ===&lt;br /&gt;
Fate is a meta-concept and as such is not directly tied to character action.  The following situations allow a character to recover Fate.  Unlike Fatigue, Apathy is slightly easier to get rid of (Two points of recovered Fate will remove a point of Apathy).&lt;br /&gt;
* One point of Fate is recovered each session.  &lt;br /&gt;
* One point of Fate is recovered when a player successfully completes an Immediate goal.  &lt;br /&gt;
* All Fate is recovered whenever a player completes a Personal Objective or a Story is completed.&lt;br /&gt;
&lt;br /&gt;
=== Universal Fate Powers ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Intrepid || Tier 0 || The character can spend a point of fate to reroll any roll.  The new roll replaces the previous roll, even if worse.&lt;br /&gt;
|-&lt;br /&gt;
| Faterunner || Tier 0 || The character can now convert Fate into Apathy.  Apathy must be first converted into Fate to be recovered (1 fate point will do this), but otherwise functions identically to spending Fate.   &lt;br /&gt;
|-&lt;br /&gt;
| Intrepid II|| Tier 1 || A point of Fate can be spent to force an opponent to reroll a single roll made against you.&lt;br /&gt;
|-&lt;br /&gt;
| Faterunner II|| Tier 1 || Whenever you earn a Story Point spot award, you can instead recover three points of Fate.&lt;br /&gt;
|-&lt;br /&gt;
| Intrepid III|| Tier 2 || A point of Fate can be spent to reroll a single roll.  Keep whichever roll you prefer.&lt;br /&gt;
|-&lt;br /&gt;
| Faterunner III|| Tier 2 || Recover an additional Fate per session.&lt;br /&gt;
|-&lt;br /&gt;
| Intrepid IV|| Tier 3 || A point of Fate can be spent to reroll all failures on a single roll.&lt;br /&gt;
|-&lt;br /&gt;
| Faterunner IV|| Tier 3 || All hostile actions taken against you suffer a -1 penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Destroyer Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Destroyer Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Tier 0 || Whenever the Destroyer takes a point of damage (Normal Wound), their next offensive action taken within 20 ticks is at a +3 bonus.  Any defensive actions taken before then are at a -3 penalty.&lt;br /&gt;
|-&lt;br /&gt;
| Rage || Tier 1 || The Destroyer gains a point of Fate whenever they destroy something of significance to them.&lt;br /&gt;
|-&lt;br /&gt;
| Wrath || Tier 2 || When taking an action in pursuit of the object of their malcontent, the Destroyer can spend a point of Fate to make a separate roll, in addition to their normal action roll.  The roll is Fate(3).  If half (round up) of the dice come up successes the character can refund the point of Fate.  Each success is added to the first roll as a success.  The Destroyer suffers 2-Successes damage.      &lt;br /&gt;
|-&lt;br /&gt;
| Fate's End || Final || The character must spend Fate equal to their Fate Rating (incurring Apathy as necessary) and choose a target that must be Destroyed.  Every time they roll an attack against that target they roll their Fate as well against a TN of 7.  Each success adds to their attack’s successes.  Each failure does a point of damage to themselves.  The power does not recede until one of them dies or is incapacitated or otherwise removed from combat.   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Judicar Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Judicar Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Honor || Tier 0 || The Judicar can spend a point of Fate to roll Fate(4) whenever in the presence of an adversary (they must know this person to be an enemy/foe).  2 successes will reveal their immediate intent towards the Judicar.  3 successes will reveal their immediate intent towards the Judicar’s Party.  4 successes will reveal their long term intent.  5 successes+ will begin revealing secrets.  &lt;br /&gt;
|-&lt;br /&gt;
| Truth || Tier 1 || The Judicar is a champion of truth.  By spending a point of Fate they can compel anyone to produce the truth.  The Judicar must roll Fate(4), contested against Will(2).  The Judicar must net 2 successes for the effect to work completely.  If the Judicar fails to gain any net successes but otherwise scored at least 2 successes on their individual roll they still can detect what statements are true and what ones are false.  Regardless of the net outcome of the roll the subject is completely unaware of this effect unless they themselves scored 2 successes on their Will roll.  The roll can only be made for a single subject declared before the roll.  &lt;br /&gt;
|- &lt;br /&gt;
| Justice || Tier 2 || At the beginning of any combat with a known dishonorable foe, the Judicar can spend 2 points of Fate.  Until that combat is over or the enemy defeated they can spend Will as Fate and vice versa whenever making rolls against this enemy.   &lt;br /&gt;
|-&lt;br /&gt;
| Balance || Tier 3 || By spending a point of Fate the Judicar condemns his chosen enemy to his own fate.  Whenever he takes damage, his chosen enemy suffers the exact same amount of damage (even if the damage is delivered via a third party).  The chosen enemy cannot be an honest or honorable one and this effect lasts for a scene.    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maker Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Maker Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Insight || Tier 0 || The Maker knows more than they can usually remember.  By spending a point of Fate on any secondary skill roll the Architect can add their Fate rating to the roll.  The player can also spend a point of fate and simply ask the GM for direction.  This is resolved through a pure Fate roll (TN: 3).  If the Maker scores 2 or more successes the GM is compelled to offer helpful advice (4+ should give clear, effective direction).  The GM is of course always able to decline the ability and refund the Fate but that's boring.  &lt;br /&gt;
&lt;br /&gt;
| Hyperfocus || Tier 1 || The Maker can spend Fate to add directly to their attributes at a rate of 1 fate per 2 points of attribute.  This bonus cannot be used on combat but otherwise lasts for an entire scene or until the character is either seriously interrupted or takes any damage.  &lt;br /&gt;
|-&lt;br /&gt;
| Discipline || Tier 2 || The maker recovers Apathy just like Fate (that is, 1 point of fate erases a point of apathy completely).  The maker can also invoke branches as support skills.&lt;br /&gt;
|- &lt;br /&gt;
| Predestined || Tier 3 || The Maker spends a point of Fate before making any roll and specifies a number of successes for the roll, up to a maximum of half their Fate rating.  If they roll less than that value on the roll, double their successes.  If they roll exactly the number specified.  If they roll more than the number reduce their successes to the value specified and they gain back the point of Fate.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Master Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Master Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Conceit || Tier 0 || The Master learns from every mistake.  Whenever they fail a skill roll of any kind (1 or fewer successes) with at least 6 dice (after bonuses/penalties), they gain learning points for that skill equal to margin of failure.  &lt;br /&gt;
|-&lt;br /&gt;
| Expertise || Tier 1 || Every time the Master gains a full point of Focus, Awareness, or Prowess they roll their Fate (TN 2), and add successes as character points to the new attribute (cannot yield more than half of the new cost, anything in excess simply restores Fate)&lt;br /&gt;
|- &lt;br /&gt;
| Mastery || Tier 2 || The Master does not tolerate failure.  Before making any roll they can spend a point of Fate to add one to their effective skill (or TN) up to maximum of 7.  &lt;br /&gt;
|-&lt;br /&gt;
| Perfection || Tier 3 || The Master picks a Skill tree root, then adds a 3rd full skill dot to the root (does not count for CP purposes if the Master doesn't already have both dots completely filled).  This will allow the Master to potentially roll against TN 8.    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Protector Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Protector Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Righteous Shield || Tier 0 || The Protector wields their purity of spirit to arrest any transgression.  The character can spend a point of Fate to add their Fate rating to any defensive action they or one of their allies takes.  &lt;br /&gt;
|-&lt;br /&gt;
| Boon || Advanced || By spending a point of Fate the Protector can have every member of their party (except themselves) add two dice to the next action they each take.  This action has to be done within 40 ticks and must be in the interests of the Protector who used this power (they have final authority over whether to grant the dice or not but if they opt our the bonus is lost). &lt;br /&gt;
|- &lt;br /&gt;
| Righteous Strike || Master || This power can only be used against an adversary the Protector believes has overstepped the boundaries of natural law, it is a strike that conjures the will of the universe to set the world right.  For every point of Fate spent the protector can have the single strike take on one of the following effects (each can be chosen only once, therefore the Protector can spend up to 3 points on this attack):  Attack cannot miss (add 2 successes to the attack), Attack cannot be defended (reduce defense roll successes to 0), Attack does +6 damage.      &lt;br /&gt;
|-&lt;br /&gt;
| Divine Intervention || Final || The protector’s will is supreme.  By spending two Fate and two Willpower the Protector can SYSA a companion under their protection.  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Powers</id>
		<title>Powers</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Powers"/>
				<updated>2014-11-25T02:01:47Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Powers]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This section details the special powers available to characters which allow them to uniquely manipulate their game environment outside of the scope of the basic rolling mechanics.  The powers break down into Will, Fate, and Story powers.  Generally Powers can be used at any time as long as the player is willing to spend the requisite points to activate.  That said each individual power must be purchased with Story Points so not all characters have access to all powers.&lt;br /&gt;
&lt;br /&gt;
'''Note:  Only one active Power can affect any given test (an active Power is one which has an activation cost whether it be Fate, Will, or Story points).  The same Power can be used multiple times on the same test (if applicable), but they cannot be mixed and matched.'''&lt;br /&gt;
&lt;br /&gt;
=== Power Tiers ===&lt;br /&gt;
The powers are broken out into 4 tiers.  Tier 0 is available to all characters at character creation, however deeper tiers of each type of power require the expenditure of Power points (earned by acquiring 10 story points).  Additional a character cannot unlock the 2nd Tier of a tree without first unlocking the 1st Tier of at least one other tree.  Similarly a character cannot unlock the 3rd (final) Tier of a tree without first unlocking the 2nd tier of at least one other tree.  Additional requirements for each individual Power tree may apply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Will ==&lt;br /&gt;
Will represents how hardened a character is, how much effort they can direct towards a goal or objective before they break.  All characters in Fatewalker possess Will and use it routinely.  To &amp;quot;spend&amp;quot; a point of Will a player puts a '/' in an available box of will (this is called spending a point of will).  Additional powers in the will tree allow a character to fill in their boxes with Fatigue (use a 'X') and Exhaustion (use a '*').  Regardless if a character is ever required to spend will by some external factor when they have no more to spend they begin to take Wounds instead (bypassing Temporary Wounds).&lt;br /&gt;
&lt;br /&gt;
=== Recovering Will ===&lt;br /&gt;
The primary way to recover Will is through rest or meditation as follows.  &lt;br /&gt;
* A full night's rest will recover 2 points of Will&lt;br /&gt;
* A half night's rest will recover 1 point of Will&lt;br /&gt;
* Good conditions (comfortable bed, warmth, quiet) adds +1.&lt;br /&gt;
* Bad conditions (naked ground, cold or wet, noisy) subtracts -1.&lt;br /&gt;
* 2 recovered Will converts a 'X' (Fatigue) into a '/' (Will).  &lt;br /&gt;
* 2 recovered Will converts a '*' (Exhaustion) into a 'X' (Fatigue).&lt;br /&gt;
* Regardless of conditions, Will cannot be recovered on the same night when a &amp;quot;Heal Wounds&amp;quot; roll is made&lt;br /&gt;
&lt;br /&gt;
=== Basic Will Expenditures ===&lt;br /&gt;
A point of Will is expended during the following mundane tasks.&lt;br /&gt;
&lt;br /&gt;
* Initiating Combat&lt;br /&gt;
* Traveling all day&lt;br /&gt;
* Force Marching (in addition to the 1 for traveling)&lt;br /&gt;
* Sprinting (1 point for every 30 ticks of sprinting ... which usually will cover an individual sprint scene)&lt;br /&gt;
* Distance running&lt;br /&gt;
* Invoking a skill as a supporting roll (support skill must be a leaf).&lt;br /&gt;
* Staying up all night costs 2 will (in lieu of potentially recovering any)&lt;br /&gt;
&lt;br /&gt;
=== Will Abilities ===&lt;br /&gt;
This chart outlines all Will Abilities.  All characters start with the Basic abilities, however everything else must be purchased with SP.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Tough || Tier 0 || The character can spend a point of Will to ignore a point of damage.  &lt;br /&gt;
|-&lt;br /&gt;
| Driven || Tier 0 || The character can spend a point of will to add 2 dice to any roll.  This ability must be used before dice are rolled.&lt;br /&gt;
|- &lt;br /&gt;
| Unbreakable || Tier 0 || The character can now use Fatigue if they are out of Will.  Fatigue recovers slower than normal Will (see above), but otherwise functions identically to spending Will.&lt;br /&gt;
|-&lt;br /&gt;
| Willed Ahead (Tough II) || Tier 1 || A point of Will can be spent to add four dice to any &amp;quot;Heal Wounds&amp;quot; roll.&lt;br /&gt;
|-&lt;br /&gt;
| Hardened (Driven II) || Tier 1 || It no longer costs Will to enter combat, sprint, or force march.&lt;br /&gt;
|-&lt;br /&gt;
| Iron Will (Unbreakable II) || Tier 1 || Add 6 Power Points to the character's Will track.&lt;br /&gt;
|-&lt;br /&gt;
| Ain't Got Time To Bleed (Tough III) || Tier 2 || A point of Will can be spent to delay the onset of Bleeding Out when Mortally wounded by 120 ticks (1 minute).&lt;br /&gt;
|-&lt;br /&gt;
| Unshakeable (Driven III) || Tier 2 || Ignore a point of environmental/situational penalties on all non combat rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Tireless (Unbreakable III) || Tier 2 || Recover an additional point of Will per day.  Staying up all night only costs 1 Will.&lt;br /&gt;
|-&lt;br /&gt;
| Painless (Tough IV) || Tier 3 || Suffer 2 less wound penalties (essentially subtract 2 from all of the columns).  A point of Will can be spent to ignore all wound penalties for a single action&lt;br /&gt;
|-&lt;br /&gt;
| Refuse to Lose (Driven IV) || Tier 3 || Spend a free point of Will every scene.&lt;br /&gt;
|-&lt;br /&gt;
| Unstoppable (Unbreakable IV) || Tier 3 || The character can now convert Fatigue into Exhaustion.  Exhaustion recovers slower than normal Will (see above), but otherwise functions identically to spending Will.   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fate ==&lt;br /&gt;
Fate represents how much control the character possesses over the will of the universe.  Similar to Will, Players spend points of Fate to either mitigate unfortunate circumstances or to activate powerful abilities.  Everyone has access to a universal set of Powers as well as a Theme-specific set of powers.  Just like Will, Fate has a secondary state called Apathy which takes over when Fate points run out.  Running completely out of Fate and then filling all available Fate boxes with Apathy ('X's) is extremely dangerous as the character has essentially lost touch with their personal reality.  This puts them in a state called Ennui, a listless and utterly disengaged state where the character will find it hard to engage in anything at all.  Entering Ennui costs the character a permanent point of Fate.  Additionally they effectively operate as though they had a -4 wound (stacks with real wound penalties).  This penalty cannot be mitigated by any means whatsoever besides completely removing all Apathy.&lt;br /&gt;
&lt;br /&gt;
=== Recovering Fate ===&lt;br /&gt;
Fate is a meta-concept and as such is not directly tied to character action.  The following situations allow a character to recover Fate.  Unlike Fatigue, Apathy is slightly easier to get rid of (Two points of recovered Fate will remove a point of Apathy).&lt;br /&gt;
* One point of Fate is recovered each session.  &lt;br /&gt;
* One point of Fate is recovered when a player successfully completes an Immediate goal.  &lt;br /&gt;
* All Fate is recovered whenever a player completes a Personal Objective or a Story is completed.&lt;br /&gt;
&lt;br /&gt;
=== Universal Fate Powers ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Intrepid || Tier 0 || The character can spend a point of fate to reroll any roll.  The new roll replaces the previous roll, even if worse.&lt;br /&gt;
|-&lt;br /&gt;
| Faterunner || Tier 0 || The character can now convert Fate into Apathy.  Apathy must be first converted into Fate to be recovered (1 fate point will do this), but otherwise functions identically to spending Fate.   &lt;br /&gt;
|-&lt;br /&gt;
| Intrepid II|| Tier 1 || A point of Fate can be spent to force an opponent to reroll a single roll made against you.&lt;br /&gt;
|-&lt;br /&gt;
| Faterunner II|| Tier 1 || Whenever you earn a Story Point spot award, you can instead recover three points of Fate.&lt;br /&gt;
|-&lt;br /&gt;
| Intrepid III|| Tier 2 || A point of Fate can be spent to reroll a single roll.  Keep whichever roll you prefer.&lt;br /&gt;
|-&lt;br /&gt;
| Faterunner III|| Tier 2 || Recover an additional Fate per session.&lt;br /&gt;
|-&lt;br /&gt;
| Intrepid IV|| Tier 3 || A point of Fate can be spent to reroll all failures on a single roll.&lt;br /&gt;
|-&lt;br /&gt;
| Faterunner IV|| Tier 3 || All hostile actions taken against you suffer a -1 penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Adventurer Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Adventurer Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Intrepid || Basic || The adventurer is completely immune to the effects of fear and intimidation (but not suggestion/mind control).  They still feel and are aware of these emotions, but they are not negatively affected by them.  Additionally the Adventurer naturally recovers one point of Fatigue per night of sleep.  &lt;br /&gt;
|-&lt;br /&gt;
| Fool’s Luck || Advanced || Whenever the Adventurer spends Fate to Re-roll (through either version of Better Luck Next Time), they add 2 dice to the second roll.&lt;br /&gt;
|- &lt;br /&gt;
| Destiny’s Chosen || Master || The adventurer’s luck knows no limits.  They must be in desperate need for *something*, whether it is water or a sword or a bottle of Tequila.  They name what they want, spend a point of fate and roll their Fate against a TN set by the GM based on how audacious the request is.  If they score 2 successes the Adventurer has some hint of where it is.  If they score 4 successes they will know where it is and be able to find it within twenty seconds.  If they score 6 successes they either have it on their person or find it lying on the ground unnoticed.  &lt;br /&gt;
|-&lt;br /&gt;
| FateRunner || Final || The adventurer gets back three points of Fate per day of rest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Destroyer Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Destroyer Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Tier 0 || Whenever the Destroyer takes a point of damage (Normal Wound), their next offensive action taken within 20 ticks is at a +3 bonus.  Any defensive actions taken before then are at a -3 penalty.&lt;br /&gt;
|-&lt;br /&gt;
| Rage || Tier 1 || The Destroyer gains a point of Fate whenever they destroy something of significance to them.&lt;br /&gt;
|-&lt;br /&gt;
| Wrath || Tier 2 || When taking an action in pursuit of the object of their malcontent, the Destroyer can spend a point of Fate to make a separate roll, in addition to their normal action roll.  The roll is Fate(3).  If half (round up) of the dice come up successes the character can refund the point of Fate.  Each success is added to the first roll as a success.  The Destroyer suffers 2-Successes damage.      &lt;br /&gt;
|-&lt;br /&gt;
| Fate's End || Final || The character must spend Fate equal to their Fate Rating (incurring Apathy as necessary) and choose a target that must be Destroyed.  Every time they roll an attack against that target they roll their Fate as well against a TN of 7.  Each success adds to their attack’s successes.  Each failure does a point of damage to themselves.  The power does not recede until one of them dies or is incapacitated or otherwise removed from combat.   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Judicar Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Judicar Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Honor || Tier 0 || The Judicar can spend a point of Fate to roll Fate(4) whenever in the presence of an adversary (they must know this person to be an enemy/foe).  2 successes will reveal their immediate intent towards the Judicar.  3 successes will reveal their immediate intent towards the Judicar’s Party.  4 successes will reveal their long term intent.  5 successes+ will begin revealing secrets.  &lt;br /&gt;
|-&lt;br /&gt;
| Truth || Tier 1 || The Judicar is a champion of truth.  By spending a point of Fate they can compel anyone to produce the truth.  The Judicar must roll Fate(4), contested against Will(2).  The Judicar must net 2 successes for the effect to work completely.  If the Judicar fails to gain any net successes but otherwise scored at least 2 successes on their individual roll they still can detect what statements are true and what ones are false.  Regardless of the net outcome of the roll the subject is completely unaware of this effect unless they themselves scored 2 successes on their Will roll.  The roll can only be made for a single subject declared before the roll.  &lt;br /&gt;
|- &lt;br /&gt;
| Justice || Tier 2 || At the beginning of any combat with a known dishonorable foe, the Judicar can spend 2 points of Fate.  Until that combat is over or the enemy defeated they can spend Will as Fate and vice versa whenever making rolls against this enemy.   &lt;br /&gt;
|-&lt;br /&gt;
| Balance || Tier 3 || By spending a point of Fate the Judicar condemns his chosen enemy to his own fate.  Whenever he takes damage, his chosen enemy suffers the exact same amount of damage (even if the damage is delivered via a third party).  The chosen enemy cannot be an honest or honorable one and this effect lasts for a scene.    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maker Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Maker Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Insight || Tier 0 || The Maker knows more than they can usually remember.  By spending a point of Fate on any secondary skill roll the Architect can add their Fate rating to the roll.  The player can also spend a point of fate and simply ask the GM for direction.  This is resolved through a pure Fate roll (TN: 3).  If the Maker scores 2 or more successes the GM is compelled to offer helpful advice (4+ should give clear, effective direction).  The GM is of course always able to decline the ability and refund the Fate but that's boring.  &lt;br /&gt;
&lt;br /&gt;
| Hyperfocus || Tier 1 || The Maker can spend Fate to add directly to their attributes at a rate of 1 fate per 2 points of attribute.  This bonus cannot be used on combat but otherwise lasts for an entire scene or until the character is either seriously interrupted or takes any damage.  &lt;br /&gt;
|-&lt;br /&gt;
| Discipline || Tier 2 || The maker recovers Apathy just like Fate (that is, 1 point of fate erases a point of apathy completely).  The maker can also invoke branches as support skills.&lt;br /&gt;
|- &lt;br /&gt;
| Predestined || Tier 3 || The Maker spends a point of Fate before making any roll and specifies a number of successes for the roll, up to a maximum of half their Fate rating.  If they roll less than that value on the roll, double their successes.  If they roll exactly the number specified.  If they roll more than the number reduce their successes to the value specified and they gain back the point of Fate.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Master Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Master Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Conceit || Tier 0 || The Master learns from every mistake.  Whenever they fail a skill roll of any kind (1 or fewer successes) with at least 6 dice (after bonuses/penalties), they gain learning points for that skill equal to margin of failure.  &lt;br /&gt;
|-&lt;br /&gt;
| Expertise || Tier 1 || Every time the Master gains a full point of Focus, Awareness, or Prowess they roll their Fate (TN 2), and add successes as character points to the new attribute (cannot yield more than half of the new cost, anything in excess simply restores Fate)&lt;br /&gt;
|- &lt;br /&gt;
| Mastery || Tier 2 || The Master does not tolerate failure.  Before making any roll they can spend a point of Fate to add one to their effective skill (or TN) up to maximum of 7.  &lt;br /&gt;
|-&lt;br /&gt;
| Perfection || Tier 3 || The Master picks a Skill tree root, then adds a 3rd full skill dot to the root (does not count for CP purposes if the Master doesn't already have both dots completely filled).  This will allow the Master to potentially roll against TN 8.    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Protector Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Protector Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Righteous Shield || Tier 0 || The Protector wields their purity of spirit to arrest any transgression.  The character can spend a point of Fate to add their Fate rating to any defensive action they or one of their allies takes.  &lt;br /&gt;
|-&lt;br /&gt;
| Boon || Advanced || By spending a point of Fate the Protector can have every member of their party (except themselves) add two dice to the next action they each take.  This action has to be done within 40 ticks and must be in the interests of the Protector who used this power (they have final authority over whether to grant the dice or not but if they opt our the bonus is lost). &lt;br /&gt;
|- &lt;br /&gt;
| Righteous Strike || Master || This power can only be used against an adversary the Protector believes has overstepped the boundaries of natural law, it is a strike that conjures the will of the universe to set the world right.  For every point of Fate spent the protector can have the single strike take on one of the following effects (each can be chosen only once, therefore the Protector can spend up to 3 points on this attack):  Attack cannot miss (add 2 successes to the attack), Attack cannot be defended (reduce defense roll successes to 0), Attack does +6 damage.      &lt;br /&gt;
|-&lt;br /&gt;
| Divine Intervention || Final || The protector’s will is supreme.  By spending two Fate and two Willpower the Protector can SYSA a companion under their protection.  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Powers</id>
		<title>Powers</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Powers"/>
				<updated>2014-11-25T01:51:07Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;Powers  == Overview == This section details the special powers available to characters which allow them to uniquely manipulate their game environment outside of the scope ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Powers]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This section details the special powers available to characters which allow them to uniquely manipulate their game environment outside of the scope of the basic rolling mechanics.  The powers break down into Will, Fate, and Story powers.  Generally Powers can be used at any time as long as the player is willing to spend the requisite points to activate.  That said each individual power must be purchased with Story Points so not all characters have access to all powers.&lt;br /&gt;
&lt;br /&gt;
'''Note:  Only one active Power can affect any given test (an active Power is one which has an activation cost whether it be Fate, Will, or Story points).  The same Power can be used multiple times on the same test (if applicable), but they cannot be mixed and matched.'''&lt;br /&gt;
&lt;br /&gt;
=== Power Tiers ===&lt;br /&gt;
The powers are broken out into 4 tiers.  Tier 0 is available to all characters at character creation, however deeper tiers of each type of power require the expenditure of Power points (earned by acquiring 10 story points).  Additional a character cannot unlock the 2nd Tier of a tree without first unlocking the 1st Tier of at least one other tree.  Similarly a character cannot unlock the 3rd (final) Tier of a tree without first unlocking the 2nd tier of at least one other tree.  Additional requirements for each individual Power tree may apply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Will ==&lt;br /&gt;
Will represents how hardened a character is, how much effort they can direct towards a goal or objective before they break.  All characters in Fatewalker possess Will and use it routinely.  To &amp;quot;spend&amp;quot; a point of Will a player puts a '/' in an available box of will (this is called spending a point of will).  Additional powers in the will tree allow a character to fill in their boxes with Fatigue (use a 'X') and Exhaustion (use a '*').  Regardless if a character is ever required to spend will by some external factor when they have no more to spend they begin to take Wounds instead (bypassing Temporary Wounds).&lt;br /&gt;
&lt;br /&gt;
=== Recovering Will ===&lt;br /&gt;
The primary way to recover Will is through rest or meditation as follows.  &lt;br /&gt;
* A full night's rest will recover 2 points of Will&lt;br /&gt;
* A half night's rest will recover 1 point of Will&lt;br /&gt;
* Good conditions (comfortable bed, warmth, quiet) adds +1.&lt;br /&gt;
* Bad conditions (naked ground, cold or wet, noisy) subtracts -1.&lt;br /&gt;
* 2 recovered Will converts a 'X' (Fatigue) into a '/' (Will).  &lt;br /&gt;
* 2 recovered Will converts a '*' (Exhaustion) into a 'X' (Fatigue).&lt;br /&gt;
* Regardless of conditions, Will cannot be recovered on the same night when a &amp;quot;Heal Wounds&amp;quot; roll is made&lt;br /&gt;
&lt;br /&gt;
=== Basic Will Expenditures ===&lt;br /&gt;
A point of Will is expended during the following mundane tasks.&lt;br /&gt;
&lt;br /&gt;
* Initiating Combat&lt;br /&gt;
* Traveling all day&lt;br /&gt;
* Force Marching (in addition to the 1 for traveling)&lt;br /&gt;
* Sprinting (1 point for every 30 ticks of sprinting ... which usually will cover an individual sprint scene)&lt;br /&gt;
* Distance running&lt;br /&gt;
* Invoking a skill as a supporting roll (support skill must be a leaf).&lt;br /&gt;
* Staying up all night costs 2 will (in lieu of potentially recovering any)&lt;br /&gt;
&lt;br /&gt;
=== Will Abilities ===&lt;br /&gt;
This chart outlines all Will Abilities.  All characters start with the Basic abilities, however everything else must be purchased with SP.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Tough || Tier 0 || The character can spend a point of Will to ignore a point of damage.  &lt;br /&gt;
|-&lt;br /&gt;
| Driven || Tier 0 || The character can spend a point of will to add 2 dice to any roll.  This ability must be used before dice are rolled.&lt;br /&gt;
|- &lt;br /&gt;
| Unbreakable || Tier 0 || The character can now use Fatigue if they are out of Will.  Fatigue recovers slower than normal Will (see above), but otherwise functions identically to spending Will.&lt;br /&gt;
|-&lt;br /&gt;
| Willed Ahead (Tough II) || Tier 1 || A point of Will can be spent to add four dice to any &amp;quot;Heal Wounds&amp;quot; roll.&lt;br /&gt;
|-&lt;br /&gt;
| Hardened (Driven II) || Tier 1 || It no longer costs Will to enter combat, sprint, or force march.&lt;br /&gt;
|-&lt;br /&gt;
| Iron Will (Unbreakable II) || Tier 1 || Add 6 Power Points to the character's Will track.&lt;br /&gt;
|-&lt;br /&gt;
| Ain't Got Time To Bleed (Tough III) || Tier 2 || A point of Will can be spent to delay the onset of Bleeding Out when Mortally wounded by 120 ticks (1 minute).&lt;br /&gt;
|-&lt;br /&gt;
| Unshakeable (Driven III) || Tier 2 || Ignore a point of environmental/situational penalties on all non combat rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Tireless (Unbreakable III) || Tier 2 || Recover an additional point of Will per day.  Staying up all night only costs 1 Will.&lt;br /&gt;
|-&lt;br /&gt;
| Painless (Tough IV) || Tier 3 || Suffer 2 less wound penalties (essentially subtract 2 from all of the columns).  A point of Will can be spent to ignore all wound penalties for a single action&lt;br /&gt;
|-&lt;br /&gt;
| Refuse to Lose (Driven IV) || Tier 3 || Spend a free point of Will every scene.&lt;br /&gt;
|-&lt;br /&gt;
| Unstoppable (Unbreakable IV) || Tier 3 || The character can now convert Fatigue into Exhaustion.  Exhaustion recovers slower than normal Will (see above), but otherwise functions identically to spending Will.   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fate ==&lt;br /&gt;
Fate represents how much control the character possesses over the will of the universe.  Similar to Will, Players spend points of Fate to either mitigate unfortunate circumstances or to activate powerful abilities.  Everyone has access to a universal set of Powers as well as a Theme-specific set of powers.  Just like Will, Fate has a secondary state called Apathy which takes over when Fate points run out.  Running completely out of Fate and then filling all available Fate boxes with Apathy ('X's) is extremely dangerous as the character has essentially lost touch with their personal reality.  This puts them in a state called Ennui, a listless and utterly disengaged state where the character will find it hard to engage in anything at all.  Entering Ennui costs the character a permanent point of Fate.  Additionally they effectively operate as though they had a -4 wound (stacks with real wound penalties).  This penalty cannot be mitigated by any means whatsoever besides completely removing all Apathy.&lt;br /&gt;
&lt;br /&gt;
=== Recovering Fate ===&lt;br /&gt;
Fate is a meta-concept and as such is not directly tied to character action.  The following situations allow a character to recover Fate.  Unlike Fatigue, Apathy is slightly easier to get rid of (Two points of recovered Fate will remove a point of Apathy).&lt;br /&gt;
* One point of Fate is recovered each session.  &lt;br /&gt;
* One point of Fate is recovered when a player successfully completes an Immediate goal.  &lt;br /&gt;
* All Fate is recovered whenever a player completes a Personal Objective or a Story is completed.&lt;br /&gt;
&lt;br /&gt;
=== Universal Fate Powers ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Intrepid || Tier 0 || The character can spend a point of fate to reroll any roll.  The new roll replaces the previous roll, even if worse.&lt;br /&gt;
|-&lt;br /&gt;
| Faterunner || Tier 0 || The character can now convert Fate into Apathy.  Apathy must be first converted into Fate to be recovered (1 fate point will do this), but otherwise functions identically to spending Fate.   &lt;br /&gt;
|-&lt;br /&gt;
| Intrepid II|| Tier 1 || A point of Fate can be spent to force an opponent to reroll a single roll made against you.&lt;br /&gt;
|-&lt;br /&gt;
| Faterunner II|| Tier 1 || Whenever you earn a Story Point spot award, you can instead recover three points of Fate.&lt;br /&gt;
|-&lt;br /&gt;
| Intrepid III|| Tier 2 || A point of Fate can be spent to reroll a single roll.  Keep whichever roll you prefer.&lt;br /&gt;
|-&lt;br /&gt;
| Faterunner III|| Tier 2 || Recover an additional Fate per session.&lt;br /&gt;
|-&lt;br /&gt;
| Intrepid IV|| Tier 3 || A point of Fate can be spent to reroll all failures on a single roll.&lt;br /&gt;
|-&lt;br /&gt;
| Faterunner IV|| Tier 3 || All hostile actions taken against you suffer a -1 penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Adventurer Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Adventurer Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Intrepid || Basic || The adventurer is completely immune to the effects of fear and intimidation (but not suggestion/mind control).  They still feel and are aware of these emotions, but they are not negatively affected by them.  Additionally the Adventurer naturally recovers one point of Fatigue per night of sleep.  &lt;br /&gt;
|-&lt;br /&gt;
| Fool’s Luck || Advanced || Whenever the Adventurer spends Fate to Re-roll (through either version of Better Luck Next Time), they add 2 dice to the second roll.&lt;br /&gt;
|- &lt;br /&gt;
| Destiny’s Chosen || Master || The adventurer’s luck knows no limits.  They must be in desperate need for *something*, whether it is water or a sword or a bottle of Tequila.  They name what they want, spend a point of fate and roll their Fate against a TN set by the GM based on how audacious the request is.  If they score 2 successes the Adventurer has some hint of where it is.  If they score 4 successes they will know where it is and be able to find it within twenty seconds.  If they score 6 successes they either have it on their person or find it lying on the ground unnoticed.  &lt;br /&gt;
|-&lt;br /&gt;
| FateRunner || Final || The adventurer gets back three points of Fate per day of rest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Destroyer Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Destroyer Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Berserker || Tier 0 || Whenever the Destroyer takes a point of damage (Normal Wound), their next offensive action taken within 20 ticks is at a +3 bonus.  Any defensive actions taken before then are at a -3 penalty.&lt;br /&gt;
|-&lt;br /&gt;
| Rage || Tier 1 || The Destroyer gains a point of Fate whenever they destroy something of significance to them.&lt;br /&gt;
|-&lt;br /&gt;
| Wrath || Tier 2 || When taking an action in pursuit of the object of their malcontent, the Destroyer can spend a point of Fate to make a separate roll, in addition to their normal action roll.  The roll is Fate(3).  If half (round up) of the dice come up successes the character can refund the point of Fate.  Each success is added to the first roll as a success.  The Destroyer suffers 2-Successes damage.      &lt;br /&gt;
|-&lt;br /&gt;
| Fate's End || Final || The character must spend Fate equal to their Fate Rating (incurring Apathy as necessary) and choose a target that must be Destroyed.  Every time they roll an attack against that target they roll their Fate as well against a TN of 7.  Each success adds to their attack’s successes.  Each failure does a point of damage to themselves.  The power does not recede until one of them dies or is incapacitated or otherwise removed from combat.   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maker Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Maker Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Insight || Tier 0 || The Maker knows more than they can usually remember.  By spending a point of Fate on any secondary skill roll the Architect can add their Fate rating to the roll.  The player can also spend a point of fate and simply ask the GM for direction.  This is resolved through a pure Fate roll (TN: 3).  If the Maker scores 2 or more successes the GM is compelled to offer helpful advice (4+ should give clear, effective direction).  The GM is of course always able to decline the ability and refund the Fate but that's boring.  &lt;br /&gt;
&lt;br /&gt;
| Hyperfocus || Tier 1 || The Maker can spend Fate to add directly to their attributes at a rate of 1 fate per 2 points of attribute.  This bonus cannot be used on combat but otherwise lasts for an entire scene or until the character is either seriously interrupted or takes any damage.  &lt;br /&gt;
|-&lt;br /&gt;
| Discipline || Tier 2 || The maker recovers Apathy just like Fate (that is, 1 point of fate erases a point of apathy completely).  The maker can also invoke branches as support skills.&lt;br /&gt;
|- &lt;br /&gt;
| Predestined || Tier 3 || The Maker spends a point of Fate before making any roll and specifies a number of successes for the roll, up to a maximum of half their Fate rating.  If they roll less than that value on the roll, double their successes.  If they roll exactly the number specified.  If they roll more than the number reduce their successes to the value specified and they gain back the point of Fate.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Master Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Master Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Conceit || Tier 0 || The Master learns from every mistake.  Whenever they fail a skill roll of any kind (1 or fewer successes) with at least 6 dice (after bonuses/penalties), they gain learning points for that skill equal to margin of failure.  &lt;br /&gt;
|-&lt;br /&gt;
| Expertise || Tier 1 || Every time the Master gains a full point of Focus, Awareness, or Prowess they roll their Fate (TN 2), and add successes as character points to the new attribute (cannot yield more than half of the new cost, anything in excess simply restores Fate)&lt;br /&gt;
|- &lt;br /&gt;
| Mastery || Tier 2 || The Master does not tolerate failure.  Before making any roll they can spend a point of Fate to add one to their effective skill (or TN) up to maximum of 7.  &lt;br /&gt;
|-&lt;br /&gt;
| Perfection || Tier 3 || The Master picks a Skill tree root, then adds a 3rd full skill dot to the root (does not count for CP purposes if the Master doesn't already have both dots completely filled).  This will allow the Master to potentially roll against TN 8.    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Justicar Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Justicar Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Honor || Basic || The Noble can spend a point of fate to roll Awareness(Deception) whenever in the presence of an adversary (they must know this person to be an enemy/foe).  2 successes will reveal their immediate intent towards the Noble.  3 successes will reveal their immediate intent towards the Noble’s Party.  4 successes will reveal their long term intent.  5 successes+ will begin revealing secrets.  &lt;br /&gt;
|-&lt;br /&gt;
| Truth || Advanced || The Noble is a champion of truth.  By spending a point of Fate they can compel anyone to produce the truth.  The noble must roll Awareness(Impress) + Fate/2, contested against Focus(Introspect).  The noble must net 2 successes for the effect to work completely.  If the noble fails but scored at least 2 successes on their individual roll they still can detect what statements are true and what ones are false.  Regardless of the net outcome of the roll the subject is completely unaware of this effect unless they themselves scored 3 successes.  The roll can only be made for a single subject declared before the roll.  &lt;br /&gt;
|- &lt;br /&gt;
| Justice || Master || At the beginning of any combat with a known dishonorable foe, the Noble can suffer one point of Apathy.  Until that combat is over or the enemy defeated they can spend Will as Fate and vice versa whenever making rolls against this enemy.   &lt;br /&gt;
|-&lt;br /&gt;
| Balance || Final || By spending a point of Fate the Noble condemns his chosen enemy to his own fate.  Whenever he takes damage, his chosen enemy suffers the exact same amount of damage (even if the damage is delivered via a third party).  The chosen enemy cannot be an honest or honorable one and this effect lasts for a scene.    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Protector Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Protector Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Righteous Shield || Basic || The Protector wields their purity of spirit to arrest any transgression.  The character can spend a point of Fate to add their Fate rating to any defensive action they or one of their allies takes.  &lt;br /&gt;
|-&lt;br /&gt;
| Boon || Advanced || By spending a point of Fate the Protector can have every member of their party (except themselves) add two dice to the next action they each take.  This action has to be done within 40 ticks and must be in the interests of the Protector who used this power (they have final authority over whether to grant the dice or not). &lt;br /&gt;
|- &lt;br /&gt;
| Righteous Strike || Master || This power can only be used against an adversary the Protector believes has overstepped the boundaries of natural law, it is a strike that conjures the will of the universe to set the world right.  For every point of Fate spent the protector can have the single strike take on one of the following effects (each can be chosen only once, therefore the Protector can spend up to 4 points on this attack):  Attack cannot miss (add 2 successes to the attack), Attack cannot be defended (reduce defense roll successes to 0), Attack does +4 damage, Attack does 2 points of damage directly to Normal Wounds (ignores Armor and Temporary Wounds but the strike must still land).      &lt;br /&gt;
|-&lt;br /&gt;
| Divine Intervention || Final || The protector’s will is supreme.  By taking a point of Apathy AND spending a point of Fatigue the Protector can cancel all effects of a single attack against any Ally.  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Abilities_and_Powers</id>
		<title>Abilities and Powers</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Abilities_and_Powers"/>
				<updated>2014-11-25T00:30:10Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Powers]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This section details the special Abilities available to characters which allow them to uniquely manipulate their game environment outside of the scope of the basic rolling mechanics.  The powers break down into Will and Fate powers.  Will abilities function as a universal set of abilities available to anyone whereas Fate powers have both a universal component and a Theme-specific component.  Generally Abilities can be used at any time as long as the player is willing to spend the points of Will or Fate.  That said each individual power must be purchased with Story Points so not all characters have access to all powers.&lt;br /&gt;
&lt;br /&gt;
'''Note:  Only one Power (Fate) or Ability (Will) can affect any given test.  The same Power or Ability can be used multiple times on the same test (if applicable), but they cannot be mixed and matched.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Will ==&lt;br /&gt;
Will represents how hardened a character is, how much effort they can direct towards a goal or objective before they break.  All characters in Fatewalker possess Will and use it routinely.  To &amp;quot;spend&amp;quot; a point of Will a player puts a '/' in an available box of will (this is called spending a point of will).  Once all of the boxes are filled with '/'s, the player can continue to spend will by putting 'X's (this is called gaining a point of '''Fatigue''').  Once all available boxes of Will are filled with Fatigue, the character is now consider Exhausted and cannot willfully perform any task requiring the expenditure of Will and should they be forced to will instead take a point of Normal Wounds (bypassing Temporary Wounds).&lt;br /&gt;
&lt;br /&gt;
=== Recovering Will ===&lt;br /&gt;
The primary way to recover Will is through rest or meditation.  Typically a solid night’s rest can restore 1-3 points of Will, depending on conditions and how restful their night is.  Fatigue is more difficult to recover and instead takes two points of recovered Will to turn an 'X' into a '/', and then one more point to erase the '/'.  This means players should make judicious use to Fatigue.&lt;br /&gt;
&lt;br /&gt;
=== Basic Will Expenditures ===&lt;br /&gt;
A point of Will is expended during the following mundane tasks.&lt;br /&gt;
&lt;br /&gt;
* Initiating Combat&lt;br /&gt;
* Travelling all day&lt;br /&gt;
* Force Marching (in addition to the 1 for travelling)&lt;br /&gt;
* Sprinting (1 point for every 30 ticks of sprinting ... which usually will cover an individual sprint scene)&lt;br /&gt;
* Distance running&lt;br /&gt;
&lt;br /&gt;
=== Will Abilities ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This chart outlines all Will Abilities.  All characters start with the Basic abilities, however everything else must be purchased with SP.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Fortitude || Basic || The character can spend a point of Will to ignore a point of damage.  &lt;br /&gt;
|-&lt;br /&gt;
| Driven || Basic || The character can spend a point of will to add 2 dice to any roll directly related to survival or a goal/objective.  This ability must be used before dice are rolled.&lt;br /&gt;
|- &lt;br /&gt;
| Resilient || Basic || The character can spend a point of Will to ignore wound penalties for any single action.&lt;br /&gt;
|-&lt;br /&gt;
| Focused Will || Advanced || The character can recover will through focused meditation or relaxation in addition to sleep.  It takes 1 hour and recovers 1 Will and the time must be uninterrupted (can only be done once per day).  In most cases this will simply allow characters to recover an extra point of Will a day.&lt;br /&gt;
|-&lt;br /&gt;
| Fortitude II || Advanced || The character can spend 2 points of Will to ignore 3 points of damage.&lt;br /&gt;
|-&lt;br /&gt;
| Driven II || Advanced || The character can spend 2 points of Will to add 5 dice to any roll directly related to survival or a goal/objective.&lt;br /&gt;
|-&lt;br /&gt;
| Hardened || Advanced || Combat no longer costs a point of Will.  The character can spend a point of will to ignore wound penalties for 60 ticks.  &lt;br /&gt;
|-&lt;br /&gt;
| Iron Will || Master || Something compelling.&lt;br /&gt;
|-&lt;br /&gt;
| Will To Live || Master || Whenever the character is dying they can spend a point of Will to stop the bleeding for an additional 120 ticks.  They can also spend 3 points of Will to prevent 5 points of damage.&lt;br /&gt;
|-&lt;br /&gt;
| Driven III || Master || The character can spend 3 points of Will to add 10 dice to any roll directly related to survival or a goal/objective.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fate ==&lt;br /&gt;
Fate represents how much control the character possesses over the will of the universe.  Similar to Will, Players spend points of Fate to either mitigate unfortunate circumstances or to activate powerful abilities.  Everyone has access to a universal set of Powers as well as a Theme-specific set of powers.  Just like Will, Fate has a secondary state called Apathy which takes over when Fate points run out.  Running completely out of Fate and then filling all available Fate boxes with Apathy ('X's) is extremely dangerous as the character has essentially lost touch with their personal reality.  This puts them in a state called Ennui, a listless and utterly disengaged state where the character will find it hard to engage in anything at all.  Entering Ennui costs the character a permanent point of Fate.  Additionally they effectively operate as though they had a -4 wound (stacks with real wound penalties).  This penalty cannot be mitigated by any means whatsoever besides completely removing all Apathy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Recovering Fate ===&lt;br /&gt;
Fate is a meta-concept and as such is not directly tied to character action.  The following situations allow a character to recover Fate.  Unlike Fatigue, Apathy is slightly easier to get rid of (Two points of recovered Fate will remove a point of Apathy).&lt;br /&gt;
* One point of Fate is recovered each session.  &lt;br /&gt;
* One point of Fate is recovered when a player successfully completes an Immediate goal.  &lt;br /&gt;
* All Fate is recovered whenever a player completes a Personal Objective or a Story is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Fate Powers ===&lt;br /&gt;
Characters begin play with ALL Basic Fate powers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Save Your Sorry Ass || Basic || The character can burn a permanent point of Fate to rollback any action done by or to them that would result in their own death or tragic failure.  The action simply fails instead, unless failure is what doomed them in which case they score the equivalent of “Base Success”.  &lt;br /&gt;
|-&lt;br /&gt;
| Better Luck Next Time || Basic || The character can spend a point of fate to reroll any roll.  The new roll replaces the previous roll, even if worse.&lt;br /&gt;
|- &lt;br /&gt;
| Divine Providence || Advanced || The character can spend a point of fate to force a reroll of any roll made against them.  The second roll stands.  &lt;br /&gt;
|-&lt;br /&gt;
| Not My Time || Master || The character spends a point of fate and immediately stops dying.  They have a full hour before they begin to again suffer the effects of dying.  They also halve any wound penalties during this time.  Can only be used when dying.  &lt;br /&gt;
|-&lt;br /&gt;
| Fate’s Chosen || Advanced || The character can recover 2 points of fate for completing a goal, 1 for failing a goal, half of their Fate (round up) when failing a Personal Objective.&lt;br /&gt;
|-&lt;br /&gt;
| My Sorry Ass is Saved! (SYSA II) || Master || Instead of paying a permanent point of Fate on a SYSA the character can instead pay 3 Apathy.&lt;br /&gt;
|-&lt;br /&gt;
| Much Better Luck Next Time || Advanced || The character spends a point of fate to reroll all failures on any roll, keeping their successes. &lt;br /&gt;
|-&lt;br /&gt;
| Fate's Vessel || Master || The character can store four additional points of fate.  These take 2 points of fate to recover (and only 2 of them are filled whenever “all fate is restored” such as at the end of a story), but otherwise are fully functional fate points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Adventurer Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Adventurer Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Intrepid || Basic || The adventurer is completely immune to the effects of fear and intimidation (but not suggestion/mind control).  They still feel and are aware of these emotions, but they are not negatively affected by them.  Additionally the Adventurer naturally recovers one point of Fatigue per night of sleep.  &lt;br /&gt;
|-&lt;br /&gt;
| Fool’s Luck || Advanced || Whenever the Adventurer spends Fate to Re-roll (through either version of Better Luck Next Time), they add 2 dice to the second roll.&lt;br /&gt;
|- &lt;br /&gt;
| Destiny’s Chosen || Master || The adventurer’s luck knows no limits.  They must be in desperate need for *something*, whether it is water or a sword or a bottle of Tequila.  They name what they want, spend a point of fate and roll their Fate against a TN set by the GM based on how audacious the request is.  If they score 2 successes the Adventurer has some hint of where it is.  If they score 4 successes they will know where it is and be able to find it within twenty seconds.  If they score 6 successes they either have it on their person or find it lying on the ground unnoticed.  &lt;br /&gt;
|-&lt;br /&gt;
| FateRunner || Final || The adventurer gets back three points of Fate per day of rest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Architect Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Architect Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Hyperfocus || Basic || The architect can spend Fate to add directly to their focus attribute at a rate of 1 fate per 2 focus.  This bonus lasts for an entire scene or until the character is either seriously interrupted or takes any damage.  &lt;br /&gt;
|-&lt;br /&gt;
| Discipline || Advanced || The architect recovers Apathy just like Fate (that is, 1 point of fate erases a point of apathy completely)&lt;br /&gt;
|- &lt;br /&gt;
| Insight || Master || The architect knows more than they can usually remember.  By spending a point of Fate on any knowledge check the Architect can add their Fate rating to the roll.  The player can also spend a point of fate and simply ask the GM for direction.  This is resolved through a pure Fate roll (TN: 3).  If the Architect scores 2 or more successes the GM is compelled to offer helpful advice (4+ should give clear, effective direction).  The GM is of course always able to decline the ability and refund the Fate but that's boring.  &lt;br /&gt;
|-&lt;br /&gt;
| Math Hack || Final || The Architect spends a point of Fate before making any roll and specifies a number of successes for the roll, up to a maximum of half their Fate rating.  If they roll less than that value on the roll, double their successes.  If they roll more than the number reduce their successes to the value specified and they gain back a point of Fate.  If they roll exactly the number specified, double the successes and refund the point of fate. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Destroyer Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Destroyer Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Wrath || Basic || When taking an action in pursuit of the object of their malcontent, the destroyer can spend a point of fate to make a separate roll, in addition to their normal action roll.  The roll is Fate(2).  Each success is added to the roll as a success.  If half (round up) of the dice come up successes the character can restore a point of Fate.  If they all come up failure the player suffers a point of Apathy.  &lt;br /&gt;
|-&lt;br /&gt;
| Rage || Advanced || Whenever the character takes a point of damage (Normal Wound), their next offensive action taken within 20 ticks is at a +3 bonus.  Any defensive actions taken before then are at a -3 penalty.&lt;br /&gt;
|- &lt;br /&gt;
| Wrath II || Master || Functions as Wrath, just with a TN of 4 and gain a point of apathy for scoring 2 or less successes. &lt;br /&gt;
|-&lt;br /&gt;
| Fate's End || Final || The character must spend Fate equal to their Fate Rating (incurring Apathy as necessary) and choose a target that must be destroyed.  Every time they roll an attack against that target they roll their Fate as well against a TN of 7.  Each success adds to their roll’s successes.  Each failure does a point of damage to themselves.  The power does not recede until one of them dies or is incapacitated.   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Master Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Master Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Conceit || Basic || The Master learns from every mistake.  Whenever they fail a skill roll of any kind (1 or fewer successes) with at least 5 dice, they gain learning points for that skill equal to margin of failure.  &lt;br /&gt;
|-&lt;br /&gt;
| Expertise || Advanced || Every time the Master gains a full point of Focus, Awareness, or Prowess they roll their Fate (TN 2), and add successes as character points to the new attribute (cannot yield more than half of the new cost, anything in excess simply restores Fate)&lt;br /&gt;
|- &lt;br /&gt;
| Mastery || Master || The Master is not used to failure.  Before making any roll they can spend a point of Fate to add one to their effective skill (or TN) up to maximum of 7.  &lt;br /&gt;
|-&lt;br /&gt;
| Perfection || Final || The Master picks a Skill tree root, then adds a 3rd full skill dot to the root (does not count for CP purposes if the Master doesn't already have both dots completely filled).  This will allow the Master to potentially roll against TN 8.    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Noble Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Noble Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Honor || Basic || The Noble can spend a point of fate to roll Awareness(Deception) whenever in the presence of an adversary (they must know this person to be an enemy/foe).  2 successes will reveal their immediate intent towards the Noble.  3 successes will reveal their immediate intent towards the Noble’s Party.  4 successes will reveal their long term intent.  5 successes+ will begin revealing secrets.  &lt;br /&gt;
|-&lt;br /&gt;
| Truth || Advanced || The Noble is a champion of truth.  By spending a point of Fate they can compel anyone to produce the truth.  The noble must roll Awareness(Impress) + Fate/2, contested against Focus(Introspect).  The noble must net 2 successes for the effect to work completely.  If the noble fails but scored at least 2 successes on their individual roll they still can detect what statements are true and what ones are false.  Regardless of the net outcome of the roll the subject is completely unaware of this effect unless they themselves scored 3 successes.  The roll can only be made for a single subject declared before the roll.  &lt;br /&gt;
|- &lt;br /&gt;
| Justice || Master || At the beginning of any combat with a known dishonorable foe, the Noble can suffer one point of Apathy.  Until that combat is over or the enemy defeated they can spend Will as Fate and vice versa whenever making rolls against this enemy.   &lt;br /&gt;
|-&lt;br /&gt;
| Balance || Final || By spending a point of Fate the Noble condemns his chosen enemy to his own fate.  Whenever he takes damage, his chosen enemy suffers the exact same amount of damage (even if the damage is delivered via a third party).  The chosen enemy cannot be an honest or honorable one and this effect lasts for a scene.    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Protector Fate Powers ===&lt;br /&gt;
These fate powers are available to characters following the Protector Theme.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Righteous Shield || Basic || The Protector wields their purity of spirit to arrest any transgression.  The character can spend a point of Fate to add their Fate rating to any defensive action they or one of their allies takes.  &lt;br /&gt;
|-&lt;br /&gt;
| Boon || Advanced || By spending a point of Fate the Protector can have every member of their party (except themselves) add two dice to the next action they each take.  This action has to be done within 40 ticks and must be in the interests of the Protector who used this power (they have final authority over whether to grant the dice or not). &lt;br /&gt;
|- &lt;br /&gt;
| Righteous Strike || Master || This power can only be used against an adversary the Protector believes has overstepped the boundaries of natural law, it is a strike that conjures the will of the universe to set the world right.  For every point of Fate spent the protector can have the single strike take on one of the following effects (each can be chosen only once, therefore the Protector can spend up to 4 points on this attack):  Attack cannot miss (add 2 successes to the attack), Attack cannot be defended (reduce defense roll successes to 0), Attack does +4 damage, Attack does 2 points of damage directly to Normal Wounds (ignores Armor and Temporary Wounds but the strike must still land).      &lt;br /&gt;
|-&lt;br /&gt;
| Divine Intervention || Final || The protector’s will is supreme.  By taking a point of Apathy AND spending a point of Fatigue the Protector can cancel all effects of a single attack against any Ally.  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Main_Page</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Main_Page"/>
				<updated>2014-11-07T20:29:55Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to the Fading Suns wiki ==&lt;br /&gt;
This wiki is being used to house information about various active Fading Suns campaigns occurring in New England.  Navigate as appropriate below  &lt;br /&gt;
* [[Dube's Fading Suns Master Campaign Page]]&lt;br /&gt;
* [[Fatewalker Mechanics | Dube's Fading Suns Custom Mechanics]]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:PCs | Cast]] ==&lt;br /&gt;
* [[Lucius Cassius]] as The Naturalist&lt;br /&gt;
* [[Hassim Hallashiid]] as The Adventurer&lt;br /&gt;
* [[Benvolio Hawkwood]] as The Questing Knight&lt;br /&gt;
* [[No Tsuna Li Halan]] as The Penitent Samurai&lt;br /&gt;
* [[Russel Sandoz]] as The Church Psychic&lt;br /&gt;
* [[Tessa]] as The Mysterious Pilot&lt;br /&gt;
* [[Jacob Walker]] as The Cowboy Priest&lt;br /&gt;
* [[Deus Vult]] as The Brilliant Engineer&lt;br /&gt;
&lt;br /&gt;
== [[:Category:NPCs | Supporting Characters]] ==&lt;br /&gt;
* [[Mossodie Samake]] as The Evil Cowboy&lt;br /&gt;
* [[Ethan Trueye]] as The Questgiver&lt;br /&gt;
* [[Kainen]] as The Swordsman&lt;br /&gt;
* [[Voka]] as The Alien&lt;br /&gt;
* [[Marcus Sorban]] as The Inquisitor&lt;br /&gt;
* [[Daniel Andersson]] as The Man Who Cannot Die&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Places | Locations]] ==&lt;br /&gt;
* [[Barter]]&lt;br /&gt;
* [[Hargard]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Some quick starting points ==&lt;br /&gt;
&lt;br /&gt;
* [[Special:Categories]]&lt;br /&gt;
* [[Special:Newpages]] - newly added nodes&lt;br /&gt;
* [[Special:Recentchanges]] - recently updated nodes&lt;br /&gt;
* [[Special:Allpages]] - ALL pages... maybe you should try &amp;quot;search&amp;quot;?&lt;br /&gt;
* [http://shadowland.cathartic.org/ The Blog]&lt;br /&gt;
&lt;br /&gt;
== General Wiki points ==&lt;br /&gt;
&lt;br /&gt;
* Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Starting_a_new_page Create a New Page]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [http://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Barter</id>
		<title>Barter</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Barter"/>
				<updated>2014-11-07T18:44:35Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: /* Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A giant space station made from a ton of ships welded together.  Jump capable.  Has a modest defense fleet and legions of camp followers and other hangers-on.&lt;br /&gt;
&lt;br /&gt;
A wretched hive of scum and villainy, and therefore awesome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Barter is a colossal, jump capable starship graveyard that is owned and operated by the Scravers Guild.  It is the largest man made object in space, larger than any space station, any dock, any waypoint.  While not comparable to the mass of a jump gate, some rare Anunnaki relics, or perhaps some as of yet undiscovered Vautech, it is otherwise bigger than anything else out there.  Essentially Barter is the result of dozens if not hundreds of ships being riveted, lashed, and welded together over the course of centuries.  Anything that can be sold, has been or is currently being sold on Barter.  It is able to fend off church inquisition with the ardent help of rich and bored nobles whose routine business keeps the space junkyard of sin operational.&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
&lt;br /&gt;
The [[Juggernaut]], the massive 2nd republic dreadnaught owned and operated by the Scravers forms the heart of Barter.  When its engines fire, Barter moves.  When it jumps, Barter jumps.  The only parts of the station the Scravers guarantee will make every relocation and jump are the primary docks and market, the waste processing facility, the oxygen and agra facility, and the tram.  Everything else has to opt-in, which for system movement means either synchronizing their engines with the Juggernaut's, or making sure the plasma latches and welding jobs are top notch.  &lt;br /&gt;
&lt;br /&gt;
The same general statement applies to jumping, any ship or station section without either a jump envelope or a synchronized jump engine is left behind.  Since it takes well over a month for Barter to move from the inner planets to a jump gate, any sector which does not have an operating jump drive or has successfully contracted a jump envelope is labelled a [[Black Sector]].  Sections and pieces of the station are left behind every jump.&lt;br /&gt;
&lt;br /&gt;
Yet Barter is more than just the station proper.  A massive trade fleet follows it at all times, often times housing the bulk goods bought and sold daily in the station's markets.  It makes little sense to bring thirty-seven metric tons of Bulgur through the stations docks, only to have another trader purchase the bulk goods and immediately ship it away.  Other services not easily available on the station can also be found in the trade fleet.  Finally the Avestites have committed one of their few war ships to the &amp;quot;defense&amp;quot; of Barter's &amp;quot;interests&amp;quot; and it stands Vigil at all times in the event a wayward soul is found to have strayed from the light of the Pancreator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Law, Order, and Anarchy ==&lt;br /&gt;
&lt;br /&gt;
Barter is not a completely &amp;quot;free&amp;quot; place and it operates under a loose set of regulations and guidelines brutally enforced by the Scravers, a grim necessity when so much value is located in such small space.  &lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons are segregated into five loose categories, with each sector of the station clearly demarcating what maximum category is allowed, and what category will get you spaced.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level/Title !! Weapons Allowed !! Places Allowed&lt;br /&gt;
|-&lt;br /&gt;
| 1 - Major Hazard to Station || High-yield explosives, Anti-ship weapons || Not allowed on Barter (can still be purchased from [[Freeport]] or [[The Armory]])&lt;br /&gt;
|-&lt;br /&gt;
| 2 - Minor Hazard to Station || Low-yield explosives, Plasma weapons, Rail Guns, Wireblades || Only [[The Armory]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 - Major Hazard to Occupants || Non explosive grenades, Laser Weapons, Slug Throwers, Flame Weapons, Crossbows, Power Armor, Assault/Battle Shields || [[Freeport]], [[Rax]], [[Nuclear Wrestler]], [[Nick's Space Bar]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 - Minor Hazard to Occupants || Melee and Thrown weapons, Tasers, Plasteel Armor, Personal and Duelling Shields || Just about everywhere&lt;br /&gt;
|-&lt;br /&gt;
| 5 - none || Hands and Feet || [[Highlane]], [[The Alley]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Goods and Services ===&lt;br /&gt;
Goods and services are segregated into where they can be purchased.  While there exists plenty of overlap, there are only four markets on Barter (3 public, one private) and each has their specialty.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Market !! Primary goods and services&lt;br /&gt;
|-&lt;br /&gt;
| [[The Zocalo]] || All commodities and services required to survive, both low and high class.  The biggest and most boring market to intrepid adventurers.  Also the &amp;quot;safest&amp;quot; market. &lt;br /&gt;
|-&lt;br /&gt;
| [[Freeport]] || The premier destination for adventurers, almost anything can be easily found in freeport that isn't explicitly banned by either the Scravers or the Avestites.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Armory]] || The armory is where all dangerous munitions can be bought and sold.  If anything goes wrong, the Scravers space the entire sector, no questions asked.&lt;br /&gt;
|-&lt;br /&gt;
| [[Underspace]] || This anonymous, secret, and mobile market sets up shop at a different time and place every day.  All of the most antinomous, heretical, and plainly depraved goods and services are peddled here. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living Quarters ===&lt;br /&gt;
The vast majority of barter is dedicated to living quarters, a typically boring yet critical piece of station infrastructure.  Living quarters fall into the following labels which are largely used by the populace to demarcate a loose social structure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sector Color !! Quality&lt;br /&gt;
|-&lt;br /&gt;
| Gold || The highest end long-term quarters.  Spacious, highly advanced, and with high end services.  All of the gold sectors have access to private shuttle docks.   &lt;br /&gt;
|-&lt;br /&gt;
| Green || Green sectors are safe, fully functional, and have easy access to the [[Tram]] and the markets.  &lt;br /&gt;
|-&lt;br /&gt;
| Yellow || The yellow sectors are about the worst, long term quarters anyone would willfully opt to live in.  Security isn't terrible but nothing is guaranteed either.  Running water and an odor-free environment is about the best Yellow-sector-dwellers can hope for.&lt;br /&gt;
|-&lt;br /&gt;
| Red || Nothing is guaranteed in a Red sector.  Water, sewage, oxygen, security, heat.  These are all question marks in red sectors.&lt;br /&gt;
|-&lt;br /&gt;
| [[Black Sector|Black]] || Black sectors have one thing in common:  They may not be there next time the engines or jump drives fire up.  To this end their bulkheads are automatically sealed off during all acceleration/deceleration and jump maneuvers, regardless of who is inside at the time.   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
The following locations can be found within the Barter superstructure&lt;br /&gt;
&lt;br /&gt;
*[[Juggernaut]]:  The Scraver dreadnaught at the heart of Barter.&lt;br /&gt;
*[[The Pier]]:  The primary shipping and receiving docks for the station.&lt;br /&gt;
*[[The Zocalo]]:  The primary commerce center, focusing on legal everyday goods.&lt;br /&gt;
*[[Freeport Docks]]:  The &amp;quot;free&amp;quot; docks of the station with fewer restriction than the Pier.&lt;br /&gt;
*[[Freeport]]:  The &amp;quot;free&amp;quot; commercial zone where most illegal things can be purchased.&lt;br /&gt;
*[[Underspace]]:  The secret black market where all of the worst things and services in the galaxy can be purchased.&lt;br /&gt;
*[[Rax]]:  A specialized housing and docking structure strictly for mercenaries.&lt;br /&gt;
*[[The Armory]]:  The only place on the station where highly destructive weapons and explosives can be legally purchased.&lt;br /&gt;
*[[Highlane]]:  A casino/resort/bar for rich and well off patrons.&lt;br /&gt;
*[[The Nuclear Wrestler]]:  The casino for everyone else.&lt;br /&gt;
*[[The Alley]]:  The only dedicated brothel of Barter.&lt;br /&gt;
*[[Green Village]]:  Upper-end housing.&lt;br /&gt;
*[[The Blue 7]]:  Middle-income housing just off of the Zocalo.&lt;br /&gt;
*[[Red 1-12]]:  Various general purpose housing zones.&lt;br /&gt;
*[[Last Chance]]:  The public infirmary.&lt;br /&gt;
*[[Hell]]:  The tiny Orthodox temple.&lt;br /&gt;
*[[Dung City]]:  Cheapest, sustainable housing on Barter.&lt;br /&gt;
*[[Nick's Space Bar]]:  A middle class bar away from the markets with its own dock.&lt;br /&gt;
*[[The Pit]]:  The waste processing facility.&lt;br /&gt;
*[[Winny's Jungle]]:  The Agra facility. &lt;br /&gt;
*[[Black Sector]]:  Any sector without a functioning or connected jump drive.  The slums.&lt;br /&gt;
&lt;br /&gt;
*[[Tram]]:  There are various tram lines and they connect different parts of the station.&lt;br /&gt;
&lt;br /&gt;
The following locations are part of the Barter Fleet.&lt;br /&gt;
*[[Elwin's Pleasure Dome]]:  Exotic, high end Casino for the ultra rich.&lt;br /&gt;
*[[Jessie's Fixit]]:  Low rent repair dock.&lt;br /&gt;
*[[Fellow's Garage]]:  Official Engineer repair dock.&lt;br /&gt;
*[[Vigil]]:  Temple Avesti's permanently assigned Destroyer.&lt;br /&gt;
*[[The Fleet]]:  The two dozen or so Scraver Cruisers, Destroyers, Frigates, and Fighters that escort Barter.&lt;br /&gt;
&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Barter</id>
		<title>Barter</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Barter"/>
				<updated>2014-11-07T18:41:46Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;A giant space station made from a ton of ships welded together.  Jump capable.  Has a modest defense fleet and legions of camp followers and other hangers-on.  A wretched hive...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A giant space station made from a ton of ships welded together.  Jump capable.  Has a modest defense fleet and legions of camp followers and other hangers-on.&lt;br /&gt;
&lt;br /&gt;
A wretched hive of scum and villainy, and therefore awesome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Barter is a colossal, jump capable starship graveyard that is owned and operated by the Scravers Guild.  It is the largest man made object in space, larger than any space station, any dock, any waypoint.  While not comparable to the mass of a jump gate, some rare Anunnaki relics, or perhaps some as of yet undiscovered Vautech, it is otherwise bigger than anything else out there.  Essentially Barter is the result of dozens if not hundreds of ships being riveted, lashed, and welded together over the course of centuries.  Anything that can be sold, has been or is currently being sold on Barter.  It is able to fend off church inquisition with the ardent help of rich and bored nobles whose routine business keeps the space junkyard of sin operational.&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
&lt;br /&gt;
The [[Juggernaut]], the massive 2nd republic dreadnaught owned and operated by the Scravers forms the heart of Barter.  When its engines fire, Barter moves.  When it jumps, Barter jumps.  The only parts of the station the Scravers guarantee will make every relocation and jump are the primary docks and market, the waste processing facility, the oxygen and agra facility, and the tram.  Everything else has to opt-in, which for system movement means either synchronizing their engines with the Juggernaut's, or making sure the plasma latches and welding jobs are top notch.  &lt;br /&gt;
&lt;br /&gt;
The same general statement applies to jumping, any ship or station section without either a jump envelope or a synchronized jump engine is left behind.  Since it takes well over a month for Barter to move from the inner planets to a jump gate, any sector which does not have an operating jump drive or has successfully contracted a jump envelope is labelled a [[Black Sector]].  Sections and pieces of the station are left behind every jump.&lt;br /&gt;
&lt;br /&gt;
Yet Barter is more than just the station proper.  A massive trade fleet follows it at all times, often times housing the bulk goods bought and sold daily in the station's markets.  It makes little sense to bring thirty-seven metric tons of Bulgur through the stations docks, only to have another trader purchase the bulk goods and immediately ship it away.  Other services not easily available on the station can also be found in the trade fleet.  Finally the Avestites have committed one of their few war ships to the &amp;quot;defense&amp;quot; of Barter's &amp;quot;interests&amp;quot; and it stands Vigil at all times in the event a wayward soul is found to have strayed from the light of the Pancreator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Law, Order, and Anarchy ==&lt;br /&gt;
&lt;br /&gt;
Barter is not a completely &amp;quot;free&amp;quot; place and it operates under a loose set of regulations and guidelines brutally enforced by the Scravers, a grim necessity when so much value is located in such small space.  &lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons are segregated into five loose categories, with each sector of the station clearly demarcating what maximum category is allowed, and what category will get you spaced.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level/Title !! Weapons Allowed !! Places Allowed&lt;br /&gt;
|-&lt;br /&gt;
| 1 - Major Hazard to Station || High-yield explosives, Anti-ship weapons || Not allowed on Barter (can still be purchased from [[Freeport]] or [[The Armory]])&lt;br /&gt;
|-&lt;br /&gt;
| 2 - Minor Hazard to Station || Low-yield explosives, Plasma weapons, Rail Guns, Wireblades || Only [[The Armory]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 - Major Hazard to Occupants || Non explosive grenades, Laser Weapons, Slug Throwers, Flame Weapons, Crossbows, Power Armor, Assault/Battle Shields || [[Freeport]], [[Rax]], [[Nuclear Wrestler]], [[Nick's Space Bar]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 - Minor Hazard to Occupants || Melee and Thrown weapons, Tasers, Plasteel Armor, Personal and Duelling Shields || Just about everywhere&lt;br /&gt;
|-&lt;br /&gt;
| 5 - none || Hands and Feet || [[Highlane]], [[The Alley]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Goods and Services ===&lt;br /&gt;
Goods and services are segregated into where they can be purchased.  While there exists plenty of overlap, there are only four markets on Barter (3 public, one private) and each has their specialty.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Market !! Primary goods and services&lt;br /&gt;
|-&lt;br /&gt;
| [[The Zocalo]] || All commodities and services required to survive, both low and high class.  The biggest and most boring market to intrepid adventurers.  Also the &amp;quot;safest&amp;quot; market. &lt;br /&gt;
|-&lt;br /&gt;
| [[Freeport]] || The premier destination for adventurers, almost anything can be easily found in freeport that isn't explicitly banned by either the Scravers or the Avestites.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Armory]] || The armory is where all dangerous munitions can be bought and sold.  If anything goes wrong, the Scravers space the entire sector, no questions asked.&lt;br /&gt;
|-&lt;br /&gt;
| [[Underspace]] || This anonymous, secret, and mobile market sets up shop at a different time and place every day.  All of the most antinomous, heretical, and plainly depraved goods and services are peddled here. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living Quarters ===&lt;br /&gt;
The vast majority of barter is dedicated to living quarters, a typically boring yet critical piece of station infrastructure.  Living quarters fall into the following labels which are largely used by the populace to demarcate a loose social structure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sector Color !! Quality&lt;br /&gt;
|-&lt;br /&gt;
| Gold || The highest end long-term quarters.  Spacious, highly advanced, and with high end services.  All of the gold sectors have access to private shuttle docks.   &lt;br /&gt;
|-&lt;br /&gt;
| Green || Green sectors are safe, fully functional, and have easy access to the [[Tram]] and the markets.  &lt;br /&gt;
|-&lt;br /&gt;
| Yellow || The yellow sectors are about the worst, long term quarters anyone would willfully opt to live in.  Security isn't terrible but nothing is guaranteed either.  Running water and an odor-free environment is about the best Yellow-sector-dwellers can hope for.&lt;br /&gt;
|-&lt;br /&gt;
| Red || Nothing is guaranteed in a Red sector.  Water, sewage, oxygen, security, heat.  These are all question marks in red sectors.&lt;br /&gt;
|-&lt;br /&gt;
| [[Black Sector|Black]] || Black sectors have one thing in common:  They may not be there next time the engines or jump drives fire up.  To this end their bulkheads are automatically sealed off during all acceleration/deceleration and jump maneuvers, regardless of who is inside at the time.   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
The following locations can be found within the Barter superstructure&lt;br /&gt;
&lt;br /&gt;
*[[Juggernaut]]:  The Scraver dreadnaught at the heart of Barter.&lt;br /&gt;
*[[The Pier]]:  The primary shipping and receiving docks for the station.&lt;br /&gt;
*[[The Zocalo]]:  The primary commerce center, focusing on legal everyday goods.&lt;br /&gt;
*[[Freeport Docks]]:  The &amp;quot;free&amp;quot; docks of the station with fewer restriction than the Pier.&lt;br /&gt;
*[[Freeport]]:  The &amp;quot;free&amp;quot; commercial zone where most illegal things can be purchased.&lt;br /&gt;
*[[Underspace]]:  The secret black market where all of the worst things and services in the galaxy can be purchased.&lt;br /&gt;
*[[Rax]]:  A specialized housing and docking structure strictly for mercenaries.&lt;br /&gt;
*[[The Armory]]:  The only place on the station where highly destructive weapons and explosives can be legally purchased.&lt;br /&gt;
*[[Highlane]]:  A casino/resort/bar for rich and well off patrons.&lt;br /&gt;
*[[The Nuclear Wrestler]]:  The casino for everyone else.&lt;br /&gt;
*[[The Alley]]:  The only dedicated brothel of Barter.&lt;br /&gt;
*[[Green Village]]:  Upper-end housing.&lt;br /&gt;
*[[The Blue 7]]:  Middle-income housing just off of the Zocalo.&lt;br /&gt;
*[[Red 1-12]]:  Various general purpose housing zones.&lt;br /&gt;
*[[Last Chance]]:  The public infirmary.&lt;br /&gt;
*[[Hell]]:  The tiny Orthodox temple.&lt;br /&gt;
*[[Dung City]]:  Cheapest, sustainable housing on Barter.&lt;br /&gt;
*[[Nick's Space Bar]]:  A middle class bar away from the markets with its own dock.&lt;br /&gt;
*[[The Pit]]:  The waste processing facility.&lt;br /&gt;
*[[Winny's Jungle]]:  The Agra facility. &lt;br /&gt;
*[[Black Sector]]:  Any sector without a functioning or connected jump drive.  The slums.&lt;br /&gt;
*[[Stella Nova]]:  A 'haunted' colony ship permanently docked to Barter.&lt;br /&gt;
&lt;br /&gt;
*[[Tram]]:  There are various tram lines and they connect different parts of the station.&lt;br /&gt;
&lt;br /&gt;
The following locations are part of the Barter Fleet.&lt;br /&gt;
*[[Elwin's Pleasure Dome]]:  Exotic, high end Casino for the ultra rich.&lt;br /&gt;
*[[Jessie's Fixit]]:  Low rent repair dock.&lt;br /&gt;
*[[Fellow's Garage]]:  Official Engineer repair dock.&lt;br /&gt;
*[[Vigil]]:  Temple Avesti's permanently assigned Destroyer.&lt;br /&gt;
*[[The Fleet]]:  The two dozen or so Scraver Cruisers, Destroyers, Frigates, and Fighters that escort Barter.&lt;br /&gt;
&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Dramatic_Scenes</id>
		<title>Dramatic Scenes</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Dramatic_Scenes"/>
				<updated>2014-09-05T02:27:19Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: /* Combat Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section describes the mechanics required to run Dramatic Scenes, that is any scene where time is and physical danger are both important factors.  Typically this will refer to combat but these rules can just as easily apply to a situation such as disarming a bomb or jumping across train cars.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Keeping Time ==&lt;br /&gt;
In most instances where dramatic action is taking place it is usually helpful to track time and FateWalker uses a concept called '''Ticks'''.  A tick is a unit of time equal to '''half of a second''' and all actions have a “Tick Cost” listed in total ticks required to complete the Action.  Dramatic scenes typically begin at Tick 1 and the GM simply counts upward until either a Player or NPC has their &amp;quot;Action Tick&amp;quot; come up when they can initiate an Action.  After resolving any Action the player increments their Action Tick by the cost.  Players are expected to track their next Action Tick (scrap paper or a MTG life meter help with this ... dice are strongly recommended against).  &lt;br /&gt;
&lt;br /&gt;
When a character's Tick comes up they '''must''' choose their next action (holding is still an action).  Every Action has a Tick Cost and whenever a player resolves an action (makes the roll, witnesses the effects) they simply add this cost to their current Tick.  Thus if a character's next Action Tick is 4 and then they resolve an Action that has a cost of 7 ticks, they could not declare another Action until 11.  However they can still declare any reactions they desire.&lt;br /&gt;
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== Action/Reaction/Preemptive Action ==&lt;br /&gt;
There are three basic categories of actions characters can take:  Actions, Reactions, and Preemptive Actions.  The following rules dictate how and when they can be taken.&lt;br /&gt;
* Actions can only be initiated when a character's Tick comes up, but otherwise have no other prerequisites.  &lt;br /&gt;
* Actions resolve the second they are initiated, regardless of tick cost.&lt;br /&gt;
* Reactions function similar to Actions however they require a trigger Action to occur that the character ''is aware of and able to react to''.&lt;br /&gt;
* Reactions resolve simultaneously with the Action they are responding to.  &lt;br /&gt;
* Reactions can be done at any point, even if the character’s Tick has yet to come up.&lt;br /&gt;
* Reactions still have a tick cost and thus will increment the character’s next Tick.  &lt;br /&gt;
* Preemptive Actions function almost exactly like Reactions only they can potentially interdict the trigger Action by resolving first.&lt;br /&gt;
* Preemptive Actions preclude the character from taking a Reaction to the same Action.&lt;br /&gt;
* Most normal Actions can be Preemptive actions if a character is currently performing a Hold Action.&lt;br /&gt;
&lt;br /&gt;
=== Declaration vs Resolution ===&lt;br /&gt;
When a player '''Declares''' an action they simply state their intended action.  This does not involve a die roll as all reactions or preemptive actions must then be declared.  '''Resolution''' occurs after all declarations.&lt;br /&gt;
&lt;br /&gt;
=== Action Order ===&lt;br /&gt;
During an individual tick many things can happen so the following rules dictate the order of Actions within a single tick.&lt;br /&gt;
# Any events triggered by a specific tick count occur.&lt;br /&gt;
# Any character whose Action Tick has come up or who has a &amp;quot;Held&amp;quot; action can Declare an Action.  &lt;br /&gt;
# Any character whose Action Tick has come up can Declare an Action.&lt;br /&gt;
# Any characters with a &amp;quot;Held&amp;quot; action can resolve a Preemptive Action in response to the Declared Action (if possible).  &lt;br /&gt;
# Repeat (1-4) for any other Characters who wish to Declare an Action and who still have their Action Tick equal to the current tick.&lt;br /&gt;
# Resolve all character actions that do not require an Action Tick (free actions).&lt;br /&gt;
&lt;br /&gt;
=== Ties ===&lt;br /&gt;
Whenever two characters wish to Declare an Action on the same tick, the character with the higher Awareness gets to go first.  If they have the same Awareness then they must resolve their actions simultaneously.  This is done by secretly submitting the actions to the GM.  Any character performing a simultaneous action cannot React or Preempt any other actions occurring at the same time.  Anyone else who IS able to react or preempt can only do so to a single one of the simultaneous actions.    &lt;br /&gt;
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== Initiative ==&lt;br /&gt;
All Dramatic scenes are started with an Initiative roll that determines each character's starting Action Tick.  A character resolves their starting Action Tick as 10 - Awareness(4) roll (minimum of 1).  &lt;br /&gt;
&lt;br /&gt;
=== Late to the Party ===&lt;br /&gt;
Not everyone is necessarily aware that combat has begun when it first starts.  Whenever a new (N)PC becomes aware of a combat scene they roll initiative and join the fray at Current Tick + Initiative roll.&lt;br /&gt;
&lt;br /&gt;
=== Surprise/Ambush ===&lt;br /&gt;
There are plenty of scenarios where one party is surprised by the sudden outbreak of violence.  In this case the GM must assign a penalty, in Ticks, to the party that was not expecting the event.  So instead of resolving Initiative as 10 - Successes it will instead resolve as (10 + penalty) - Successes for the surprised party.  Ambush works the same way (though usually the penalty is significantly nasty like +10) however one member of the Ambushing side (or some event such as a trap or bomb going off) gets a free, Pre-Initiative action that effectively begins the combat.&lt;br /&gt;
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== Position and Movement ==&lt;br /&gt;
Movement in a dramatic scene can have as much of a role in dictating the action as the passage of time itself.  Fatewalker manages movement in a somewhat abstract sense to keep the game from quickly devolving into a tactical miniature game yet still attempts to leave enough resolution such that player decisions about how their character is moving still have a meaningful impact on a scene.  All characters have a Speed attribute that dictates how far, in meters, they can “walk” in 6 Ticks (3 seconds).  The average is 5 which roughly translates to a pace of around 3.7mph.  Most other movement types are based off of the character's Speed attribute.  Movement itself generally isn’t considered an Action (one can run and attempt to swing a sword at the same time), though it does provide penalties to most Actions.  That said the act of changing movement rate does have a Tick cost.      &lt;br /&gt;
&lt;br /&gt;
=== Time and Space ===&lt;br /&gt;
Regardless of movement type or distance covered, movement is always broken down into these 6 tick segments during which the character is considered to be moving for purposes of bonuses/penalties to any Actions taken by or against them.  For positional purposes a character covers the entire distance at the ''end'' of the movement.  A character can obviously move for more than 6 ticks but movement is always broken down into their 6 tick segments.  If a player wants to move for less than 6 ticks this is up to the GM to arbitrate (in general round up, so it would take 3 ticks to go 2 meters with a 5 move), but as a basic rule it’s fine to force all move actions to occur for a minimum of 6 ticks.&lt;br /&gt;
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=== Movement and Actions ===&lt;br /&gt;
To initiate movement of any kind requires a 2 tick Action called &amp;quot;Begin moving&amp;quot;, which allows a character to either go prone and begin crawling, begin climbing, begin swimming, or begin walking/running.  Otherwise once a character is already moving they can always opt to change movement type or stop without needing their Tick to come up (these movement changes still have a tick cost, just they don't require a character's Tick to occur to perform them).  The basic types of dramatic movement are Walking, Running, Climbing, Crawling, Riding (a mount/vehicle), or Swimming.  Other types of movement are generally considered their own Action which precludes a character from performing a simultaneous action (Jumping, Sprinting, Falling, etc …).  Very small movements can be freely rolled into other actions - characters can always alter their position by a meter as part of another action for free.  &lt;br /&gt;
&lt;br /&gt;
If a given Action requires movement to complete (&amp;quot;I want to run over to the Dragon and hit it&amp;quot;) then the Action doesn't resolve immediately.  The GM must first determine the distance covered and how many ticks it takes (just use multiples of 6 ticks if math isn't strong).  While the character is moving they can resolve other actions along the way but the soonest tick they can resolve their intended action is when they arrive.  It is important to note that unless they spend the ticks necessary to stop moving then their Action will be at a penalty when they arrive.  Additionally even if a character doesn't want to stop BEFORE taking an action, unless they intend to continue moving they must still pay the tick cost to stop AFTER the action.  &lt;br /&gt;
&lt;br /&gt;
'''Rules For Movement'''&lt;br /&gt;
* To '''begin''' moving requires an Action.   &lt;br /&gt;
* Most movement doesn't require an Action and therefore has ''no tick cost'', though they often levy penalties to Actions initiated during the movement.&lt;br /&gt;
* Despite this movement is still tracked as occurring in 6 tick intervals during which the character is considered ''moving''.&lt;br /&gt;
* All of the movement for each 6 tick interval occurs at the ''end'' of the 6 tick span, or as soon as they change movement type (whichever occurs first)&lt;br /&gt;
* At the end of each 6 tick interval of movement, a character must declare if they are changing movement type or continuing.&lt;br /&gt;
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== Senses, Awareness, and Range ==&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
It is important to note that while in a real world high stress situation information is limited, this does not easily translate to tabletop games.  As with movement the awareness system attempts to split the difference between the ruleless abstract and a more direct rules-heavy approach.  The following rules presuppose a moderately loud and chaotic or tense combat scenario (and can thus vary depending on how bright, loud, or tense the situation is relative to normal combat).  &lt;br /&gt;
&lt;br /&gt;
* Characters should always be considered able to “hear” sounds approximately as loud as normal speech up to their (Awareness) meters away, even behind them.  &lt;br /&gt;
* Characters can “see” all non-stealth activity that involves a motion roughly the size of a hand wave up to (2x Awareness) meters within their field of view (say roughly 270 degree arc in front).  &lt;br /&gt;
&lt;br /&gt;
These values can vary dramatically but this is a good rule of thumb.  Additional observation based actions can allow characters to see farther or smaller or hear more precise sounds (and notice stealth activities).&lt;br /&gt;
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== Attack Resolution ==&lt;br /&gt;
=== The Attack Roll ===&lt;br /&gt;
For most maneuvers and weapons the attack roll will resolve as Prowess(weapon specific skill).  Attacks completely miss if they do not generate 2 successes on the roll and can critically fail if they generate less than 1 (GM discretion using Margin of Failure).  If the target chose to perform a Reaction this is then resolved after the attack and will usually reduce the Attack's successes.  If a Reaction reduces an attack to less than 0 successes the attack will fail as though less than 2 successes had been achieved in the first place, however if 0 or more net successes remain the attack is considered successful.  Net successes on the attack roll after resolving any Reactions typically will increase the damage TN for the subsequent damage roll.&lt;br /&gt;
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=== Damage Dice ===&lt;br /&gt;
Damage is rolled in the same fashion as any other roll using a specific number of dice and attempting to roll under a specific Target Number and counting successes.  There is one difference and that's when it comes to damage there is usually more than 1 dice pool and depending on which pool a die is in each success can represent more than one point of damage.  This concept is represented in the way that damage is listed under a specific attack or weapon, for instance a fairly average knife may list its damage as: 3x3/3x1.  What this means is when rolling damage for the knife you will roll three dice whose successes will each represent '''3''' damage, and 3 dice whose successes will each represent '''1''' damage, for a maximum of 12.  There can only ever be 2 types of damage dice for an individual damage roll.&lt;br /&gt;
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=== Promoting/Demoting Damage Dice ===&lt;br /&gt;
It is possible to either increase or decrease the values of each damage die.  Damage dice come only in odd numbers, therefore 1s promote to 3s, and 3s promote to 5s and likewise in reverse for demotions.  If all of the lower dice have been promoted to higher dice and further promotions are necessary simply begin promoting to the next highest value (1-&amp;gt;3, 3-&amp;gt;5, etc).  Similarly if all of the higher dice have been demoted to the lower dice, simply step down a level.  In the event that all of the dice are already demoted to 1s, then further demotions simply remove a damage die from the roll (and can potentially eliminate the roll entirely).&lt;br /&gt;
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=== Attack Roll Successes ===&lt;br /&gt;
Generally speaking net successes (after subtracting any successes for defensive maneuvers) from the attack roll promote damage dice on the damage roll.  This means that for every net success on the attack roll one damage die will be promoted.  This can dramatically increase the amount of damage done on in individual attack&lt;br /&gt;
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=== Damage Types ===&lt;br /&gt;
All damage comes in one of three types:  Physical, Ballistic, or Energy.  This has no effect on how much damage the attack does but does directly affect how efficient armor Deflection can be against the attack.  &lt;br /&gt;
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=== Armor Penetration ===&lt;br /&gt;
All damage dice that come up as 0's should be set aside, as these will ignore armor (this can be significant against heavily armored targets).  This damage cannot be Absorbed by armor (it can however go directly to Temporary Wounds).&lt;br /&gt;
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=== Armor ===&lt;br /&gt;
Armor in Fatewalker offers protection in two ways; the first being that all armor has an Absorb value which simple flat out reduces the damage of all attacks by this value.  The second is called Deflection and is split into three categories (Physical, Ballistic, Energy).  The Deflection value demotes a number of damage dice equal to the value for the given damage type.  So if an attack with 6x1/6x3 came again armor with a deflection of 4, it would be demoted to 10x1/2x3.  Deflection directly counters attack roll successes.&lt;br /&gt;
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== Combat Systems ==&lt;br /&gt;
The following special systems apply directly to combat scenes.  They offer systems to manage sticky, common combat situations.&lt;br /&gt;
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=== Range and Visibility ===&lt;br /&gt;
Range is difficult in that both the projectile weapon and the character play a role in determining the range.  All characters have a listed “Visible Range”, this indicates how well the character can see unimpeded.  Additionally all weapons have three range listings which indicate the upper limit of Short, Medium, and Long range.  Maximum Effective range is calculated as 2x Long range.  These values are determined by the limits of the weapon and have nothing to do with the character using it.  Unfortunately these two distinct values (visible range, and weapon range) do not always align.  Lighting, weather, image magnification, etc... can all affect maximum visible range regardless of whether a character is using a sniper rifle or a palm pistol.  For the purposes of penalties the character suffers the worst of the two.  If the limit of range is their weapon, then regardless of their eyesight they will suffer range penalties as per the firearm.  If the limit of range is their eyesight, then regardless of their weapon they will suffer range penalties as per their visible range.&lt;br /&gt;
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The following chart offers modifiers on a character's visible range.&lt;br /&gt;
'''Range and Visibility Chart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Situation !! Effective Range &lt;br /&gt;
|-&lt;br /&gt;
| 0 - Visible Range || Short &lt;br /&gt;
|-&lt;br /&gt;
| Visible Range - 2x Visible Range || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 2x - 5x Visible Range || Long&lt;br /&gt;
|-&lt;br /&gt;
| 5x - 10x Visible Range || Extreme&lt;br /&gt;
|-&lt;br /&gt;
| Image Magnification || Visible Range xMagnification&lt;br /&gt;
|-&lt;br /&gt;
| Low Light/ Light Fog/ Light Rain || -25%&lt;br /&gt;
|-&lt;br /&gt;
| Bright Night/Fog/Rain || -50%&lt;br /&gt;
|-&lt;br /&gt;
| Dark Night/ Heavy Fog/ Heavy Rain || -75%&lt;br /&gt;
|-&lt;br /&gt;
| Target Well Illuminated || Ignore darkness-based range penalties&lt;br /&gt;
|-&lt;br /&gt;
| Target has some illumination || Halve darkness-based range penalties&lt;br /&gt;
|-&lt;br /&gt;
| Lighting || No darkness penalties within range of illumination&lt;br /&gt;
|-&lt;br /&gt;
| IR Imaging || Reduce all darkness penalties to -25%.&lt;br /&gt;
|-&lt;br /&gt;
| Target Small (Size 5-8) || -25%&lt;br /&gt;
|-&lt;br /&gt;
| Target Tiny (Size 2-4) || -50%&lt;br /&gt;
|-&lt;br /&gt;
| Target Miniature (Size 0-1) || -75%&lt;br /&gt;
|-&lt;br /&gt;
| Target Large (Size 12-15) || +25%&lt;br /&gt;
|-&lt;br /&gt;
| Target Huge (Size 16-19) || +50%&lt;br /&gt;
|-&lt;br /&gt;
| Target Ginourmous (Size 20+) || +100%&lt;br /&gt;
|}&lt;br /&gt;
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=== Ranged Combat ===&lt;br /&gt;
Beyond just visible range, ranged combat is subject to a great many other modifiers such as movement, distance, and cover.  The following chart offers all bonuses and penalties to ranged combat.&lt;br /&gt;
&lt;br /&gt;
'''Ranged Combat Modifier Chart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Situation !! Bonus/Penalty !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Prone (Firearm/Crossbow) || +2 || It's nice to have a gun rest.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Prone (Bow/Thrown) || -2 || Unless you're not using a gun.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker High Ground || +1 || Must be at least 3 meters higher than target.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Very High Ground || +2 || Must be at least 10 meters higher than target.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker has 50/90% Cover || +1/+2 || &lt;br /&gt;
|-&lt;br /&gt;
| Attacker Walking || -1 || It's not easy to shoot on the move.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Running || -3 || Waste of ammo.&lt;br /&gt;
|-&lt;br /&gt;
| Short Range (effective) || +1 || Refer to section above to determine short range. &lt;br /&gt;
|-&lt;br /&gt;
| Medium Range (effective) || - || Refer to section above to determine range.&lt;br /&gt;
|-&lt;br /&gt;
| Long Range (effective) || -2 || Refer to section above to determine range.&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Range (effective) || -4 || Refer to section above to determine range.&lt;br /&gt;
|-&lt;br /&gt;
| Target Immobile || +1 || Shooting fish in a barrel.&lt;br /&gt;
|-&lt;br /&gt;
| Target Prone (&amp;lt;5m) || +2 || Not really fair. &lt;br /&gt;
|-&lt;br /&gt;
| Target Prone (&amp;gt;15m) || -1 || The &amp;quot;free&amp;quot; form of cover.&lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 8+ || -1 || This is running for most folks. (~10kph)&lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 14+ || -2 || Sprinting for most folks. (~16.66kph)&lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 20+ or Leaping/Acrobatics || -3 || Not possible for most folks on foot. (25kph+)&lt;br /&gt;
|-&lt;br /&gt;
| Every 20+ beyond 20 || -1 || Every 25kph add another -1.&lt;br /&gt;
|-&lt;br /&gt;
| Target 50/90% cover || -2/-4 || This is the penalty to attempt to shoot around the cover&lt;br /&gt;
|-&lt;br /&gt;
| Shooting through 50/90% cover || -1/-2 || Shot is subject to barrier value of material.&lt;br /&gt;
|}&lt;br /&gt;
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=== Barriers ===&lt;br /&gt;
Shooting or attacking through objects isn't easy.  Essentially objects form whats called a &amp;quot;Barrier&amp;quot; and this serves as a form of armor in addition to anything the target is protected by.  Barrier simply functions as Armor-Deflection against any attack going through it equal to it's rating.  It doesn't (usually) care about damage type although creative GMs are welcome to be colorful in this regard.  The following chart lists some rough barrier ratings for common objects characters may decide to hide behind.  &lt;br /&gt;
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'''Barrier Chart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material !! Barrier Rating !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Light Construction Material || 1 || Interior Walls/Furniture/Plastics&lt;br /&gt;
|-&lt;br /&gt;
| Medium Construction Material || 2 || Load bearing Walls/Normal Doors &lt;br /&gt;
|-&lt;br /&gt;
| Light Sheet Metal || 3 || Vehicle Doors/Fenders/Metal doors/Metal Filing Cabinets&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Wood || 4 || Heavy Doors, House exteriors, Small Trees&lt;br /&gt;
|-&lt;br /&gt;
| Brick/Thick Metal || 5 || Brick walls, Heavy metal doors&lt;br /&gt;
|-&lt;br /&gt;
| Stone/Rock || 6 || Stone/Rock walls or construction or Thick Trees&lt;br /&gt;
|-&lt;br /&gt;
| Sheet Steel || 7 || Armored vehicle door, Armored walls.&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Steel || 10+ || Blast doors, Armored structures. &lt;br /&gt;
|}&lt;br /&gt;
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=== Melee Combat ===&lt;br /&gt;
Melee combat is subject to fewer modifiers than ranged combat, but it does still have a few that matter.&lt;br /&gt;
&lt;br /&gt;
'''Ranged Combat Modifier Chart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Situation !! Bonus/Penalty !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Prone || -2 || Not easy&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Running || -1 || Running as defined by effort, not speed.&lt;br /&gt;
|-&lt;br /&gt;
| Target Prone || +1 || &lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 14+ || -1 || Sprinting for most folks. (~16.66kph)&lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 20+ or Leaping/Acrobatics || -2 || Not possible for most folks on foot. (25kph+)&lt;br /&gt;
|-&lt;br /&gt;
| Every 20+ beyond 20 || -1 || Every 25kph add another -1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Melee Combat Range ===&lt;br /&gt;
These rules dictate how to manage the various states that melee and unarmed combat can occur within.  Ideal combat range is dictated by weapon size.  Unarmed kicks are considered M and Unarmed strikes S, and all grapple/close maneuvers XS.  Combat always begins at maximum range and unless the characters perform the special maneuvers required to change this (Engage/Grapple/Takedown), it will stay at maximum range.  &lt;br /&gt;
&lt;br /&gt;
The following chart illustrates the various ranges.  The penalties apply to all offensive maneuvers performed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Effect !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Long (6) || S Weapons/Strikes: -1, XS Weapons/Elbows/Knees/Grappling maneuvers: -2 || The default armed combat range&lt;br /&gt;
|-&lt;br /&gt;
| Medium (5) || - || The default unarmed combat range&lt;br /&gt;
|-&lt;br /&gt;
| Short (4) || XL Weapons: -2, L Weapons: -1  || The closest armed combat range&lt;br /&gt;
|-&lt;br /&gt;
| Contact (3) || XL Weapons: -4, L Weapons: -2, M Weapons/Kicks: -1, Evasions: -1 || Long range grappling  &lt;br /&gt;
|-&lt;br /&gt;
| Grapple (2) || XL Weapons: Unusable, L: Weapons: -4, M Weapons/Kicks: -2, S Weapons/Strikes: -1, Evasion: -2 || Close range grappling&lt;br /&gt;
|-&lt;br /&gt;
| Clinch (1) || XL/L Weapons:  Unusable, M: Weapons/Kicks: -4, S Weapons/Strikes: -2, Evasion: -3 || Clinch grappling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to the above, the following rules apply to melee/grapple combatants.&lt;br /&gt;
* Ranged attacks against someone in any kind of melee combat are at -1&lt;br /&gt;
* Ranged attacks against someone in any kind of grapple combat (ranges 1-3) are at an additional -1&lt;br /&gt;
* Ranged attacks against someone in melee combat which miss hit the other person if margin of failure is equal to current melee range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
In addition to the 6 ranges of standup combat, there's 3 ranges in scramble/ground combat as well.  Ground combat differs from upright combat in that there is a top and bottom position, each with unique properties.  Ground combat is usually initiated by a successful Takedown maneuver, however it can also be initiated when an attacker performs a Grapple maneuver on a prone target.  Ground Combat has 3 levels just like Grapple (1-3) and begins at 3.  Grapple maneuvers from the top position can reduce this number, effectively making it harder for the bottom combatant to escape.  Sweep maneuvers from the bottom can increase this number, with escape essentially occurring whenever the group combat reaches 4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Top Position'''&lt;br /&gt;
* Cannot evade attacks from anyone but bottom without immediate yielding ground combat.&lt;br /&gt;
&lt;br /&gt;
'''Bottom Position'''&lt;br /&gt;
* -1 to all maneuvers.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unarmed vs Armed Combat ===&lt;br /&gt;
This particular scenario is handled quite easily given the combat range rules above.  Essentially kick maneuvers are considered M for ranged purposes, whereas all other strikes/grapples, and other maneuvers are S or XS.  All defensive or counter maneuvers by unarmed combatants are at a flat -2 penalty when performed against an armed attacker.  Otherwise, maneuver away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Energy Shields ===&lt;br /&gt;
Energy shields are unique to the Fading suns universe and they provide rich enough characters with nigh invulnerability to one or more shots from the majority of conventional weapons.  Their only downside (beside cost) is that they prevent the use of heavier armors and cannot sustain charge against a barrage of attacks for long.  They can be found in the [[Armor]] section and all use the following rules&lt;br /&gt;
&lt;br /&gt;
* Whenever an attack is made against a shielded target, remove from the damage pool a total amount of damage dice equal to either the Shield's Maximum Deflection or half of the current Energy Pool (whichever is lower).  &lt;br /&gt;
* Round down if necessary to fit the damage dice (in that if the Maximum Deflection is 20, but the weapon has 7@3 damage, simply remove 6.  &lt;br /&gt;
* Reduce the Energy Pool by the amount of damage prevented. &lt;br /&gt;
* Resolve the remaining damage (if any) normally.&lt;br /&gt;
* The shield will regenerate Energy (up to the maximum) every 6 ticks equal to the Recharge rating.&lt;br /&gt;
* If an attack come in under the min value of the shield, it simply doesn't trigger at all.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
All characters have a Wound Chart used to track damage with three distinct sections: Glancing Damage, Wounds, and Mortal Damage.  &lt;br /&gt;
&lt;br /&gt;
=== Temporary Wounds ===&lt;br /&gt;
Temporary Wounds represent the ugly, but otherwise unimportant cuts, scrapes, bruises, and bumps that happen during combat.  For each source of damage a character can put up their Resilience worth of damage into the Temporary Wounds section of their chart (until it's full).  This is &amp;quot;free&amp;quot; damage in that Temporary Wounds completely disappear at the end of a dramatic scene, or ~600 ticks (5 minutes) for protracted scenes. &lt;br /&gt;
&lt;br /&gt;
=== Normal Wounds ===&lt;br /&gt;
For every attack, any damage that spills over beyond Glancing Wounds has to be applied to the Normal Wounds section of the Wound Chart.  Damage is applied to the Normal Wounds section one vertical column at a time, thus filling from top to bottom before advancing right.  Each vertical column is associated with a wound and movement penalty that is applied to all actions a character undertakes.   &lt;br /&gt;
&lt;br /&gt;
=== Mortal Wounds ===&lt;br /&gt;
Once the Wound chart is completely filled up any additional damage taken goes into the Mortal Wounds section of the chart.  Every point of damage in the Mortal Wounds section adds an addition wound penalty (in addition to any taken from Normal Wounds).  Additionally from this point forward the character will take an additional point of damage every (Prowess + Will) Ticks.  This damage can go to Glancing if there is any left, but without significant medical assistance death is imminent.  A character expires the moment they run out of Mortal Wounds.  &lt;br /&gt;
&lt;br /&gt;
=== Stun Damage ===&lt;br /&gt;
Certain, specialized types of attacks deliver Stun damage.  Whenever an attack delivers Stun damage a player should fill it in as with normal damage, however use a different mark (it's recommended players use X's for regular damage and /'s for stun damage.  Stun damage does not overwrite normal damage, instead add stun damage to the end of the Wound chart.  That said stun damage follows the rules below&lt;br /&gt;
&lt;br /&gt;
* Stun damage induces the same movement and wound penalties as normal damage.&lt;br /&gt;
* There is absolutely no differentiation between stun and normal damage on either the Glancing or Mortal Wound charts.  Any damage type applied to either chart should be applied as X's.&lt;br /&gt;
* The moment a character has at least half of their Normal Wound Chart filled (with any kind of damage) and has stun damage to allocate, they must roll for consciousness after applying the stun damage (this will apply to every successive stun attack that occurs from this point forward)&lt;br /&gt;
* If a character's entire Normal Wound Chart is filled with some or all Stun damage and they have further Stun damage to allocate, they then convert 1 Stun damage to 1 Normal damage starting at the beginning of the chart.&lt;br /&gt;
* If a character with a Normal Wound Chart with some or all Stun damage has to allocate Normal Damage, they convert 2 Stun damage per point of normal damage they must allocate until there is no more Stun damage to convert.  Any leftover damage is then applied as normal damage to the chart (there should be no more stun damage at this point).  If it works out that they have &amp;quot;half&amp;quot; a point of damage left after converting all of the stun damage to normal damage, simply apply a final point of stun damage.&lt;br /&gt;
&lt;br /&gt;
=== Damage over Time ===&lt;br /&gt;
Some special types of damage don't inflict all of their harm up front.  Things like poison or fire or other nefarious effects can take a long time to taper and this will result in the character taking damage after the initial application.  Technically speaking the &amp;quot;bleeding out&amp;quot; effect of mortal wounds is a damage over time and this is how they work.  Essentially every X ticks, a character will take Y damage.  Armor may or may not apply, depending on the effect, but otherwise it functions as standard damage.&lt;br /&gt;
&lt;br /&gt;
=== Wound Penalties and Wounded Dice ===&lt;br /&gt;
Wound penalties are built into the Wound chart and have a unique effect in that they &amp;quot;Wound&amp;quot; die rolls.  For each wound penalty a character must &amp;quot;wound&amp;quot; one die in every skill roll they make.  A &amp;quot;wounded&amp;quot; die rolls at half (round down) the Target Number for the roll (a TN of 4 becomes 2, 3 becomes 1, etc ...).  When suffering wound penalties a player should use two distinct die pools/colors (just like damage rolls).  If for some reason ALL of a character's dice for a given roll become &amp;quot;wounded&amp;quot; then any further wound penalties simply subtract a die from the roll.  Wound penalties have a secondary effect in that every 2 wound penalties suffered reduces base speed by 1 (this will quickly hobble a character).&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Environmental_Scenes</id>
		<title>Environmental Scenes</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Environmental_Scenes"/>
				<updated>2014-09-04T22:47:33Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: /* Natural Healing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This catch-all chapter is devoted to all of the scenes that can happen outside of the purview of the other major categories ([[Dramatic Scenes] or [[Social Scenes]]).  Essentially anything that isn't tense enough to warrant the timekeeping of a Dramatic Scene nor is socially engaging enough to warrant the action to action tallying of a Social Scene should be enumerated herein.  &lt;br /&gt;
&lt;br /&gt;
== Healing Wounds ==&lt;br /&gt;
This section covers the mechanics behind recovering Wounds.  In the end all wounds are healed with time and healing dramatic wounds requires patience, luck, and a vat full of Serum never hurt.  Each section below details the mechanics of a specific type of healing&lt;br /&gt;
&lt;br /&gt;
=== First Aid ===&lt;br /&gt;
This is the action most commonly taken by experienced combatants as soon as the immediate threat has passed.  First aid covers everything from cleaning the wound to setting basic breaks and while it won't immediately heal a lot of damage the longer-term effect on natural healing (essentially through infection prevention) can be dramatic.&lt;br /&gt;
&lt;br /&gt;
'''Mechanics'''&amp;lt;br/&amp;gt;&lt;br /&gt;
* The roll is Focus(Survival)  &lt;br /&gt;
* A Medkit adds its rating to any First Aid actions.  A medical facility counts as 2x rating medkit.  If no medkit is present the base penalty to the roll is -2.&lt;br /&gt;
* A -1 penalty is applied to the roll for every full 30 minutes since the injury occurred (-1 at 30 minutes, -2 at 60, etc...).  &lt;br /&gt;
* The First Aid action takes ~5-10 minutes to properly complete and therefore is of little use on the battlefield.&lt;br /&gt;
* First aid is ineffective on patients with Mortal Wounds (use Stabilize Mortal Wounds).&lt;br /&gt;
* Only one roll is allowed per new wound.  &lt;br /&gt;
* The subject of the First Aid immediately heals Normal Wounds equal to (Successes/2)-1.  A negative result does in fact damage them.&lt;br /&gt;
* The subject of the First Aid should track a bonus/penalty on their next Heal Wounds roll equal to Successes-1.  &lt;br /&gt;
* Any previous First aid bonuses are erased whenever a subject takes even a single Normal Wound (Stun damage doesn't count).&lt;br /&gt;
&lt;br /&gt;
=== Stabilize ===&lt;br /&gt;
This action is taken to attempt to preserve a dying subject's life.  It is a dramatic affair usually involving tourniquets, morphine, or even more dramatic measures with the sole goal of buying the target more time to get real treatment.&lt;br /&gt;
&lt;br /&gt;
* The roll is Awareness(Survival).  It is an extended roll.&lt;br /&gt;
* A Medkit adds its rating to any Stabilize actions.  A medical facility counts as 2x rating medkit.  If no medkit is present the base penalty to the roll is -2.&lt;br /&gt;
* The roll suffers an additional penalty equal to half the total boxes of Mortal damage taken.&lt;br /&gt;
* Each roll takes 20 ticks (during which the target will continue to bleed out).&lt;br /&gt;
* Net successes on a Stabilize roll is equal to Successes -2.&lt;br /&gt;
* To succeed (and thus stop all bleeding), a total number of net successes equal to current boxes of Mortal Wounds must be achieved.&lt;br /&gt;
* If the total ever goes negative the subject immediately suffers that much damage (possibly dying).    &lt;br /&gt;
* Stabilize has no effect on a subject not suffering from mortal wounds&lt;br /&gt;
&lt;br /&gt;
=== Apply Serum ===&lt;br /&gt;
Serum is the most powerful battlefield stabilization technology available in Fading suns.  It typically comes in a hypo-spray form factor that can be applied topically to wounds.  It removes much of the skill from keeping a patient alive but has it's own limitations.  &lt;br /&gt;
&lt;br /&gt;
* There is no roll required to apply Serum through a hypo, however it is a 10 tick action (if time matters).&lt;br /&gt;
* Serum immediately heals 3 wounds.&lt;br /&gt;
* If the subject has less than 3 Mortal Wounds remaining after the heal, they are considered stabilized.&lt;br /&gt;
* Serum counts as a 4 success First Aid roll (+3 next healing roll)&lt;br /&gt;
&lt;br /&gt;
=== Caretaking ===&lt;br /&gt;
When a subject is seriously wounded first aid is not enough to ensure long-term healing success.  Caretaking covers everything from cleaning wounds to swapping bandages to monitoring progress.  &lt;br /&gt;
&lt;br /&gt;
* The roll is Focus(Survival).  &lt;br /&gt;
* A Medkit adds its rating to the action.  A medical facility counts as 2x rating medkit.  If no medkit is present the base penalty to the roll is -2.&lt;br /&gt;
* The Caretaking action takes 10 minutes per column of Normal Wounds (10-80) and an additional 10 minutes for every box of Mortal Wounds.  &lt;br /&gt;
* Only one Caretaking action can be performed per Healing roll.&lt;br /&gt;
* The subject of the Caretaking should track a bonus/penalty on their next Heal Wounds roll equal to Successes-1.  &lt;br /&gt;
&lt;br /&gt;
=== Corrective Surgery ===&lt;br /&gt;
Surgery is necessary to either correct Mortal Wounds or to speed up the healing process for Normal Wounds.  In either case surgery is not for the faint of heart and requires a sterile facility to be performed properly.  &lt;br /&gt;
&lt;br /&gt;
* The roll is Focus(Medical).  It is an extended roll.&lt;br /&gt;
* A Medical facility adds its rating to the roll.  If no facility is available, half (round down) of a medkit's rating can be added.  If neither is available the roll is at -2.&lt;br /&gt;
* Correcting Mortal Wounds suffers an additional penalty of -1 for every 3 boxes (round up, so 1 at 1, 2 at 3, 3 at 6, etc ...)&lt;br /&gt;
* Any First Aid or Caretaking bonus can be added to the surgery roll (this uses up the bonus).&lt;br /&gt;
* The base time per roll is 5 minutes per column of Normal Wounds (5-40), plus 5 minutes per box of Mortal Wounds.  &lt;br /&gt;
* Base time can be reduced for penalties (.9x: -1, .75x: -2, .66x: -3, .5x: -4)&lt;br /&gt;
* Net successes per roll are equal to Successes -1.  &lt;br /&gt;
* For surgery to be successful it requires total successes equal to columns of damage + boxes of mortal wounds.  &lt;br /&gt;
* If the total ever goes negative the subject immediately suffers the negative total in Wounds (and possibly starts to bleed out or die).&lt;br /&gt;
* A successful Surgery roll will remove all Mortal Wounds, or Halve Normal Wounds.&lt;br /&gt;
* Only one surgery can be performed per set of wounds.&lt;br /&gt;
&lt;br /&gt;
=== Natural Healing ===&lt;br /&gt;
This is the body's old-fashioned natural healing mechanism at work.  Various external factors can modify this roll but this is the most basic way to recover from Wounds.&lt;br /&gt;
&lt;br /&gt;
* The roll is Prowess(Resilience)&lt;br /&gt;
* The roll is made automatically every 24 hours, usually when waking up in the morning or whenever makes most sense.&lt;br /&gt;
* The subject heals Successes -1 boxes (potentially taking damage/dying).&lt;br /&gt;
* The roll is subject to bonuses/penalties from the environmental chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Environmental Factor !! Bonus/Penalty !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| No First Aid || -2 || Infection is a motherfucker&lt;br /&gt;
|-&lt;br /&gt;
| Activity, None (Bed rest) || +4&lt;br /&gt;
|-&lt;br /&gt;
| Activity, Light (Staying home, Riding a wagon all day) || +2&lt;br /&gt;
|-&lt;br /&gt;
| Activity, Moderate (Short foot travel, Riding a horse all day, Light exercise) || -&lt;br /&gt;
|-&lt;br /&gt;
| Activity, Strenuous (All day foot travel, Normal Combat, Heavy exercise, Little sleep) || -2&lt;br /&gt;
|-&lt;br /&gt;
| Activity, Exhaustive (Running all day, Siege Combat, No sleep) || -4 || You're gonna die.&lt;br /&gt;
|-&lt;br /&gt;
| Conditions, Medical Facility || + Rating x2&lt;br /&gt;
|-&lt;br /&gt;
| Conditions, Sterile (Stasis unit, Lab) || +4&lt;br /&gt;
|-&lt;br /&gt;
| Conditions, Good (Sterilized sheets/clothes/bandages, High quality food) || +2 &lt;br /&gt;
|-&lt;br /&gt;
| Conditions, Average (Water, Beds, relatively clean bandages/clothes, food) || -&lt;br /&gt;
|- 	&lt;br /&gt;
| Conditions, Poor (Dirty conditions, no clean water, little food, on the road) || -2&lt;br /&gt;
|-&lt;br /&gt;
| Conditions, Hostile (Swamp, plagueland, lava, guppies) || -4 || GUPPIES!!!  NOOOOOOOOoosoafdofdjasdfj&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Environmental_Scenes</id>
		<title>Environmental Scenes</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Environmental_Scenes"/>
				<updated>2014-09-04T22:47:02Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;== Overview == This catch-all chapter is devoted to all of the scenes that can happen outside of the purview of the other major categories ([[Dramatic Scenes] or Social Scen...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This catch-all chapter is devoted to all of the scenes that can happen outside of the purview of the other major categories ([[Dramatic Scenes] or [[Social Scenes]]).  Essentially anything that isn't tense enough to warrant the timekeeping of a Dramatic Scene nor is socially engaging enough to warrant the action to action tallying of a Social Scene should be enumerated herein.  &lt;br /&gt;
&lt;br /&gt;
== Healing Wounds ==&lt;br /&gt;
This section covers the mechanics behind recovering Wounds.  In the end all wounds are healed with time and healing dramatic wounds requires patience, luck, and a vat full of Serum never hurt.  Each section below details the mechanics of a specific type of healing&lt;br /&gt;
&lt;br /&gt;
=== First Aid ===&lt;br /&gt;
This is the action most commonly taken by experienced combatants as soon as the immediate threat has passed.  First aid covers everything from cleaning the wound to setting basic breaks and while it won't immediately heal a lot of damage the longer-term effect on natural healing (essentially through infection prevention) can be dramatic.&lt;br /&gt;
&lt;br /&gt;
'''Mechanics'''&amp;lt;br/&amp;gt;&lt;br /&gt;
* The roll is Focus(Survival)  &lt;br /&gt;
* A Medkit adds its rating to any First Aid actions.  A medical facility counts as 2x rating medkit.  If no medkit is present the base penalty to the roll is -2.&lt;br /&gt;
* A -1 penalty is applied to the roll for every full 30 minutes since the injury occurred (-1 at 30 minutes, -2 at 60, etc...).  &lt;br /&gt;
* The First Aid action takes ~5-10 minutes to properly complete and therefore is of little use on the battlefield.&lt;br /&gt;
* First aid is ineffective on patients with Mortal Wounds (use Stabilize Mortal Wounds).&lt;br /&gt;
* Only one roll is allowed per new wound.  &lt;br /&gt;
* The subject of the First Aid immediately heals Normal Wounds equal to (Successes/2)-1.  A negative result does in fact damage them.&lt;br /&gt;
* The subject of the First Aid should track a bonus/penalty on their next Heal Wounds roll equal to Successes-1.  &lt;br /&gt;
* Any previous First aid bonuses are erased whenever a subject takes even a single Normal Wound (Stun damage doesn't count).&lt;br /&gt;
&lt;br /&gt;
=== Stabilize ===&lt;br /&gt;
This action is taken to attempt to preserve a dying subject's life.  It is a dramatic affair usually involving tourniquets, morphine, or even more dramatic measures with the sole goal of buying the target more time to get real treatment.&lt;br /&gt;
&lt;br /&gt;
* The roll is Awareness(Survival).  It is an extended roll.&lt;br /&gt;
* A Medkit adds its rating to any Stabilize actions.  A medical facility counts as 2x rating medkit.  If no medkit is present the base penalty to the roll is -2.&lt;br /&gt;
* The roll suffers an additional penalty equal to half the total boxes of Mortal damage taken.&lt;br /&gt;
* Each roll takes 20 ticks (during which the target will continue to bleed out).&lt;br /&gt;
* Net successes on a Stabilize roll is equal to Successes -2.&lt;br /&gt;
* To succeed (and thus stop all bleeding), a total number of net successes equal to current boxes of Mortal Wounds must be achieved.&lt;br /&gt;
* If the total ever goes negative the subject immediately suffers that much damage (possibly dying).    &lt;br /&gt;
* Stabilize has no effect on a subject not suffering from mortal wounds&lt;br /&gt;
&lt;br /&gt;
=== Apply Serum ===&lt;br /&gt;
Serum is the most powerful battlefield stabilization technology available in Fading suns.  It typically comes in a hypo-spray form factor that can be applied topically to wounds.  It removes much of the skill from keeping a patient alive but has it's own limitations.  &lt;br /&gt;
&lt;br /&gt;
* There is no roll required to apply Serum through a hypo, however it is a 10 tick action (if time matters).&lt;br /&gt;
* Serum immediately heals 3 wounds.&lt;br /&gt;
* If the subject has less than 3 Mortal Wounds remaining after the heal, they are considered stabilized.&lt;br /&gt;
* Serum counts as a 4 success First Aid roll (+3 next healing roll)&lt;br /&gt;
&lt;br /&gt;
=== Caretaking ===&lt;br /&gt;
When a subject is seriously wounded first aid is not enough to ensure long-term healing success.  Caretaking covers everything from cleaning wounds to swapping bandages to monitoring progress.  &lt;br /&gt;
&lt;br /&gt;
* The roll is Focus(Survival).  &lt;br /&gt;
* A Medkit adds its rating to the action.  A medical facility counts as 2x rating medkit.  If no medkit is present the base penalty to the roll is -2.&lt;br /&gt;
* The Caretaking action takes 10 minutes per column of Normal Wounds (10-80) and an additional 10 minutes for every box of Mortal Wounds.  &lt;br /&gt;
* Only one Caretaking action can be performed per Healing roll.&lt;br /&gt;
* The subject of the Caretaking should track a bonus/penalty on their next Heal Wounds roll equal to Successes-1.  &lt;br /&gt;
&lt;br /&gt;
=== Corrective Surgery ===&lt;br /&gt;
Surgery is necessary to either correct Mortal Wounds or to speed up the healing process for Normal Wounds.  In either case surgery is not for the faint of heart and requires a sterile facility to be performed properly.  &lt;br /&gt;
&lt;br /&gt;
* The roll is Focus(Medical).  It is an extended roll.&lt;br /&gt;
* A Medical facility adds its rating to the roll.  If no facility is available, half (round down) of a medkit's rating can be added.  If neither is available the roll is at -2.&lt;br /&gt;
* Correcting Mortal Wounds suffers an additional penalty of -1 for every 3 boxes (round up, so 1 at 1, 2 at 3, 3 at 6, etc ...)&lt;br /&gt;
* Any First Aid or Caretaking bonus can be added to the surgery roll (this uses up the bonus).&lt;br /&gt;
* The base time per roll is 5 minutes per column of Normal Wounds (5-40), plus 5 minutes per box of Mortal Wounds.  &lt;br /&gt;
* Base time can be reduced for penalties (.9x: -1, .75x: -2, .66x: -3, .5x: -4)&lt;br /&gt;
* Net successes per roll are equal to Successes -1.  &lt;br /&gt;
* For surgery to be successful it requires total successes equal to columns of damage + boxes of mortal wounds.  &lt;br /&gt;
* If the total ever goes negative the subject immediately suffers the negative total in Wounds (and possibly starts to bleed out or die).&lt;br /&gt;
* A successful Surgery roll will remove all Mortal Wounds, or Halve Normal Wounds.&lt;br /&gt;
* Only one surgery can be performed per set of wounds.&lt;br /&gt;
&lt;br /&gt;
=== Natural Healing ===&lt;br /&gt;
This is the body's old-fashioned natural healing mechanism at work.  Various external factors can modify this roll but this is the most basic way to recover from Wounds.&lt;br /&gt;
&lt;br /&gt;
* The roll is Prowess(Resilience)&lt;br /&gt;
* The roll is made automatically every 24 hours, usually when waking up in the morning or whenever makes most sense.&lt;br /&gt;
* The subject heals Successes -1 boxes (potentially taking damage/dying).&lt;br /&gt;
* The roll is subject to bonuses/penalties from the environmental chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Environmental Factor !! Bonus/Penalty !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| No First Aid || -2 || Infection is a motherfucker&lt;br /&gt;
|-&lt;br /&gt;
| Activity, None (Bed rest) || +4&lt;br /&gt;
|-&lt;br /&gt;
| Activity, Light (Staying home, Riding a wagon all day) || +2&lt;br /&gt;
|-&lt;br /&gt;
| Activity, Moderate (Short foot travel, Riding a horse all day, Light exercise) || -&lt;br /&gt;
|-&lt;br /&gt;
| Activity, Strenuous (All day foot travel, Normal Combat, Heavy exercise, Little sleep) || -2&lt;br /&gt;
|-&lt;br /&gt;
| Activity, Exhaustive (Running all day, Siege Combat, No sleep) || -4 || You're gonna die.&lt;br /&gt;
|-&lt;br /&gt;
| Conditions, Medical Facility || + Rating x2&lt;br /&gt;
|-&lt;br /&gt;
| Conditions, Sterile (Stasis unit, Lab) || +4&lt;br /&gt;
|-&lt;br /&gt;
| Conditions, Good (Sterilized sheets/clothes/bandages, High quality food) || +2 &lt;br /&gt;
|-&lt;br /&gt;
| Conditions, Average (Water, Beds, relatively clean bandages/clothes, food) || -&lt;br /&gt;
|- 	&lt;br /&gt;
| Conditions, Poor (Dirty conditions, no clean water, little food, on the road) || -2&lt;br /&gt;
|-&lt;br /&gt;
| Conditions, Hostile (Swamp, plagueland, lava, guppies) || -4&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Fading_Suns</id>
		<title>Fading Suns</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Fading_Suns"/>
				<updated>2014-09-03T21:20:15Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''MediaWiki has been successfully installed.'''&lt;br /&gt;
&lt;br /&gt;
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Welcome to the Fading Suns wiki ==&lt;br /&gt;
This wiki is being used to house information about various active Fading Suns campaigns occurring in New England.  Navigate as appropriate below  &lt;br /&gt;
* [[Dube's Fading Suns Master Campaign Page]]&lt;br /&gt;
* [[Fatewalker Mechanics | Dube's Fading Suns Custom Mechanics]]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:PCs | Cast]] ==&lt;br /&gt;
* [[Lucius Cassius]] as The Naturalist&lt;br /&gt;
* [[Hassim Hallashiid]] as The Adventurer&lt;br /&gt;
* [[Benvolio Hawkwood]] as The Questing Knight&lt;br /&gt;
* [[No Tsuna Li Halan]] as The Penitent Samurai&lt;br /&gt;
* [[Russel Sandoz]] as The Church Psychic&lt;br /&gt;
* [[Tessa]] as The Mysterious Pilot&lt;br /&gt;
* [[Jacob Walker]] as The Cowboy Priest&lt;br /&gt;
* [[Deus Vult]] as The Brilliant Engineer&lt;br /&gt;
&lt;br /&gt;
== [[:Category:NPCs | Supporting Characters]] ==&lt;br /&gt;
* [[Mossodie Samake]] as The Evil Cowboy&lt;br /&gt;
* [[Ethan Trueye]] as The Questgiver&lt;br /&gt;
* [[Kainen]] as The Swordsman&lt;br /&gt;
* [[Voka]] as The Alien&lt;br /&gt;
* [[Marcus Sorban]] as The Inquisitor&lt;br /&gt;
* [[Daniel Andersson]] as The Man Who Cannot Die&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Places | Locations]] ==&lt;br /&gt;
* [[Barter]]&lt;br /&gt;
* [[Cumulus]]&lt;br /&gt;
* [[Imperial City]]&lt;br /&gt;
* [[Hagaard]]&lt;br /&gt;
* [[Ravenna]]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Ships | Ships]] ==&lt;br /&gt;
* [[Black Thursday]] (pending destruction)&lt;br /&gt;
* [[Susan's Pride]] (destroyed)&lt;br /&gt;
* [[Star Jumper]] (destroyed)&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Acts | Acts]] ==&lt;br /&gt;
* Act 1: [[Angels and Men]] (complete)&lt;br /&gt;
* Act 2: [[Host of the Seraphim]] (current)&lt;br /&gt;
&lt;br /&gt;
== Group Stuff ==&lt;br /&gt;
The following Jump Keys were on Captain Frakes' ring&lt;br /&gt;
* Lemankainen &amp;lt;-&amp;gt; Byzantium Secundus&lt;br /&gt;
* Lemankainen &amp;lt;-&amp;gt; Hargaard (Vuldrok)&lt;br /&gt;
* Lemankainen &amp;lt;-&amp;gt; Ravenna&lt;br /&gt;
* Ravenna -&amp;gt; Delphi&lt;br /&gt;
* Delphi -&amp;gt; Tethys&lt;br /&gt;
* Tethys -&amp;gt; Byzantium Secundus&lt;br /&gt;
* Byzantium Secundus &amp;lt;-&amp;gt; Aragon&lt;br /&gt;
* Byzantium Secundus &amp;lt;-&amp;gt; Pyre&lt;br /&gt;
* Pyre &amp;lt;-&amp;gt; Criticorum&lt;br /&gt;
* Criticorum -&amp;gt; Gwynneth&lt;br /&gt;
* Gwynneth -&amp;gt; Ravenna&lt;br /&gt;
* Criticorum -&amp;gt; Kish&lt;br /&gt;
* Kish -&amp;gt; Icon&lt;br /&gt;
* Icon -&amp;gt; Midian&lt;br /&gt;
* Midian -&amp;gt; Leagueheim&lt;br /&gt;
* Leagueheim -&amp;gt; Aragon&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Fading_Suns</id>
		<title>Fading Suns</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Fading_Suns"/>
				<updated>2014-09-03T21:11:55Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''MediaWiki has been successfully installed.'''&lt;br /&gt;
&lt;br /&gt;
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Welcome to the Fading Suns wiki ==&lt;br /&gt;
This wiki is being used to house information about various active Fading Suns campaigns occurring in New England.  Navigate as appropriate below  &lt;br /&gt;
* [[Dube's Fading Suns Master Campaign Page]]&lt;br /&gt;
* [[Fatewalker Mechanics | Dube's Fading Suns Custom Mechanics]]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:PCs | Cast]] ==&lt;br /&gt;
* [[Lucius Cassius]] as The Naturalist&lt;br /&gt;
* [[Hassim Hallashiid]] as The Adventurer&lt;br /&gt;
* [[Benvolio Hawkwood]] as The Questing Knight&lt;br /&gt;
* [[No Tsuna Li Halan]] as The Penitent Samurai&lt;br /&gt;
* [[Russel Sandoz]] as The Church Psychic&lt;br /&gt;
* [[Tessa]] as The Mysterious Pilot&lt;br /&gt;
* [[Jacob Walker]] as The Cowboy Priest&lt;br /&gt;
* [[Deus Vult]] as The Brilliant Engineer&lt;br /&gt;
&lt;br /&gt;
== [[:Category:NPCs | Supporting Characters]] ==&lt;br /&gt;
* [[Mossodie Samake]] as The Evil Cowboy&lt;br /&gt;
* [[Ethan Trueye]] as The Questgiver&lt;br /&gt;
* [[Kainen]] as The Swordsman&lt;br /&gt;
* [[Voka]] as The Alien&lt;br /&gt;
* [[Marcus Sorban]] as The Inquisitor&lt;br /&gt;
* [[Daniel Andersson]] as The Man Who Cannot Die&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Places | Locations]] ==&lt;br /&gt;
* [[Barter]]&lt;br /&gt;
* [[Cumulus]]&lt;br /&gt;
* [[Imperial City]]&lt;br /&gt;
* [[Hagaard]]&lt;br /&gt;
* [[Ravenna]]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Ships | Ships]] ==&lt;br /&gt;
* [[Black Thursday]] (pending destruction)&lt;br /&gt;
* [[Susan's Pride]] (destroyed)&lt;br /&gt;
* [[Star Jumper]] (destroyed)&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Acts | Acts]] ==&lt;br /&gt;
* Act 1: [[Angels and Men]] (complete)&lt;br /&gt;
* Act 2: [[Host of the Seraphim]] (current)&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Fading_Suns</id>
		<title>Fading Suns</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Fading_Suns"/>
				<updated>2014-09-03T21:10:49Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''MediaWiki has been successfully installed.'''&lt;br /&gt;
&lt;br /&gt;
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Welcome to the Fading Suns wiki ==&lt;br /&gt;
This wiki is being used to house information about various active Fading Suns campaigns occurring in New England.  Navigate as appropriate below  &lt;br /&gt;
* [[Dube's Fading Suns Master Campaign Page]]&lt;br /&gt;
* [[Fatewalker Mechanics | Dube's Fading Suns Custom Mechanics]]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:PCs | Cast]] ==&lt;br /&gt;
* [[Lucius Cassius]] as The Naturalist&lt;br /&gt;
* [[Hassim Hallashiid]] as The Adventurer&lt;br /&gt;
* [[Benvolio Hawkwood]] as The Questing Knight&lt;br /&gt;
* [[No Tsuna Li Halan]] as The Penitent Samurai&lt;br /&gt;
* [[Russel Sandoz]] as The Church Psychic&lt;br /&gt;
* [[Tessa]] as The Mysterious Pilot&lt;br /&gt;
* [[Jacob Walker]] as The Cowboy Priest&lt;br /&gt;
* [[Deus Vult]] as The Brilliant Engineer&lt;br /&gt;
&lt;br /&gt;
== [[:Category:NPCs | Supporting Characters]] ==&lt;br /&gt;
* [[Mossodie Samake]] as The Evil Cowboy&lt;br /&gt;
* [[Ethan Trueye]] as The Questgiver&lt;br /&gt;
* [[Kainen]] as The Swordsman&lt;br /&gt;
* [[Voka]] as The Alien&lt;br /&gt;
* [[Marcus Sorban]] as The Inquisitor&lt;br /&gt;
* [[Daniel Andersson]] as The Man Who Cannot Die&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Places | Locations]] ==&lt;br /&gt;
* [[Barter]]&lt;br /&gt;
* [[Cumulus]]&lt;br /&gt;
* [[Imperial City]]&lt;br /&gt;
* [[Hagaard]]&lt;br /&gt;
* [[Ravenna]]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Ships | Ships]] ==&lt;br /&gt;
* [[Black Thursday]] (pending destruction)&lt;br /&gt;
* [[Susan's Pride]] (destroyed)&lt;br /&gt;
* [[Star Jumper]] (destroyed)&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Acts | Acts]] ==&lt;br /&gt;
* [[Angels and Men]] (complete)&lt;br /&gt;
* [[Host of the Seraphim]] (current)&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Black_Thursday</id>
		<title>Black Thursday</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Black_Thursday"/>
				<updated>2014-09-03T21:08:02Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;== Overview == The Black Thursday was gifted to the PCs at the end of Angels and Men and will be the first ship they destroy in the coming Act Host of the Seraphim.  I...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Black Thursday was gifted to the PCs at the end of [[Angels and Men]] and will be the first ship they destroy in the coming Act [[Host of the Seraphim]].  It is a military vessel with the following attributes&lt;br /&gt;
&lt;br /&gt;
* Grade: Lander/Scout &lt;br /&gt;
* Jump Range:  5 (generator)&lt;br /&gt;
* Speed:  .1c (10-15 days to jumpgate)&lt;br /&gt;
* Landing:  Any atmosphere up to 1000c&lt;br /&gt;
* Crew: 2 (Pilot, Engineer)&lt;br /&gt;
* Passengers: 12&lt;br /&gt;
* Cargo:  1 Cargo deck (20 tons)&lt;br /&gt;
* Length: 40 meters&lt;br /&gt;
* Supplies:  30 man-months&lt;br /&gt;
* Maneuvering: +2&lt;br /&gt;
* Armor: 3&lt;br /&gt;
* Sensors: Neutrino - 7&lt;br /&gt;
* Armament:  2x Med Blasters (Forward Arc), 2 Med Laser turrets (top-360/rear-180 - manual)&lt;br /&gt;
* Accommodations:  Gravity, 4 man Mess, Head w/ shower, 1 Medical stasis pod, TL: 6 Autodoc, 2 crew bunks, 6 passenger bunks&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Fading_Suns</id>
		<title>Fading Suns</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Fading_Suns"/>
				<updated>2014-09-03T20:51:21Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''MediaWiki has been successfully installed.'''&lt;br /&gt;
&lt;br /&gt;
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Welcome to the Fading Suns wiki ==&lt;br /&gt;
This wiki is being used to house information about various active Fading Suns campaigns occurring in New England.  Navigate as appropriate below  &lt;br /&gt;
* [[Dube's Fading Suns Master Campaign Page]]&lt;br /&gt;
* [[Fatewalker Mechanics | Dube's Fading Suns Custom Mechanics]]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:PCs | Cast]] ==&lt;br /&gt;
* [[Lucius Cassius]] as The Naturalist&lt;br /&gt;
* [[Hassim Hallashiid]] as The Adventurer&lt;br /&gt;
* [[Benvolio Hawkwood]] as The Questing Knight&lt;br /&gt;
* [[No Tsuna Li Halan]] as The Penitent Samurai&lt;br /&gt;
* [[Russel Sandoz]] as The Church Psychic&lt;br /&gt;
* [[Tessa]] as The Mysterious Pilot&lt;br /&gt;
* [[Jacob Walker]] as The Cowboy Priest&lt;br /&gt;
* [[Deus Vult]] as The Brilliant Engineer&lt;br /&gt;
&lt;br /&gt;
== [[:Category:NPCs | Supporting Characters]] ==&lt;br /&gt;
* [[Mossodie Samake]] as The Evil Cowboy&lt;br /&gt;
* [[Ethan Trueye]] as The Questgiver&lt;br /&gt;
* [[Kainen]] as The Swordsman&lt;br /&gt;
* [[Voka]] as The Alien&lt;br /&gt;
* [[Marcus Sorban]] as The Inquisitor&lt;br /&gt;
* [[Daniel Andersson]] as The Man Who Cannot Die&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Places | Locations]] ==&lt;br /&gt;
* [[Barter]]&lt;br /&gt;
* [[Cumulus]]&lt;br /&gt;
* [[Imperial City]]&lt;br /&gt;
* [[Hagaard]]&lt;br /&gt;
* [[Ravenna]]&lt;br /&gt;
&lt;br /&gt;
== [[Category:Ships | Ships]] ==&lt;br /&gt;
* [[Black Thursday]] (pending destruction)&lt;br /&gt;
* [[Susan's Pride]] (destroyed)&lt;br /&gt;
* [[Star Jumper]] (destroyed)&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Acts | Acts]] ==&lt;br /&gt;
* [[Angels and Men]] (complete)&lt;br /&gt;
* [[Host of the Seraphim]] (current)&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Antimatter_Bomb</id>
		<title>Antimatter Bomb</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Antimatter_Bomb"/>
				<updated>2014-09-03T20:47:15Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;A destructive device of unheard-of power that was sent to Hagaard via the PCs.  Destroyed one of the continents of that planet in Angels and Men.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A destructive device of unheard-of power that was sent to [[Hagaard]] via the PCs.  Destroyed one of the continents of that planet in [[Angels and Men]].&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Ravenna</id>
		<title>Ravenna</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Ravenna"/>
				<updated>2014-09-03T20:46:05Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;A Hawkwood-controlled backwater planet.  Ostensibly the destination of the Susan's Pride before being diverted.  Category:Places&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Hawkwood-controlled backwater planet.&lt;br /&gt;
&lt;br /&gt;
Ostensibly the destination of the [[Susan's Pride]] before being diverted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Susan%27s_Pride</id>
		<title>Susan's Pride</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Susan%27s_Pride"/>
				<updated>2014-09-03T20:45:44Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;A nondescript Imperial ship that was supposed to be carrying trivial but high-profile cargo to Ravenna, guarded by  some random dude looking to beco...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A nondescript Imperial ship that was supposed to be carrying trivial but high-profile cargo to [[Ravenna]], guarded by [[Benvolio Hawkwood | some random dude]] looking to become a [[Order of the Phoenix | Questing Knight]] and his [[:Category:PCs | rag-tag retinue]].  Actually contained an [[Antimatter Bomb]] and was forced down onto [[Hagaard]], which lost one of its continents as a result.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Church</id>
		<title>Church</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Church"/>
				<updated>2014-09-03T20:44:34Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;The Universal Church of the Celestial Sun rules the souls of the Known Worlds.  Generally believes that technology is the source of all that is wrong with the universe.  The q...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Universal Church of the Celestial Sun rules the souls of the Known Worlds.  Generally believes that technology is the source of all that is wrong with the universe.&lt;br /&gt;
&lt;br /&gt;
The quest for the [[Philosopher's Stone | Philosopher's Stones]] will be damaging to the Church in some way.&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Philosopher%27s_Stone</id>
		<title>Philosopher's Stone</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Philosopher%27s_Stone"/>
				<updated>2014-09-03T20:43:49Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;An umbrella term for artifacts of unheard-of power that are poorly understood.  Possible origins for any given stone include the Anunnaki, the Vau and the 1st Republ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An umbrella term for artifacts of unheard-of power that are poorly understood.  Possible origins for any given stone include the [[Anunnaki]], the [[Vau]] and the [[1st Republic | 1st]] or [[2nd Republic]].&lt;br /&gt;
&lt;br /&gt;
== Known Philosopher's Stones ==&lt;br /&gt;
* [[Hagaard]]: A teleportation device capable of converting organic matter into information and energy.&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Alexius_Hawkwood</id>
		<title>Alexius Hawkwood</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Alexius_Hawkwood"/>
				<updated>2014-09-03T20:43:09Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;The current Emperor of the Known Worlds and the first to be elected in hundreds of years.   Category:Major Figures&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The current Emperor of the Known Worlds and the first to be elected in hundreds of years. &lt;br /&gt;
&lt;br /&gt;
[[Category:Major Figures]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Order_of_the_Phoenix</id>
		<title>Order of the Phoenix</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Order_of_the_Phoenix"/>
				<updated>2014-09-03T20:42:50Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;A Knightly Order instituted by  The Emperor in order to spread word of his rule, find lost artifacts and possibly stop the suns from fading.  Has nothing...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Knightly Order instituted by [[Alexius Hawkwood | The Emperor]] in order to spread word of his rule, find lost artifacts and possibly stop the suns from fading.&lt;br /&gt;
&lt;br /&gt;
Has nothing to do with teenaged wizards.&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Hagaard</id>
		<title>Hagaard</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Hagaard"/>
				<updated>2014-09-03T20:42:06Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;A backwoods planet inhabited by Vuldrok (though  fewer now) that contained a Philosopher's Stone and served as the backdrop for Angels and Men. ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A backwoods planet inhabited by Vuldrok (though [[Antimatter Bomb | fewer now]]) that contained a [[Philosopher's Stone]] and served as the backdrop for [[Angels and Men]].&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Daniel_Andersson</id>
		<title>Daniel Andersson</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Daniel_Andersson"/>
				<updated>2014-09-03T20:41:31Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;A mercenary who let  Benvolio's retinue escape on Hagaard and was shot in the gut and left for dead by Mossodie Samake as a result.  Survived an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mercenary who let [[Benvolio Hawkwood | Benvolio's]] retinue escape on [[Hagaard]] and was shot in the gut and left for dead by [[Mossodie Samake]] as a result.  Survived and escaped, because he cannot die.&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Marcus_Sorban</id>
		<title>Marcus Sorban</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Marcus_Sorban"/>
				<updated>2014-09-03T20:41:00Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;A Synecullum Overseer that was attempting to monitor and stop  Ethan Trueye's quest for the  Philosopher's Stones.  Forced Russel ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Synecullum Overseer that was attempting to monitor and stop [[Ethan Trueye | Ethan Trueye's]] quest for the [[Philosopher's Stone | Philosopher's Stones]].  Forced [[Russel Sandoz | Russel]] to swear that he would present evidence to the Patriarch if necessary before fleeing into the wastes of [[Hagaard]] before he could be executed.  [[Voka]] caught up to him and destroyed his supplies, but decided not to execute him due to his courage, and left him a weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Voka</id>
		<title>Voka</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Voka"/>
				<updated>2014-09-03T20:40:36Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;An Ur-Ukari Dervish working with Ethan Trueye and Kainen for purposes as-yet-unknown, but related to the  Philosopher's Stones.  Gave Marcus...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Ur-Ukari Dervish working with [[Ethan Trueye]] and [[Kainen]] for purposes as-yet-unknown, but related to the [[Philosopher's Stone | Philosopher's Stones]].  Gave [[Marcus Sorban]] a fleeting chance to live after destroying his supplies when he fled.&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Kainen</id>
		<title>Kainen</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Kainen"/>
				<updated>2014-09-03T20:40:15Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;The greatest swordsman in the Known Worlds.  Current associate of Ethan Trueye and Voka on their quest for the  Philosopher's Stones.  Categ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The greatest swordsman in the Known Worlds.  Current associate of [[Ethan Trueye]] and [[Voka]] on their quest for the [[Philosopher's Stone | Philosopher's Stones]].&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Ethan_Trueye</id>
		<title>Ethan Trueye</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Ethan_Trueye"/>
				<updated>2014-09-03T20:39:35Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;A Master of the Brother Battle, commander of the Scions of Zhal and the man who puts  Benvolio and his retinue on the track of the remaining Philosoph...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Master of the Brother Battle, commander of the Scions of Zhal and the man who puts [[Benvolio Hawkwood | Benvolio]] and his retinue on the track of the remaining [[Philosopher's Stone | Philosopher's Stones]].&lt;br /&gt;
&lt;br /&gt;
Is close to [[Kainen]] and [[Voka]], treating them like peers rather than mercenaries or subordinates.&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Mossodie_Samake</id>
		<title>Mossodie Samake</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Mossodie_Samake"/>
				<updated>2014-09-03T20:39:02Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;An Al-Malik-born cowboy that is involved in whatever conspiracy the Antimatter Bomb is a part of, and who is chasing  Benvolio.  Shot Daniel Ander...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Al-Malik-born cowboy that is involved in whatever conspiracy the [[Antimatter Bomb]] is a part of, and who is chasing [[Benvolio Hawkwood | Benvolio]].  Shot [[Daniel Andersson]] just to see him die.&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Deus_Vult</id>
		<title>Deus Vult</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Deus_Vult"/>
				<updated>2014-09-03T20:38:26Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;A frail, obsequious man who was once chief engineer of the ill-fated Susan's Pride before it crashed on Hagaard.  Has a cybernetic eye and a sarcastic streak a mile wi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A frail, obsequious man who was once chief engineer of the ill-fated [[Susan's Pride]] before it crashed on [[Hagaard]].  Has a cybernetic eye and a sarcastic streak a mile wide.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Jacob_Walker</id>
		<title>Jacob Walker</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Jacob_Walker"/>
				<updated>2014-09-03T20:38:06Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;A former Adept of the Brother Battle in his late 50s.  Cowboy preacher and house-chaplain-slash-personal-protector of  Benvolio Wilde Hawkwood.  Categ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A former Adept of the Brother Battle in his late 50s.  Cowboy preacher and house-chaplain-slash-personal-protector of [[Benvolio Hawkwood | Benvolio Wilde Hawkwood]].&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Tessa</id>
		<title>Tessa</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Tessa"/>
				<updated>2014-09-03T20:37:42Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;Mysterious psychic pilot, allied with the PCs through some combination of self-interest,  boredom and self-hating deathwishery.  Joined the group on H...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mysterious psychic pilot, allied with the PCs through some combination of self-interest, [[Benvolio Hawkwood | boredom]] and self-hating deathwishery.  Joined the group on [[Hagaard]] to avoid being [[Antimatter Bomb | vaporized]].&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs]]&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Russel_Sandoz</id>
		<title>Russel Sandoz</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Russel_Sandoz"/>
				<updated>2014-09-03T20:37:16Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;Russel is a Provost of the Eskatonic Order and a psychic.  Enjoys discovering and attempting to master forbidden and heretical knowledge.  Kept in check by Lucius Cassius | ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Russel is a Provost of the Eskatonic Order and a psychic.  Enjoys discovering and attempting to master forbidden and heretical knowledge.  Kept in check by [[Lucius Cassius | Lucius]].  Joined [[Benvolio Hawkwood | Benvolio]] on [[Hagaard]].&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/No_Tsuna_Li_Halan</id>
		<title>No Tsuna Li Halan</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/No_Tsuna_Li_Halan"/>
				<updated>2014-09-03T20:36:44Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;Taciturn warrior, zealous follower of the Church and mourning penitent.  Signed onto the expedition in the hope of finding some purpose.  Category:PCs&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Taciturn warrior, zealous follower of the [[Church]] and mourning penitent.  Signed onto the expedition in the hope of finding some purpose.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Benvolio_Hawkwood</id>
		<title>Benvolio Hawkwood</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Benvolio_Hawkwood"/>
				<updated>2014-09-03T20:36:19Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;Questing Knight of the Order of the Phoenix and official dupe of every bad guy from here to here to Byzantium Secundus.  On a quest to retrieve a number of Philosopher's...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Questing Knight of the [[Order of the Phoenix]] and official dupe of every bad guy from here to here to Byzantium Secundus.  On a quest to retrieve a number of [[Philosopher's Stone | Philosopher's Stones]] that are powerful beyond imagining.&lt;br /&gt;
&lt;br /&gt;
Benvolio's house chaplain and and Battle Butler is [[Jacob Walker]].  He has an on-again, off-again relationship with [[Tessa]].&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Hassim_Hallashiid</id>
		<title>Hassim Hallashiid</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Hassim_Hallashiid"/>
				<updated>2014-09-03T20:35:46Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;Steve Irwin reincarnated as an Al-Malik noble in the late 50th Century.  Enjoys long walks on the beach and destroying what lives there with explosives, spear traps and the se...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Steve Irwin reincarnated as an Al-Malik noble in the late 50th Century.  Enjoys long walks on the beach and destroying what lives there with explosives, spear traps and the selfless sacrifices of endless family retainers.  Does not get along well with parents.  Working toward unlocking an Achievement for killing and stuffing one of everything in the Known Worlds.&lt;br /&gt;
&lt;br /&gt;
Signed up to escort [[Benvolio Hawkwood | Benvolio's]] retinue.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Lucius_Cassius</id>
		<title>Lucius Cassius</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Lucius_Cassius"/>
				<updated>2014-09-03T20:35:10Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: Created page with &amp;quot;A Vuldrok and Illuminatus of the Eskatonic Order.  Exuberant and given to following his passions.  Skilled in the natural sciences and the handler of [[Russel Sandoz | Russel]...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Vuldrok and Illuminatus of the Eskatonic Order.  Exuberant and given to following his passions.  Skilled in the natural sciences and the handler of [[Russel Sandoz | Russel]].  Joined [[Benvolio Hawkwood | the Questing Knight's]] party on [[Hagaard]].&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs]]&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Dramatic_Scenes</id>
		<title>Dramatic Scenes</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Dramatic_Scenes"/>
				<updated>2014-08-18T00:38:43Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: /* Unarmed vs Armed Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section describes the mechanics required to run Dramatic Scenes, that is any scene where time is and physical danger are both important factors.  Typically this will refer to combat but these rules can just as easily apply to a situation such as disarming a bomb or jumping across train cars.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Keeping Time ==&lt;br /&gt;
In most instances where dramatic action is taking place it is usually helpful to track time and FateWalker uses a concept called '''Ticks'''.  A tick is a unit of time equal to '''half of a second''' and all actions have a “Tick Cost” listed in total ticks required to complete the Action.  Dramatic scenes typically begin at Tick 1 and the GM simply counts upward until either a Player or NPC has their &amp;quot;Action Tick&amp;quot; come up when they can initiate an Action.  After resolving any Action the player increments their Action Tick by the cost.  Players are expected to track their next Action Tick (scrap paper or a MTG life meter help with this ... dice are strongly recommended against).  &lt;br /&gt;
&lt;br /&gt;
When a character's Tick comes up they '''must''' choose their next action (holding is still an action).  Every Action has a Tick Cost and whenever a player resolves an action (makes the roll, witnesses the effects) they simply add this cost to their current Tick.  Thus if a character's next Action Tick is 4 and then they resolve an Action that has a cost of 7 ticks, they could not declare another Action until 11.  However they can still declare any reactions they desire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Action/Reaction/Preemptive Action ==&lt;br /&gt;
There are three basic categories of actions characters can take:  Actions, Reactions, and Preemptive Actions.  The following rules dictate how and when they can be taken.&lt;br /&gt;
* Actions can only be initiated when a character's Tick comes up, but otherwise have no other prerequisites.  &lt;br /&gt;
* Actions resolve the second they are initiated, regardless of tick cost.&lt;br /&gt;
* Reactions function similar to Actions however they require a trigger Action to occur that the character ''is aware of and able to react to''.&lt;br /&gt;
* Reactions resolve simultaneously with the Action they are responding to.  &lt;br /&gt;
* Reactions can be done at any point, even if the character’s Tick has yet to come up.&lt;br /&gt;
* Reactions still have a tick cost and thus will increment the character’s next Tick.  &lt;br /&gt;
* Preemptive Actions function almost exactly like Reactions only they can potentially interdict the trigger Action by resolving first.&lt;br /&gt;
* Preemptive Actions preclude the character from taking a Reaction to the same Action.&lt;br /&gt;
* Most normal Actions can be Preemptive actions if a character is currently performing a Hold Action.&lt;br /&gt;
&lt;br /&gt;
=== Declaration vs Resolution ===&lt;br /&gt;
When a player '''Declares''' an action they simply state their intended action.  This does not involve a die roll as all reactions or preemptive actions must then be declared.  '''Resolution''' occurs after all declarations.&lt;br /&gt;
&lt;br /&gt;
=== Action Order ===&lt;br /&gt;
During an individual tick many things can happen so the following rules dictate the order of Actions within a single tick.&lt;br /&gt;
# Any events triggered by a specific tick count occur.&lt;br /&gt;
# Any character whose Action Tick has come up or who has a &amp;quot;Held&amp;quot; action can Declare an Action.  &lt;br /&gt;
# Any character whose Action Tick has come up can Declare an Action.&lt;br /&gt;
# Any characters with a &amp;quot;Held&amp;quot; action can resolve a Preemptive Action in response to the Declared Action (if possible).  &lt;br /&gt;
# Repeat (1-4) for any other Characters who wish to Declare an Action and who still have their Action Tick equal to the current tick.&lt;br /&gt;
# Resolve all character actions that do not require an Action Tick (free actions).&lt;br /&gt;
&lt;br /&gt;
=== Ties ===&lt;br /&gt;
Whenever two characters wish to Declare an Action on the same tick, the character with the higher Awareness gets to go first.  If they have the same Awareness then they must resolve their actions simultaneously.  This is done by secretly submitting the actions to the GM.  Any character performing a simultaneous action cannot React or Preempt any other actions occurring at the same time.  Anyone else who IS able to react or preempt can only do so to a single one of the simultaneous actions.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initiative ==&lt;br /&gt;
All Dramatic scenes are started with an Initiative roll that determines each character's starting Action Tick.  A character resolves their starting Action Tick as 10 - Awareness(4) roll (minimum of 1).  &lt;br /&gt;
&lt;br /&gt;
=== Late to the Party ===&lt;br /&gt;
Not everyone is necessarily aware that combat has begun when it first starts.  Whenever a new (N)PC becomes aware of a combat scene they roll initiative and join the fray at Current Tick + Initiative roll.&lt;br /&gt;
&lt;br /&gt;
=== Surprise/Ambush ===&lt;br /&gt;
There are plenty of scenarios where one party is surprised by the sudden outbreak of violence.  In this case the GM must assign a penalty, in Ticks, to the party that was not expecting the event.  So instead of resolving Initiative as 10 - Successes it will instead resolve as (10 + penalty) - Successes for the surprised party.  Ambush works the same way (though usually the penalty is significantly nasty like +10) however one member of the Ambushing side (or some event such as a trap or bomb going off) gets a free, Pre-Initiative action that effectively begins the combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Position and Movement ==&lt;br /&gt;
Movement in a dramatic scene can have as much of a role in dictating the action as the passage of time itself.  Fatewalker manages movement in a somewhat abstract sense to keep the game from quickly devolving into a tactical miniature game yet still attempts to leave enough resolution such that player decisions about how their character is moving still have a meaningful impact on a scene.  All characters have a Speed attribute that dictates how far, in meters, they can “walk” in 6 Ticks (3 seconds).  The average is 5 which roughly translates to a pace of around 3.7mph.  Most other movement types are based off of the character's Speed attribute.  Movement itself generally isn’t considered an Action (one can run and attempt to swing a sword at the same time), though it does provide penalties to most Actions.  That said the act of changing movement rate does have a Tick cost.      &lt;br /&gt;
&lt;br /&gt;
=== Time and Space ===&lt;br /&gt;
Regardless of movement type or distance covered, movement is always broken down into these 6 tick segments during which the character is considered to be moving for purposes of bonuses/penalties to any Actions taken by or against them.  For positional purposes a character covers the entire distance at the ''end'' of the movement.  A character can obviously move for more than 6 ticks but movement is always broken down into their 6 tick segments.  If a player wants to move for less than 6 ticks this is up to the GM to arbitrate (in general round up, so it would take 3 ticks to go 2 meters with a 5 move), but as a basic rule it’s fine to force all move actions to occur for a minimum of 6 ticks.&lt;br /&gt;
&lt;br /&gt;
=== Movement and Actions ===&lt;br /&gt;
To initiate movement of any kind requires a 2 tick Action called &amp;quot;Begin moving&amp;quot;, which allows a character to either go prone and begin crawling, begin climbing, begin swimming, or begin walking/running.  Otherwise once a character is already moving they can always opt to change movement type or stop without needing their Tick to come up (these movement changes still have a tick cost, just they don't require a character's Tick to occur to perform them).  The basic types of dramatic movement are Walking, Running, Climbing, Crawling, Riding (a mount/vehicle), or Swimming.  Other types of movement are generally considered their own Action which precludes a character from performing a simultaneous action (Jumping, Sprinting, Falling, etc …).  Very small movements can be freely rolled into other actions - characters can always alter their position by a meter as part of another action for free.  &lt;br /&gt;
&lt;br /&gt;
If a given Action requires movement to complete (&amp;quot;I want to run over to the Dragon and hit it&amp;quot;) then the Action doesn't resolve immediately.  The GM must first determine the distance covered and how many ticks it takes (just use multiples of 6 ticks if math isn't strong).  While the character is moving they can resolve other actions along the way but the soonest tick they can resolve their intended action is when they arrive.  It is important to note that unless they spend the ticks necessary to stop moving then their Action will be at a penalty when they arrive.  Additionally even if a character doesn't want to stop BEFORE taking an action, unless they intend to continue moving they must still pay the tick cost to stop AFTER the action.  &lt;br /&gt;
&lt;br /&gt;
'''Rules For Movement'''&lt;br /&gt;
* To '''begin''' moving requires an Action.   &lt;br /&gt;
* Most movement doesn't require an Action and therefore has ''no tick cost'', though they often levy penalties to Actions initiated during the movement.&lt;br /&gt;
* Despite this movement is still tracked as occurring in 6 tick intervals during which the character is considered ''moving''.&lt;br /&gt;
* All of the movement for each 6 tick interval occurs at the ''end'' of the 6 tick span, or as soon as they change movement type (whichever occurs first)&lt;br /&gt;
* At the end of each 6 tick interval of movement, a character must declare if they are changing movement type or continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Senses, Awareness, and Range ==&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
It is important to note that while in a real world high stress situation information is limited, this does not easily translate to tabletop games.  As with movement the awareness system attempts to split the difference between the ruleless abstract and a more direct rules-heavy approach.  The following rules presuppose a moderately loud and chaotic or tense combat scenario (and can thus vary depending on how bright, loud, or tense the situation is relative to normal combat).  &lt;br /&gt;
&lt;br /&gt;
* Characters should always be considered able to “hear” sounds approximately as loud as normal speech up to their (Awareness) meters away, even behind them.  &lt;br /&gt;
* Characters can “see” all non-stealth activity that involves a motion roughly the size of a hand wave up to (2x Awareness) meters within their field of view (say roughly 270 degree arc in front).  &lt;br /&gt;
&lt;br /&gt;
These values can vary dramatically but this is a good rule of thumb.  Additional observation based actions can allow characters to see farther or smaller or hear more precise sounds (and notice stealth activities).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attack Resolution ==&lt;br /&gt;
=== The Attack Roll ===&lt;br /&gt;
For most maneuvers and weapons the attack roll will resolve as Prowess(weapon specific skill).  Attacks completely miss if they do not generate 2 successes on the roll and can critically fail if they generate less than 1 (GM discretion using Margin of Failure).  If the target chose to perform a Reaction this is then resolved after the attack and will usually reduce the Attack's successes.  If a Reaction reduces an attack to less than 0 successes the attack will fail as though less than 2 successes had been achieved in the first place, however if 0 or more net successes remain the attack is considered successful.  Net successes on the attack roll after resolving any Reactions typically will increase the damage TN for the subsequent damage roll.&lt;br /&gt;
&lt;br /&gt;
=== Damage Dice ===&lt;br /&gt;
Damage is rolled in the same fashion as any other roll using a specific number of dice and attempting to roll under a specific Target Number and counting successes.  There is one difference and that's when it comes to damage there is usually more than 1 dice pool and depending on which pool a die is in each success can represent more than one point of damage.  This concept is represented in the way that damage is listed under a specific attack or weapon, for instance a fairly average knife may list its damage as: 3x3/3x1.  What this means is when rolling damage for the knife you will roll three dice whose successes will each represent '''3''' damage, and 3 dice whose successes will each represent '''1''' damage, for a maximum of 12.  There can only ever be 2 types of damage dice for an individual damage roll.&lt;br /&gt;
&lt;br /&gt;
=== Promoting/Demoting Damage Dice ===&lt;br /&gt;
It is possible to either increase or decrease the values of each damage die.  Damage dice come only in odd numbers, therefore 1s promote to 3s, and 3s promote to 5s and likewise in reverse for demotions.  If all of the lower dice have been promoted to higher dice and further promotions are necessary simply begin promoting to the next highest value (1-&amp;gt;3, 3-&amp;gt;5, etc).  Similarly if all of the higher dice have been demoted to the lower dice, simply step down a level.  In the event that all of the dice are already demoted to 1s, then further demotions simply remove a damage die from the roll (and can potentially eliminate the roll entirely).&lt;br /&gt;
&lt;br /&gt;
=== Attack Roll Successes ===&lt;br /&gt;
Generally speaking net successes (after subtracting any successes for defensive maneuvers) from the attack roll promote damage dice on the damage roll.  This means that for every net success on the attack roll one damage die will be promoted.  This can dramatically increase the amount of damage done on in individual attack&lt;br /&gt;
&lt;br /&gt;
=== Damage Types ===&lt;br /&gt;
All damage comes in one of three types:  Physical, Ballistic, or Energy.  This has no effect on how much damage the attack does but does directly affect how efficient armor Deflection can be against the attack.  &lt;br /&gt;
&lt;br /&gt;
=== Armor Penetration ===&lt;br /&gt;
All damage dice that come up as 0's should be set aside, as these will ignore armor (this can be significant against heavily armored targets).  This damage cannot be Absorbed by armor (it can however go directly to Temporary Wounds).&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Armor in Fatewalker offers protection in two ways; the first being that all armor has an Absorb value which simple flat out reduces the damage of all attacks by this value.  The second is called Deflection and is split into three categories (Physical, Ballistic, Energy).  The Deflection value demotes a number of damage dice equal to the value for the given damage type.  So if an attack with 6x1/6x3 came again armor with a deflection of 4, it would be demoted to 10x1/2x3.  Deflection directly counters attack roll successes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat Systems ==&lt;br /&gt;
The following special systems apply directly to combat scenes.  They offer systems to manage sticky, common combat situations.&lt;br /&gt;
&lt;br /&gt;
=== Range and Visibility ===&lt;br /&gt;
Range is difficult in that both the projectile weapon and the character play a role in determining the range.  All characters have a listed “Visible Range”, this indicates how well the character can see unimpeded.  Additionally all weapons have three range listings which indicate the upper limit of Short, Medium, and Long range.  Maximum Effective range is calculated as 2x Long range.  These values are determined by the limits of the weapon and have nothing to do with the character using it.  Unfortunately these two distinct values (visible range, and weapon range) do not always align.  Lighting, weather, image magnification, etc... can all affect maximum visible range regardless of whether a character is using a sniper rifle or a palm pistol.  For the purposes of penalties the character suffers the worst of the two.  If the limit of range is their weapon, then regardless of their eyesight they will suffer range penalties as per the firearm.  If the limit of range is their eyesight, then regardless of their weapon they will suffer range penalties as per their visible range.&lt;br /&gt;
&lt;br /&gt;
The following chart offers modifiers on a character's visible range.&lt;br /&gt;
'''Range and Visibility Chart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Situation !! Effective Range &lt;br /&gt;
|-&lt;br /&gt;
| 0 - Visible Range || Short &lt;br /&gt;
|-&lt;br /&gt;
| Visible Range - 2x Visible Range || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 2x - 5x Visible Range || Long&lt;br /&gt;
|-&lt;br /&gt;
| 5x - 10x Visible Range || Extreme&lt;br /&gt;
|-&lt;br /&gt;
| Image Magnification || Visible Range xMagnification&lt;br /&gt;
|-&lt;br /&gt;
| Low Light/ Light Fog/ Light Rain || -25%&lt;br /&gt;
|-&lt;br /&gt;
| Bright Night/Fog/Rain || -50%&lt;br /&gt;
|-&lt;br /&gt;
| Dark Night/ Heavy Fog/ Heavy Rain || -75%&lt;br /&gt;
|-&lt;br /&gt;
| Target Well Illuminated || Ignore darkness-based range penalties&lt;br /&gt;
|-&lt;br /&gt;
| Target has some illumination || Halve darkness-based range penalties&lt;br /&gt;
|-&lt;br /&gt;
| Lighting || No darkness penalties within range of illumination&lt;br /&gt;
|-&lt;br /&gt;
| IR Imaging || Reduce all darkness penalties to -25%.&lt;br /&gt;
|-&lt;br /&gt;
| Target Small (Size 5-8) || -25%&lt;br /&gt;
|-&lt;br /&gt;
| Target Tiny (Size 2-4) || -50%&lt;br /&gt;
|-&lt;br /&gt;
| Target Miniature (Size 0-1) || -75%&lt;br /&gt;
|-&lt;br /&gt;
| Target Large (Size 12-15) || +25%&lt;br /&gt;
|-&lt;br /&gt;
| Target Huge (Size 16-19) || +50%&lt;br /&gt;
|-&lt;br /&gt;
| Target Ginourmous (Size 20+) || +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ranged Combat ===&lt;br /&gt;
Beyond just visible range, ranged combat is subject to a great many other modifiers such as movement, distance, and cover.  The following chart offers all bonuses and penalties to ranged combat.&lt;br /&gt;
&lt;br /&gt;
'''Ranged Combat Modifier Chart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Situation !! Bonus/Penalty !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Prone (Firearm/Crossbow) || +2 || It's nice to have a gun rest.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Prone (Bow/Thrown) || -2 || Unless you're not using a gun.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker High Ground || +1 || Must be at least 3 meters higher than target.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Very High Ground || +2 || Must be at least 10 meters higher than target.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker has 50/90% Cover || +1/+2 || &lt;br /&gt;
|-&lt;br /&gt;
| Attacker Walking || -1 || It's not easy to shoot on the move.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Running || -3 || Waste of ammo.&lt;br /&gt;
|-&lt;br /&gt;
| Short Range (effective) || +1 || Refer to section above to determine short range. &lt;br /&gt;
|-&lt;br /&gt;
| Medium Range (effective) || - || Refer to section above to determine range.&lt;br /&gt;
|-&lt;br /&gt;
| Long Range (effective) || -2 || Refer to section above to determine range.&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Range (effective) || -4 || Refer to section above to determine range.&lt;br /&gt;
|-&lt;br /&gt;
| Target Immobile || +1 || Shooting fish in a barrel.&lt;br /&gt;
|-&lt;br /&gt;
| Target Prone (&amp;lt;5m) || +2 || Not really fair. &lt;br /&gt;
|-&lt;br /&gt;
| Target Prone (&amp;gt;15m) || -1 || The &amp;quot;free&amp;quot; form of cover.&lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 8+ || -1 || This is running for most folks. (~10kph)&lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 14+ || -2 || Sprinting for most folks. (~16.66kph)&lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 20+ or Leaping/Acrobatics || -3 || Not possible for most folks on foot. (25kph+)&lt;br /&gt;
|-&lt;br /&gt;
| Every 20+ beyond 20 || -1 || Every 25kph add another -1.&lt;br /&gt;
|-&lt;br /&gt;
| Target 50/90% cover || -2/-4 || This is the penalty to attempt to shoot around the cover&lt;br /&gt;
|-&lt;br /&gt;
| Shooting through 50/90% cover || -1/-2 || Shot is subject to barrier value of material.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Barriers ===&lt;br /&gt;
Shooting or attacking through objects isn't easy.  Essentially objects form whats called a &amp;quot;Barrier&amp;quot; and this serves as a form of armor in addition to anything the target is protected by.  Barrier simply functions as Armor-Deflection against any attack going through it equal to it's rating.  It doesn't (usually) care about damage type although creative GMs are welcome to be colorful in this regard.  The following chart lists some rough barrier ratings for common objects characters may decide to hide behind.  &lt;br /&gt;
&lt;br /&gt;
'''Barrier Chart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material !! Barrier Rating !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Light Construction Material || 1 || Interior Walls/Furniture/Plastics&lt;br /&gt;
|-&lt;br /&gt;
| Medium Construction Material || 2 || Load bearing Walls/Normal Doors &lt;br /&gt;
|-&lt;br /&gt;
| Light Sheet Metal || 3 || Vehicle Doors/Fenders/Metal doors/Metal Filing Cabinets&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Wood || 4 || Heavy Doors, House exteriors, Small Trees&lt;br /&gt;
|-&lt;br /&gt;
| Brick/Thick Metal || 5 || Brick walls, Heavy metal doors&lt;br /&gt;
|-&lt;br /&gt;
| Stone/Rock || 6 || Stone/Rock walls or construction or Thick Trees&lt;br /&gt;
|-&lt;br /&gt;
| Sheet Steel || 7 || Armored vehicle door, Armored walls.&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Steel || 10+ || Blast doors, Armored structures. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Melee Combat ===&lt;br /&gt;
Melee combat is subject to fewer modifiers than ranged combat, but it does still have a few that matter.&lt;br /&gt;
&lt;br /&gt;
'''Ranged Combat Modifier Chart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Situation !! Bonus/Penalty !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Prone || -2 || Not easy&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Running || -1 || Running as defined by effort, not speed.&lt;br /&gt;
|-&lt;br /&gt;
| Target Prone || +1 || &lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 14+ || -1 || Sprinting for most folks. (~16.66kph)&lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 20+ or Leaping/Acrobatics || -2 || Not possible for most folks on foot. (25kph+)&lt;br /&gt;
|-&lt;br /&gt;
| Every 20+ beyond 20 || -1 || Every 25kph add another -1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Melee Combat Range ===&lt;br /&gt;
These rules dictate how to manage the various states that melee and unarmed combat can occur within.  Ideal combat range is dictated by weapon size.  Unarmed kicks are considered M and Unarmed strikes S, and all grapple/close maneuvers XS.  Combat always begins at maximum range and unless the characters perform the special maneuvers required to change this (Engage/Grapple/Takedown), it will stay at maximum range.  &lt;br /&gt;
&lt;br /&gt;
The following chart illustrates the various ranges.  The penalties apply to all offensive maneuvers performed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Effect !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Long (6) || S Weapons/Strikes: -1, XS Weapons/Elbows/Knees/Grappling maneuvers: -2 || The default armed combat range&lt;br /&gt;
|-&lt;br /&gt;
| Medium (5) || - || The default unarmed combat range&lt;br /&gt;
|-&lt;br /&gt;
| Short (4) || XL Weapons: -2, L Weapons: -1  || The closest armed combat range&lt;br /&gt;
|-&lt;br /&gt;
| Contact (3) || XL Weapons: -4, L Weapons: -2, M Weapons/Kicks: -1, Evasions: -1 || Long range grappling  &lt;br /&gt;
|-&lt;br /&gt;
| Grapple (2) || XL Weapons: Unusable, L: Weapons: -4, M Weapons/Kicks: -2, S Weapons/Strikes: -1, Evasion: -2 || Close range grappling&lt;br /&gt;
|-&lt;br /&gt;
| Clinch (1) || XL/L Weapons:  Unusable, M: Weapons/Kicks: -4, S Weapons/Strikes: -2, Evasion: -3 || Clinch grappling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to the above, the following rules apply to melee/grapple combatants.&lt;br /&gt;
* Ranged attacks against someone in any kind of melee combat are at -1&lt;br /&gt;
* Ranged attacks against someone in any kind of grapple combat (ranges 1-3) are at an additional -1&lt;br /&gt;
* Ranged attacks against someone in melee combat which miss hit the other person if margin of failure is equal to current melee range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
In addition to the 6 ranges of standup combat, there's 3 ranges in scramble/ground combat as well.  Ground combat differs from upright combat in that there is a top and bottom position, each with unique properties.  Ground combat is usually initiated by a successful Takedown maneuver, however it can also be initiated when an attacker performs a Grapple maneuver on a prone target.  Ground Combat has 3 levels just like Grapple (1-3) and begins at 3.  Grapple maneuvers from the top position can reduce this number, effectively making it harder for the bottom combatant to escape.  Sweep maneuvers from the bottom can increase this number, with escape essentially occurring whenever the group combat reaches 4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Top Position'''&lt;br /&gt;
* Cannot evade attacks from anyone but bottom without immediate yielding ground combat.&lt;br /&gt;
&lt;br /&gt;
'''Bottom Position'''&lt;br /&gt;
* -1 to all maneuvers.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unarmed vs Armed Combat ===&lt;br /&gt;
This particular scenario is handled quite easily given the combat range rules above.  Essentially kick maneuvers are considered M for ranged purposes, whereas all other strikes/grapples, and other maneuvers are S or XS.  All defensive or counter maneuvers by unarmed combatants are at a flat -2 penalty when performed against an armed attacker.  Otherwise, maneuver away.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
All characters have a Wound Chart used to track damage with three distinct sections: Glancing Damage, Wounds, and Mortal Damage.  &lt;br /&gt;
&lt;br /&gt;
=== Temporary Wounds ===&lt;br /&gt;
Temporary Wounds represent the ugly, but otherwise unimportant cuts, scrapes, bruises, and bumps that happen during combat.  For each source of damage a character can put up their Resilience worth of damage into the Temporary Wounds section of their chart (until it's full).  This is &amp;quot;free&amp;quot; damage in that Temporary Wounds completely disappear at the end of a dramatic scene, or ~600 ticks (5 minutes) for protracted scenes. &lt;br /&gt;
&lt;br /&gt;
=== Normal Wounds ===&lt;br /&gt;
For every attack, any damage that spills over beyond Glancing Wounds has to be applied to the Normal Wounds section of the Wound Chart.  Damage is applied to the Normal Wounds section one vertical column at a time, thus filling from top to bottom before advancing right.  Each vertical column is associated with a wound and movement penalty that is applied to all actions a character undertakes.   &lt;br /&gt;
&lt;br /&gt;
=== Mortal Wounds ===&lt;br /&gt;
Once the Wound chart is completely filled up any additional damage taken goes into the Mortal Wounds section of the chart.  Every point of damage in the Mortal Wounds section adds an addition wound penalty (in addition to any taken from Normal Wounds).  Additionally from this point forward the character will take an additional point of damage every (Prowess + Will) Ticks.  This damage can go to Glancing if there is any left, but without significant medical assistance death is imminent.  A character expires the moment they run out of Mortal Wounds.  &lt;br /&gt;
&lt;br /&gt;
=== Stun Damage ===&lt;br /&gt;
Certain, specialized types of attacks deliver Stun damage.  Whenever an attack delivers Stun damage a player should fill it in as with normal damage, however use a different mark (it's recommended players use X's for regular damage and /'s for stun damage.  Stun damage does not overwrite normal damage, instead add stun damage to the end of the Wound chart.  That said stun damage follows the rules below&lt;br /&gt;
&lt;br /&gt;
* Stun damage induces the same movement and wound penalties as normal damage.&lt;br /&gt;
* There is absolutely no differentiation between stun and normal damage on either the Glancing or Mortal Wound charts.  Any damage type applied to either chart should be applied as X's.&lt;br /&gt;
* The moment a character has at least half of their Normal Wound Chart filled (with any kind of damage) and has stun damage to allocate, they must roll for consciousness after applying the stun damage (this will apply to every successive stun attack that occurs from this point forward)&lt;br /&gt;
* If a character's entire Normal Wound Chart is filled with some or all Stun damage and they have further Stun damage to allocate, they then convert 1 Stun damage to 1 Normal damage starting at the beginning of the chart.&lt;br /&gt;
* If a character with a Normal Wound Chart with some or all Stun damage has to allocate Normal Damage, they convert 2 Stun damage per point of normal damage they must allocate until there is no more Stun damage to convert.  Any leftover damage is then applied as normal damage to the chart (there should be no more stun damage at this point).  If it works out that they have &amp;quot;half&amp;quot; a point of damage left after converting all of the stun damage to normal damage, simply apply a final point of stun damage.&lt;br /&gt;
&lt;br /&gt;
=== Damage over Time ===&lt;br /&gt;
Some special types of damage don't inflict all of their harm up front.  Things like poison or fire or other nefarious effects can take a long time to taper and this will result in the character taking damage after the initial application.  Technically speaking the &amp;quot;bleeding out&amp;quot; effect of mortal wounds is a damage over time and this is how they work.  Essentially every X ticks, a character will take Y damage.  Armor may or may not apply, depending on the effect, but otherwise it functions as standard damage.&lt;br /&gt;
&lt;br /&gt;
=== Wound Penalties and Wounded Dice ===&lt;br /&gt;
Wound penalties are built into the Wound chart and have a unique effect in that they &amp;quot;Wound&amp;quot; die rolls.  For each wound penalty a character must &amp;quot;wound&amp;quot; one die in every skill roll they make.  A &amp;quot;wounded&amp;quot; die rolls at half (round down) the Target Number for the roll (a TN of 4 becomes 2, 3 becomes 1, etc ...).  When suffering wound penalties a player should use two distinct die pools/colors (just like damage rolls).  If for some reason ALL of a character's dice for a given roll become &amp;quot;wounded&amp;quot; then any further wound penalties simply subtract a die from the roll.  Wound penalties have a secondary effect in that every 2 wound penalties suffered reduces base speed by 1 (this will quickly hobble a character).&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Dramatic_Scenes</id>
		<title>Dramatic Scenes</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Dramatic_Scenes"/>
				<updated>2014-08-18T00:36:47Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: /* Combat Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section describes the mechanics required to run Dramatic Scenes, that is any scene where time is and physical danger are both important factors.  Typically this will refer to combat but these rules can just as easily apply to a situation such as disarming a bomb or jumping across train cars.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Keeping Time ==&lt;br /&gt;
In most instances where dramatic action is taking place it is usually helpful to track time and FateWalker uses a concept called '''Ticks'''.  A tick is a unit of time equal to '''half of a second''' and all actions have a “Tick Cost” listed in total ticks required to complete the Action.  Dramatic scenes typically begin at Tick 1 and the GM simply counts upward until either a Player or NPC has their &amp;quot;Action Tick&amp;quot; come up when they can initiate an Action.  After resolving any Action the player increments their Action Tick by the cost.  Players are expected to track their next Action Tick (scrap paper or a MTG life meter help with this ... dice are strongly recommended against).  &lt;br /&gt;
&lt;br /&gt;
When a character's Tick comes up they '''must''' choose their next action (holding is still an action).  Every Action has a Tick Cost and whenever a player resolves an action (makes the roll, witnesses the effects) they simply add this cost to their current Tick.  Thus if a character's next Action Tick is 4 and then they resolve an Action that has a cost of 7 ticks, they could not declare another Action until 11.  However they can still declare any reactions they desire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Action/Reaction/Preemptive Action ==&lt;br /&gt;
There are three basic categories of actions characters can take:  Actions, Reactions, and Preemptive Actions.  The following rules dictate how and when they can be taken.&lt;br /&gt;
* Actions can only be initiated when a character's Tick comes up, but otherwise have no other prerequisites.  &lt;br /&gt;
* Actions resolve the second they are initiated, regardless of tick cost.&lt;br /&gt;
* Reactions function similar to Actions however they require a trigger Action to occur that the character ''is aware of and able to react to''.&lt;br /&gt;
* Reactions resolve simultaneously with the Action they are responding to.  &lt;br /&gt;
* Reactions can be done at any point, even if the character’s Tick has yet to come up.&lt;br /&gt;
* Reactions still have a tick cost and thus will increment the character’s next Tick.  &lt;br /&gt;
* Preemptive Actions function almost exactly like Reactions only they can potentially interdict the trigger Action by resolving first.&lt;br /&gt;
* Preemptive Actions preclude the character from taking a Reaction to the same Action.&lt;br /&gt;
* Most normal Actions can be Preemptive actions if a character is currently performing a Hold Action.&lt;br /&gt;
&lt;br /&gt;
=== Declaration vs Resolution ===&lt;br /&gt;
When a player '''Declares''' an action they simply state their intended action.  This does not involve a die roll as all reactions or preemptive actions must then be declared.  '''Resolution''' occurs after all declarations.&lt;br /&gt;
&lt;br /&gt;
=== Action Order ===&lt;br /&gt;
During an individual tick many things can happen so the following rules dictate the order of Actions within a single tick.&lt;br /&gt;
# Any events triggered by a specific tick count occur.&lt;br /&gt;
# Any character whose Action Tick has come up or who has a &amp;quot;Held&amp;quot; action can Declare an Action.  &lt;br /&gt;
# Any character whose Action Tick has come up can Declare an Action.&lt;br /&gt;
# Any characters with a &amp;quot;Held&amp;quot; action can resolve a Preemptive Action in response to the Declared Action (if possible).  &lt;br /&gt;
# Repeat (1-4) for any other Characters who wish to Declare an Action and who still have their Action Tick equal to the current tick.&lt;br /&gt;
# Resolve all character actions that do not require an Action Tick (free actions).&lt;br /&gt;
&lt;br /&gt;
=== Ties ===&lt;br /&gt;
Whenever two characters wish to Declare an Action on the same tick, the character with the higher Awareness gets to go first.  If they have the same Awareness then they must resolve their actions simultaneously.  This is done by secretly submitting the actions to the GM.  Any character performing a simultaneous action cannot React or Preempt any other actions occurring at the same time.  Anyone else who IS able to react or preempt can only do so to a single one of the simultaneous actions.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initiative ==&lt;br /&gt;
All Dramatic scenes are started with an Initiative roll that determines each character's starting Action Tick.  A character resolves their starting Action Tick as 10 - Awareness(4) roll (minimum of 1).  &lt;br /&gt;
&lt;br /&gt;
=== Late to the Party ===&lt;br /&gt;
Not everyone is necessarily aware that combat has begun when it first starts.  Whenever a new (N)PC becomes aware of a combat scene they roll initiative and join the fray at Current Tick + Initiative roll.&lt;br /&gt;
&lt;br /&gt;
=== Surprise/Ambush ===&lt;br /&gt;
There are plenty of scenarios where one party is surprised by the sudden outbreak of violence.  In this case the GM must assign a penalty, in Ticks, to the party that was not expecting the event.  So instead of resolving Initiative as 10 - Successes it will instead resolve as (10 + penalty) - Successes for the surprised party.  Ambush works the same way (though usually the penalty is significantly nasty like +10) however one member of the Ambushing side (or some event such as a trap or bomb going off) gets a free, Pre-Initiative action that effectively begins the combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Position and Movement ==&lt;br /&gt;
Movement in a dramatic scene can have as much of a role in dictating the action as the passage of time itself.  Fatewalker manages movement in a somewhat abstract sense to keep the game from quickly devolving into a tactical miniature game yet still attempts to leave enough resolution such that player decisions about how their character is moving still have a meaningful impact on a scene.  All characters have a Speed attribute that dictates how far, in meters, they can “walk” in 6 Ticks (3 seconds).  The average is 5 which roughly translates to a pace of around 3.7mph.  Most other movement types are based off of the character's Speed attribute.  Movement itself generally isn’t considered an Action (one can run and attempt to swing a sword at the same time), though it does provide penalties to most Actions.  That said the act of changing movement rate does have a Tick cost.      &lt;br /&gt;
&lt;br /&gt;
=== Time and Space ===&lt;br /&gt;
Regardless of movement type or distance covered, movement is always broken down into these 6 tick segments during which the character is considered to be moving for purposes of bonuses/penalties to any Actions taken by or against them.  For positional purposes a character covers the entire distance at the ''end'' of the movement.  A character can obviously move for more than 6 ticks but movement is always broken down into their 6 tick segments.  If a player wants to move for less than 6 ticks this is up to the GM to arbitrate (in general round up, so it would take 3 ticks to go 2 meters with a 5 move), but as a basic rule it’s fine to force all move actions to occur for a minimum of 6 ticks.&lt;br /&gt;
&lt;br /&gt;
=== Movement and Actions ===&lt;br /&gt;
To initiate movement of any kind requires a 2 tick Action called &amp;quot;Begin moving&amp;quot;, which allows a character to either go prone and begin crawling, begin climbing, begin swimming, or begin walking/running.  Otherwise once a character is already moving they can always opt to change movement type or stop without needing their Tick to come up (these movement changes still have a tick cost, just they don't require a character's Tick to occur to perform them).  The basic types of dramatic movement are Walking, Running, Climbing, Crawling, Riding (a mount/vehicle), or Swimming.  Other types of movement are generally considered their own Action which precludes a character from performing a simultaneous action (Jumping, Sprinting, Falling, etc …).  Very small movements can be freely rolled into other actions - characters can always alter their position by a meter as part of another action for free.  &lt;br /&gt;
&lt;br /&gt;
If a given Action requires movement to complete (&amp;quot;I want to run over to the Dragon and hit it&amp;quot;) then the Action doesn't resolve immediately.  The GM must first determine the distance covered and how many ticks it takes (just use multiples of 6 ticks if math isn't strong).  While the character is moving they can resolve other actions along the way but the soonest tick they can resolve their intended action is when they arrive.  It is important to note that unless they spend the ticks necessary to stop moving then their Action will be at a penalty when they arrive.  Additionally even if a character doesn't want to stop BEFORE taking an action, unless they intend to continue moving they must still pay the tick cost to stop AFTER the action.  &lt;br /&gt;
&lt;br /&gt;
'''Rules For Movement'''&lt;br /&gt;
* To '''begin''' moving requires an Action.   &lt;br /&gt;
* Most movement doesn't require an Action and therefore has ''no tick cost'', though they often levy penalties to Actions initiated during the movement.&lt;br /&gt;
* Despite this movement is still tracked as occurring in 6 tick intervals during which the character is considered ''moving''.&lt;br /&gt;
* All of the movement for each 6 tick interval occurs at the ''end'' of the 6 tick span, or as soon as they change movement type (whichever occurs first)&lt;br /&gt;
* At the end of each 6 tick interval of movement, a character must declare if they are changing movement type or continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Senses, Awareness, and Range ==&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
It is important to note that while in a real world high stress situation information is limited, this does not easily translate to tabletop games.  As with movement the awareness system attempts to split the difference between the ruleless abstract and a more direct rules-heavy approach.  The following rules presuppose a moderately loud and chaotic or tense combat scenario (and can thus vary depending on how bright, loud, or tense the situation is relative to normal combat).  &lt;br /&gt;
&lt;br /&gt;
* Characters should always be considered able to “hear” sounds approximately as loud as normal speech up to their (Awareness) meters away, even behind them.  &lt;br /&gt;
* Characters can “see” all non-stealth activity that involves a motion roughly the size of a hand wave up to (2x Awareness) meters within their field of view (say roughly 270 degree arc in front).  &lt;br /&gt;
&lt;br /&gt;
These values can vary dramatically but this is a good rule of thumb.  Additional observation based actions can allow characters to see farther or smaller or hear more precise sounds (and notice stealth activities).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attack Resolution ==&lt;br /&gt;
=== The Attack Roll ===&lt;br /&gt;
For most maneuvers and weapons the attack roll will resolve as Prowess(weapon specific skill).  Attacks completely miss if they do not generate 2 successes on the roll and can critically fail if they generate less than 1 (GM discretion using Margin of Failure).  If the target chose to perform a Reaction this is then resolved after the attack and will usually reduce the Attack's successes.  If a Reaction reduces an attack to less than 0 successes the attack will fail as though less than 2 successes had been achieved in the first place, however if 0 or more net successes remain the attack is considered successful.  Net successes on the attack roll after resolving any Reactions typically will increase the damage TN for the subsequent damage roll.&lt;br /&gt;
&lt;br /&gt;
=== Damage Dice ===&lt;br /&gt;
Damage is rolled in the same fashion as any other roll using a specific number of dice and attempting to roll under a specific Target Number and counting successes.  There is one difference and that's when it comes to damage there is usually more than 1 dice pool and depending on which pool a die is in each success can represent more than one point of damage.  This concept is represented in the way that damage is listed under a specific attack or weapon, for instance a fairly average knife may list its damage as: 3x3/3x1.  What this means is when rolling damage for the knife you will roll three dice whose successes will each represent '''3''' damage, and 3 dice whose successes will each represent '''1''' damage, for a maximum of 12.  There can only ever be 2 types of damage dice for an individual damage roll.&lt;br /&gt;
&lt;br /&gt;
=== Promoting/Demoting Damage Dice ===&lt;br /&gt;
It is possible to either increase or decrease the values of each damage die.  Damage dice come only in odd numbers, therefore 1s promote to 3s, and 3s promote to 5s and likewise in reverse for demotions.  If all of the lower dice have been promoted to higher dice and further promotions are necessary simply begin promoting to the next highest value (1-&amp;gt;3, 3-&amp;gt;5, etc).  Similarly if all of the higher dice have been demoted to the lower dice, simply step down a level.  In the event that all of the dice are already demoted to 1s, then further demotions simply remove a damage die from the roll (and can potentially eliminate the roll entirely).&lt;br /&gt;
&lt;br /&gt;
=== Attack Roll Successes ===&lt;br /&gt;
Generally speaking net successes (after subtracting any successes for defensive maneuvers) from the attack roll promote damage dice on the damage roll.  This means that for every net success on the attack roll one damage die will be promoted.  This can dramatically increase the amount of damage done on in individual attack&lt;br /&gt;
&lt;br /&gt;
=== Damage Types ===&lt;br /&gt;
All damage comes in one of three types:  Physical, Ballistic, or Energy.  This has no effect on how much damage the attack does but does directly affect how efficient armor Deflection can be against the attack.  &lt;br /&gt;
&lt;br /&gt;
=== Armor Penetration ===&lt;br /&gt;
All damage dice that come up as 0's should be set aside, as these will ignore armor (this can be significant against heavily armored targets).  This damage cannot be Absorbed by armor (it can however go directly to Temporary Wounds).&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Armor in Fatewalker offers protection in two ways; the first being that all armor has an Absorb value which simple flat out reduces the damage of all attacks by this value.  The second is called Deflection and is split into three categories (Physical, Ballistic, Energy).  The Deflection value demotes a number of damage dice equal to the value for the given damage type.  So if an attack with 6x1/6x3 came again armor with a deflection of 4, it would be demoted to 10x1/2x3.  Deflection directly counters attack roll successes.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Combat Systems ==&lt;br /&gt;
The following special systems apply directly to combat scenes.  They offer systems to manage sticky, common combat situations.&lt;br /&gt;
&lt;br /&gt;
=== Range and Visibility ===&lt;br /&gt;
Range is difficult in that both the projectile weapon and the character play a role in determining the range.  All characters have a listed “Visible Range”, this indicates how well the character can see unimpeded.  Additionally all weapons have three range listings which indicate the upper limit of Short, Medium, and Long range.  Maximum Effective range is calculated as 2x Long range.  These values are determined by the limits of the weapon and have nothing to do with the character using it.  Unfortunately these two distinct values (visible range, and weapon range) do not always align.  Lighting, weather, image magnification, etc... can all affect maximum visible range regardless of whether a character is using a sniper rifle or a palm pistol.  For the purposes of penalties the character suffers the worst of the two.  If the limit of range is their weapon, then regardless of their eyesight they will suffer range penalties as per the firearm.  If the limit of range is their eyesight, then regardless of their weapon they will suffer range penalties as per their visible range.&lt;br /&gt;
&lt;br /&gt;
The following chart offers modifiers on a character's visible range.&lt;br /&gt;
'''Range and Visibility Chart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Situation !! Effective Range &lt;br /&gt;
|-&lt;br /&gt;
| 0 - Visible Range || Short &lt;br /&gt;
|-&lt;br /&gt;
| Visible Range - 2x Visible Range || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 2x - 5x Visible Range || Long&lt;br /&gt;
|-&lt;br /&gt;
| 5x - 10x Visible Range || Extreme&lt;br /&gt;
|-&lt;br /&gt;
| Image Magnification || Visible Range xMagnification&lt;br /&gt;
|-&lt;br /&gt;
| Low Light/ Light Fog/ Light Rain || -25%&lt;br /&gt;
|-&lt;br /&gt;
| Bright Night/Fog/Rain || -50%&lt;br /&gt;
|-&lt;br /&gt;
| Dark Night/ Heavy Fog/ Heavy Rain || -75%&lt;br /&gt;
|-&lt;br /&gt;
| Target Well Illuminated || Ignore darkness-based range penalties&lt;br /&gt;
|-&lt;br /&gt;
| Target has some illumination || Halve darkness-based range penalties&lt;br /&gt;
|-&lt;br /&gt;
| Lighting || No darkness penalties within range of illumination&lt;br /&gt;
|-&lt;br /&gt;
| IR Imaging || Reduce all darkness penalties to -25%.&lt;br /&gt;
|-&lt;br /&gt;
| Target Small (Size 5-8) || -25%&lt;br /&gt;
|-&lt;br /&gt;
| Target Tiny (Size 2-4) || -50%&lt;br /&gt;
|-&lt;br /&gt;
| Target Miniature (Size 0-1) || -75%&lt;br /&gt;
|-&lt;br /&gt;
| Target Large (Size 12-15) || +25%&lt;br /&gt;
|-&lt;br /&gt;
| Target Huge (Size 16-19) || +50%&lt;br /&gt;
|-&lt;br /&gt;
| Target Ginourmous (Size 20+) || +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ranged Combat ===&lt;br /&gt;
Beyond just visible range, ranged combat is subject to a great many other modifiers such as movement, distance, and cover.  The following chart offers all bonuses and penalties to ranged combat.&lt;br /&gt;
&lt;br /&gt;
'''Ranged Combat Modifier Chart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Situation !! Bonus/Penalty !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Prone (Firearm/Crossbow) || +2 || It's nice to have a gun rest.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Prone (Bow/Thrown) || -2 || Unless you're not using a gun.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker High Ground || +1 || Must be at least 3 meters higher than target.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Very High Ground || +2 || Must be at least 10 meters higher than target.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker has 50/90% Cover || +1/+2 || &lt;br /&gt;
|-&lt;br /&gt;
| Attacker Walking || -1 || It's not easy to shoot on the move.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Running || -3 || Waste of ammo.&lt;br /&gt;
|-&lt;br /&gt;
| Short Range (effective) || +1 || Refer to section above to determine short range. &lt;br /&gt;
|-&lt;br /&gt;
| Medium Range (effective) || - || Refer to section above to determine range.&lt;br /&gt;
|-&lt;br /&gt;
| Long Range (effective) || -2 || Refer to section above to determine range.&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Range (effective) || -4 || Refer to section above to determine range.&lt;br /&gt;
|-&lt;br /&gt;
| Target Immobile || +1 || Shooting fish in a barrel.&lt;br /&gt;
|-&lt;br /&gt;
| Target Prone (&amp;lt;5m) || +2 || Not really fair. &lt;br /&gt;
|-&lt;br /&gt;
| Target Prone (&amp;gt;15m) || -1 || The &amp;quot;free&amp;quot; form of cover.&lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 8+ || -1 || This is running for most folks. (~10kph)&lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 14+ || -2 || Sprinting for most folks. (~16.66kph)&lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 20+ or Leaping/Acrobatics || -3 || Not possible for most folks on foot. (25kph+)&lt;br /&gt;
|-&lt;br /&gt;
| Every 20+ beyond 20 || -1 || Every 25kph add another -1.&lt;br /&gt;
|-&lt;br /&gt;
| Target 50/90% cover || -2/-4 || This is the penalty to attempt to shoot around the cover&lt;br /&gt;
|-&lt;br /&gt;
| Shooting through 50/90% cover || -1/-2 || Shot is subject to barrier value of material.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Barriers ===&lt;br /&gt;
Shooting or attacking through objects isn't easy.  Essentially objects form whats called a &amp;quot;Barrier&amp;quot; and this serves as a form of armor in addition to anything the target is protected by.  Barrier simply functions as Armor-Deflection against any attack going through it equal to it's rating.  It doesn't (usually) care about damage type although creative GMs are welcome to be colorful in this regard.  The following chart lists some rough barrier ratings for common objects characters may decide to hide behind.  &lt;br /&gt;
&lt;br /&gt;
'''Barrier Chart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material !! Barrier Rating !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Light Construction Material || 1 || Interior Walls/Furniture/Plastics&lt;br /&gt;
|-&lt;br /&gt;
| Medium Construction Material || 2 || Load bearing Walls/Normal Doors &lt;br /&gt;
|-&lt;br /&gt;
| Light Sheet Metal || 3 || Vehicle Doors/Fenders/Metal doors/Metal Filing Cabinets&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Wood || 4 || Heavy Doors, House exteriors, Small Trees&lt;br /&gt;
|-&lt;br /&gt;
| Brick/Thick Metal || 5 || Brick walls, Heavy metal doors&lt;br /&gt;
|-&lt;br /&gt;
| Stone/Rock || 6 || Stone/Rock walls or construction or Thick Trees&lt;br /&gt;
|-&lt;br /&gt;
| Sheet Steel || 7 || Armored vehicle door, Armored walls.&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Steel || 10+ || Blast doors, Armored structures. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Melee Combat ===&lt;br /&gt;
Melee combat is subject to fewer modifiers than ranged combat, but it does still have a few that matter.&lt;br /&gt;
&lt;br /&gt;
'''Ranged Combat Modifier Chart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Situation !! Bonus/Penalty !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Prone || -2 || Not easy&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Running || -1 || Running as defined by effort, not speed.&lt;br /&gt;
|-&lt;br /&gt;
| Target Prone || +1 || &lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 14+ || -1 || Sprinting for most folks. (~16.66kph)&lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 20+ or Leaping/Acrobatics || -2 || Not possible for most folks on foot. (25kph+)&lt;br /&gt;
|-&lt;br /&gt;
| Every 20+ beyond 20 || -1 || Every 25kph add another -1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Melee Combat Range ===&lt;br /&gt;
These rules dictate how to manage the various states that melee and unarmed combat can occur within.  Ideal combat range is dictated by weapon size.  Unarmed kicks are considered M and Unarmed strikes S, and all grapple/close maneuvers XS.  Combat always begins at maximum range and unless the characters perform the special maneuvers required to change this (Engage/Grapple/Takedown), it will stay at maximum range.  &lt;br /&gt;
&lt;br /&gt;
The following chart illustrates the various ranges.  The penalties apply to all offensive maneuvers performed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Effect !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Long (6) || S Weapons/Strikes: -1, XS Weapons/Elbows/Knees/Grappling maneuvers: -2 || The default armed combat range&lt;br /&gt;
|-&lt;br /&gt;
| Medium (5) || - || The default unarmed combat range&lt;br /&gt;
|-&lt;br /&gt;
| Short (4) || XL Weapons: -2, L Weapons: -1  || The closest armed combat range&lt;br /&gt;
|-&lt;br /&gt;
| Contact (3) || XL Weapons: -4, L Weapons: -2, M Weapons/Kicks: -1, Evasions: -1 || Long range grappling  &lt;br /&gt;
|-&lt;br /&gt;
| Grapple (2) || XL Weapons: Unusable, L: Weapons: -4, M Weapons/Kicks: -2, S Weapons/Strikes: -1, Evasion: -2 || Close range grappling&lt;br /&gt;
|-&lt;br /&gt;
| Clinch (1) || XL/L Weapons:  Unusable, M: Weapons/Kicks: -4, S Weapons/Strikes: -2, Evasion: -3 || Clinch grappling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to the above, the following rules apply to melee/grapple combatants.&lt;br /&gt;
* Ranged attacks against someone in any kind of melee combat are at -1&lt;br /&gt;
* Ranged attacks against someone in any kind of grapple combat (ranges 1-3) are at an additional -1&lt;br /&gt;
* Ranged attacks against someone in melee combat which miss hit the other person if margin of failure is equal to current melee range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
In addition to the 6 ranges of standup combat, there's 3 ranges in scramble/ground combat as well.  Ground combat differs from upright combat in that there is a top and bottom position, each with unique properties.  Ground combat is usually initiated by a successful Takedown maneuver, however it can also be initiated when an attacker performs a Grapple maneuver on a prone target.  Ground Combat has 3 levels just like Grapple (1-3) and begins at 3.  Grapple maneuvers from the top position can reduce this number, effectively making it harder for the bottom combatant to escape.  Sweep maneuvers from the bottom can increase this number, with escape essentially occurring whenever the group combat reaches 4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Top Position'''&lt;br /&gt;
* Cannot evade attacks from anyone but bottom without immediate yielding ground combat.&lt;br /&gt;
&lt;br /&gt;
'''Bottom Position'''&lt;br /&gt;
* -1 to all maneuvers.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unarmed vs Armed Combat ===&lt;br /&gt;
This particular scenario is handled quite easily given the combat range rules above.  Essentially kick maneuvers are considered M for ranged purposes, whereas all other strikes/grapples, and other maneuvers are S.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
All characters have a Wound Chart used to track damage with three distinct sections: Glancing Damage, Wounds, and Mortal Damage.  &lt;br /&gt;
&lt;br /&gt;
=== Temporary Wounds ===&lt;br /&gt;
Temporary Wounds represent the ugly, but otherwise unimportant cuts, scrapes, bruises, and bumps that happen during combat.  For each source of damage a character can put up their Resilience worth of damage into the Temporary Wounds section of their chart (until it's full).  This is &amp;quot;free&amp;quot; damage in that Temporary Wounds completely disappear at the end of a dramatic scene, or ~600 ticks (5 minutes) for protracted scenes. &lt;br /&gt;
&lt;br /&gt;
=== Normal Wounds ===&lt;br /&gt;
For every attack, any damage that spills over beyond Glancing Wounds has to be applied to the Normal Wounds section of the Wound Chart.  Damage is applied to the Normal Wounds section one vertical column at a time, thus filling from top to bottom before advancing right.  Each vertical column is associated with a wound and movement penalty that is applied to all actions a character undertakes.   &lt;br /&gt;
&lt;br /&gt;
=== Mortal Wounds ===&lt;br /&gt;
Once the Wound chart is completely filled up any additional damage taken goes into the Mortal Wounds section of the chart.  Every point of damage in the Mortal Wounds section adds an addition wound penalty (in addition to any taken from Normal Wounds).  Additionally from this point forward the character will take an additional point of damage every (Prowess + Will) Ticks.  This damage can go to Glancing if there is any left, but without significant medical assistance death is imminent.  A character expires the moment they run out of Mortal Wounds.  &lt;br /&gt;
&lt;br /&gt;
=== Stun Damage ===&lt;br /&gt;
Certain, specialized types of attacks deliver Stun damage.  Whenever an attack delivers Stun damage a player should fill it in as with normal damage, however use a different mark (it's recommended players use X's for regular damage and /'s for stun damage.  Stun damage does not overwrite normal damage, instead add stun damage to the end of the Wound chart.  That said stun damage follows the rules below&lt;br /&gt;
&lt;br /&gt;
* Stun damage induces the same movement and wound penalties as normal damage.&lt;br /&gt;
* There is absolutely no differentiation between stun and normal damage on either the Glancing or Mortal Wound charts.  Any damage type applied to either chart should be applied as X's.&lt;br /&gt;
* The moment a character has at least half of their Normal Wound Chart filled (with any kind of damage) and has stun damage to allocate, they must roll for consciousness after applying the stun damage (this will apply to every successive stun attack that occurs from this point forward)&lt;br /&gt;
* If a character's entire Normal Wound Chart is filled with some or all Stun damage and they have further Stun damage to allocate, they then convert 1 Stun damage to 1 Normal damage starting at the beginning of the chart.&lt;br /&gt;
* If a character with a Normal Wound Chart with some or all Stun damage has to allocate Normal Damage, they convert 2 Stun damage per point of normal damage they must allocate until there is no more Stun damage to convert.  Any leftover damage is then applied as normal damage to the chart (there should be no more stun damage at this point).  If it works out that they have &amp;quot;half&amp;quot; a point of damage left after converting all of the stun damage to normal damage, simply apply a final point of stun damage.&lt;br /&gt;
&lt;br /&gt;
=== Damage over Time ===&lt;br /&gt;
Some special types of damage don't inflict all of their harm up front.  Things like poison or fire or other nefarious effects can take a long time to taper and this will result in the character taking damage after the initial application.  Technically speaking the &amp;quot;bleeding out&amp;quot; effect of mortal wounds is a damage over time and this is how they work.  Essentially every X ticks, a character will take Y damage.  Armor may or may not apply, depending on the effect, but otherwise it functions as standard damage.&lt;br /&gt;
&lt;br /&gt;
=== Wound Penalties and Wounded Dice ===&lt;br /&gt;
Wound penalties are built into the Wound chart and have a unique effect in that they &amp;quot;Wound&amp;quot; die rolls.  For each wound penalty a character must &amp;quot;wound&amp;quot; one die in every skill roll they make.  A &amp;quot;wounded&amp;quot; die rolls at half (round down) the Target Number for the roll (a TN of 4 becomes 2, 3 becomes 1, etc ...).  When suffering wound penalties a player should use two distinct die pools/colors (just like damage rolls).  If for some reason ALL of a character's dice for a given roll become &amp;quot;wounded&amp;quot; then any further wound penalties simply subtract a die from the roll.  Wound penalties have a secondary effect in that every 2 wound penalties suffered reduces base speed by 1 (this will quickly hobble a character).&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Dramatic_Scenes</id>
		<title>Dramatic Scenes</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Dramatic_Scenes"/>
				<updated>2014-08-17T20:45:07Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section describes the mechanics required to run Dramatic Scenes, that is any scene where time is and physical danger are both important factors.  Typically this will refer to combat but these rules can just as easily apply to a situation such as disarming a bomb or jumping across train cars.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Keeping Time ==&lt;br /&gt;
In most instances where dramatic action is taking place it is usually helpful to track time and FateWalker uses a concept called '''Ticks'''.  A tick is a unit of time equal to '''half of a second''' and all actions have a “Tick Cost” listed in total ticks required to complete the Action.  Dramatic scenes typically begin at Tick 1 and the GM simply counts upward until either a Player or NPC has their &amp;quot;Action Tick&amp;quot; come up when they can initiate an Action.  After resolving any Action the player increments their Action Tick by the cost.  Players are expected to track their next Action Tick (scrap paper or a MTG life meter help with this ... dice are strongly recommended against).  &lt;br /&gt;
&lt;br /&gt;
When a character's Tick comes up they '''must''' choose their next action (holding is still an action).  Every Action has a Tick Cost and whenever a player resolves an action (makes the roll, witnesses the effects) they simply add this cost to their current Tick.  Thus if a character's next Action Tick is 4 and then they resolve an Action that has a cost of 7 ticks, they could not declare another Action until 11.  However they can still declare any reactions they desire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Action/Reaction/Preemptive Action ==&lt;br /&gt;
There are three basic categories of actions characters can take:  Actions, Reactions, and Preemptive Actions.  The following rules dictate how and when they can be taken.&lt;br /&gt;
* Actions can only be initiated when a character's Tick comes up, but otherwise have no other prerequisites.  &lt;br /&gt;
* Actions resolve the second they are initiated, regardless of tick cost.&lt;br /&gt;
* Reactions function similar to Actions however they require a trigger Action to occur that the character ''is aware of and able to react to''.&lt;br /&gt;
* Reactions resolve simultaneously with the Action they are responding to.  &lt;br /&gt;
* Reactions can be done at any point, even if the character’s Tick has yet to come up.&lt;br /&gt;
* Reactions still have a tick cost and thus will increment the character’s next Tick.  &lt;br /&gt;
* Preemptive Actions function almost exactly like Reactions only they can potentially interdict the trigger Action by resolving first.&lt;br /&gt;
* Preemptive Actions preclude the character from taking a Reaction to the same Action.&lt;br /&gt;
* Most normal Actions can be Preemptive actions if a character is currently performing a Hold Action.&lt;br /&gt;
&lt;br /&gt;
=== Declaration vs Resolution ===&lt;br /&gt;
When a player '''Declares''' an action they simply state their intended action.  This does not involve a die roll as all reactions or preemptive actions must then be declared.  '''Resolution''' occurs after all declarations.&lt;br /&gt;
&lt;br /&gt;
=== Action Order ===&lt;br /&gt;
During an individual tick many things can happen so the following rules dictate the order of Actions within a single tick.&lt;br /&gt;
# Any events triggered by a specific tick count occur.&lt;br /&gt;
# Any character whose Action Tick has come up or who has a &amp;quot;Held&amp;quot; action can Declare an Action.  &lt;br /&gt;
# Any character whose Action Tick has come up can Declare an Action.&lt;br /&gt;
# Any characters with a &amp;quot;Held&amp;quot; action can resolve a Preemptive Action in response to the Declared Action (if possible).  &lt;br /&gt;
# Repeat (1-4) for any other Characters who wish to Declare an Action and who still have their Action Tick equal to the current tick.&lt;br /&gt;
# Resolve all character actions that do not require an Action Tick (free actions).&lt;br /&gt;
&lt;br /&gt;
=== Ties ===&lt;br /&gt;
Whenever two characters wish to Declare an Action on the same tick, the character with the higher Awareness gets to go first.  If they have the same Awareness then they must resolve their actions simultaneously.  This is done by secretly submitting the actions to the GM.  Any character performing a simultaneous action cannot React or Preempt any other actions occurring at the same time.  Anyone else who IS able to react or preempt can only do so to a single one of the simultaneous actions.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initiative ==&lt;br /&gt;
All Dramatic scenes are started with an Initiative roll that determines each character's starting Action Tick.  A character resolves their starting Action Tick as 10 - Awareness(4) roll (minimum of 1).  &lt;br /&gt;
&lt;br /&gt;
=== Late to the Party ===&lt;br /&gt;
Not everyone is necessarily aware that combat has begun when it first starts.  Whenever a new (N)PC becomes aware of a combat scene they roll initiative and join the fray at Current Tick + Initiative roll.&lt;br /&gt;
&lt;br /&gt;
=== Surprise/Ambush ===&lt;br /&gt;
There are plenty of scenarios where one party is surprised by the sudden outbreak of violence.  In this case the GM must assign a penalty, in Ticks, to the party that was not expecting the event.  So instead of resolving Initiative as 10 - Successes it will instead resolve as (10 + penalty) - Successes for the surprised party.  Ambush works the same way (though usually the penalty is significantly nasty like +10) however one member of the Ambushing side (or some event such as a trap or bomb going off) gets a free, Pre-Initiative action that effectively begins the combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Position and Movement ==&lt;br /&gt;
Movement in a dramatic scene can have as much of a role in dictating the action as the passage of time itself.  Fatewalker manages movement in a somewhat abstract sense to keep the game from quickly devolving into a tactical miniature game yet still attempts to leave enough resolution such that player decisions about how their character is moving still have a meaningful impact on a scene.  All characters have a Speed attribute that dictates how far, in meters, they can “walk” in 6 Ticks (3 seconds).  The average is 5 which roughly translates to a pace of around 3.7mph.  Most other movement types are based off of the character's Speed attribute.  Movement itself generally isn’t considered an Action (one can run and attempt to swing a sword at the same time), though it does provide penalties to most Actions.  That said the act of changing movement rate does have a Tick cost.      &lt;br /&gt;
&lt;br /&gt;
=== Time and Space ===&lt;br /&gt;
Regardless of movement type or distance covered, movement is always broken down into these 6 tick segments during which the character is considered to be moving for purposes of bonuses/penalties to any Actions taken by or against them.  For positional purposes a character covers the entire distance at the ''end'' of the movement.  A character can obviously move for more than 6 ticks but movement is always broken down into their 6 tick segments.  If a player wants to move for less than 6 ticks this is up to the GM to arbitrate (in general round up, so it would take 3 ticks to go 2 meters with a 5 move), but as a basic rule it’s fine to force all move actions to occur for a minimum of 6 ticks.&lt;br /&gt;
&lt;br /&gt;
=== Movement and Actions ===&lt;br /&gt;
To initiate movement of any kind requires a 2 tick Action called &amp;quot;Begin moving&amp;quot;, which allows a character to either go prone and begin crawling, begin climbing, begin swimming, or begin walking/running.  Otherwise once a character is already moving they can always opt to change movement type or stop without needing their Tick to come up (these movement changes still have a tick cost, just they don't require a character's Tick to occur to perform them).  The basic types of dramatic movement are Walking, Running, Climbing, Crawling, Riding (a mount/vehicle), or Swimming.  Other types of movement are generally considered their own Action which precludes a character from performing a simultaneous action (Jumping, Sprinting, Falling, etc …).  Very small movements can be freely rolled into other actions - characters can always alter their position by a meter as part of another action for free.  &lt;br /&gt;
&lt;br /&gt;
If a given Action requires movement to complete (&amp;quot;I want to run over to the Dragon and hit it&amp;quot;) then the Action doesn't resolve immediately.  The GM must first determine the distance covered and how many ticks it takes (just use multiples of 6 ticks if math isn't strong).  While the character is moving they can resolve other actions along the way but the soonest tick they can resolve their intended action is when they arrive.  It is important to note that unless they spend the ticks necessary to stop moving then their Action will be at a penalty when they arrive.  Additionally even if a character doesn't want to stop BEFORE taking an action, unless they intend to continue moving they must still pay the tick cost to stop AFTER the action.  &lt;br /&gt;
&lt;br /&gt;
'''Rules For Movement'''&lt;br /&gt;
* To '''begin''' moving requires an Action.   &lt;br /&gt;
* Most movement doesn't require an Action and therefore has ''no tick cost'', though they often levy penalties to Actions initiated during the movement.&lt;br /&gt;
* Despite this movement is still tracked as occurring in 6 tick intervals during which the character is considered ''moving''.&lt;br /&gt;
* All of the movement for each 6 tick interval occurs at the ''end'' of the 6 tick span, or as soon as they change movement type (whichever occurs first)&lt;br /&gt;
* At the end of each 6 tick interval of movement, a character must declare if they are changing movement type or continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Senses, Awareness, and Range ==&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
It is important to note that while in a real world high stress situation information is limited, this does not easily translate to tabletop games.  As with movement the awareness system attempts to split the difference between the ruleless abstract and a more direct rules-heavy approach.  The following rules presuppose a moderately loud and chaotic or tense combat scenario (and can thus vary depending on how bright, loud, or tense the situation is relative to normal combat).  &lt;br /&gt;
&lt;br /&gt;
* Characters should always be considered able to “hear” sounds approximately as loud as normal speech up to their (Awareness) meters away, even behind them.  &lt;br /&gt;
* Characters can “see” all non-stealth activity that involves a motion roughly the size of a hand wave up to (2x Awareness) meters within their field of view (say roughly 270 degree arc in front).  &lt;br /&gt;
&lt;br /&gt;
These values can vary dramatically but this is a good rule of thumb.  Additional observation based actions can allow characters to see farther or smaller or hear more precise sounds (and notice stealth activities).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attack Resolution ==&lt;br /&gt;
=== The Attack Roll ===&lt;br /&gt;
For most maneuvers and weapons the attack roll will resolve as Prowess(weapon specific skill).  Attacks completely miss if they do not generate 2 successes on the roll and can critically fail if they generate less than 1 (GM discretion using Margin of Failure).  If the target chose to perform a Reaction this is then resolved after the attack and will usually reduce the Attack's successes.  If a Reaction reduces an attack to less than 0 successes the attack will fail as though less than 2 successes had been achieved in the first place, however if 0 or more net successes remain the attack is considered successful.  Net successes on the attack roll after resolving any Reactions typically will increase the damage TN for the subsequent damage roll.&lt;br /&gt;
&lt;br /&gt;
=== Damage Dice ===&lt;br /&gt;
Damage is rolled in the same fashion as any other roll using a specific number of dice and attempting to roll under a specific Target Number and counting successes.  There is one difference and that's when it comes to damage there is usually more than 1 dice pool and depending on which pool a die is in each success can represent more than one point of damage.  This concept is represented in the way that damage is listed under a specific attack or weapon, for instance a fairly average knife may list its damage as: 3x3/3x1.  What this means is when rolling damage for the knife you will roll three dice whose successes will each represent '''3''' damage, and 3 dice whose successes will each represent '''1''' damage, for a maximum of 12.  There can only ever be 2 types of damage dice for an individual damage roll.&lt;br /&gt;
&lt;br /&gt;
=== Promoting/Demoting Damage Dice ===&lt;br /&gt;
It is possible to either increase or decrease the values of each damage die.  Damage dice come only in odd numbers, therefore 1s promote to 3s, and 3s promote to 5s and likewise in reverse for demotions.  If all of the lower dice have been promoted to higher dice and further promotions are necessary simply begin promoting to the next highest value (1-&amp;gt;3, 3-&amp;gt;5, etc).  Similarly if all of the higher dice have been demoted to the lower dice, simply step down a level.  In the event that all of the dice are already demoted to 1s, then further demotions simply remove a damage die from the roll (and can potentially eliminate the roll entirely).&lt;br /&gt;
&lt;br /&gt;
=== Attack Roll Successes ===&lt;br /&gt;
Generally speaking net successes (after subtracting any successes for defensive maneuvers) from the attack roll promote damage dice on the damage roll.  This means that for every net success on the attack roll one damage die will be promoted.  This can dramatically increase the amount of damage done on in individual attack&lt;br /&gt;
&lt;br /&gt;
=== Damage Types ===&lt;br /&gt;
All damage comes in one of three types:  Physical, Ballistic, or Energy.  This has no effect on how much damage the attack does but does directly affect how efficient armor Deflection can be against the attack.  &lt;br /&gt;
&lt;br /&gt;
=== Armor Penetration ===&lt;br /&gt;
All damage dice that come up as 0's should be set aside, as these will ignore armor (this can be significant against heavily armored targets).  This damage cannot be Absorbed by armor (it can however go directly to Temporary Wounds).&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Armor in Fatewalker offers protection in two ways; the first being that all armor has an Absorb value which simple flat out reduces the damage of all attacks by this value.  The second is called Deflection and is split into three categories (Physical, Ballistic, Energy).  The Deflection value demotes a number of damage dice equal to the value for the given damage type.  So if an attack with 6x1/6x3 came again armor with a deflection of 4, it would be demoted to 10x1/2x3.  Deflection directly counters attack roll successes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat Systems ==&lt;br /&gt;
The following special systems apply directly to combat scenes.  They offer systems to manage sticky, common combat situations.&lt;br /&gt;
&lt;br /&gt;
=== Range and Visibility ===&lt;br /&gt;
Range is difficult in that both the projectile weapon and the character play a role in determining the range.  All characters have a listed “Visible Range”, this indicates how well the character can see unimpeded.  Additionally all weapons have three range listings which indicate the upper limit of Short, Medium, and Long range.  Maximum Effective range is calculated as 2x Long range.  These values are determined by the limits of the weapon and have nothing to do with the character using it.  Unfortunately these two distinct values (visible range, and weapon range) do not always align.  Lighting, weather, image magnification, etc... can all affect maximum visible range regardless of whether a character is using a sniper rifle or a palm pistol.  For the purposes of penalties the character suffers the worst of the two.  If the limit of range is their weapon, then regardless of their eyesight they will suffer range penalties as per the firearm.  If the limit of range is their eyesight, then regardless of their weapon they will suffer range penalties as per their visible range.&lt;br /&gt;
&lt;br /&gt;
The following chart offers modifiers on a character's visible range.&lt;br /&gt;
'''Range and Visibility Chart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Situation !! Effective Range &lt;br /&gt;
|-&lt;br /&gt;
| 0 - Visible Range || Short &lt;br /&gt;
|-&lt;br /&gt;
| Visible Range - 2x Visible Range || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 2x - 5x Visible Range || Long&lt;br /&gt;
|-&lt;br /&gt;
| 5x - 10x Visible Range || Extreme&lt;br /&gt;
|-&lt;br /&gt;
| Image Magnification || Visible Range xMagnification&lt;br /&gt;
|-&lt;br /&gt;
| Low Light/ Light Fog/ Light Rain || -25%&lt;br /&gt;
|-&lt;br /&gt;
| Bright Night/Fog/Rain || -50%&lt;br /&gt;
|-&lt;br /&gt;
| Dark Night/ Heavy Fog/ Heavy Rain || -75%&lt;br /&gt;
|-&lt;br /&gt;
| Target Well Illuminated || Ignore darkness-based range penalties&lt;br /&gt;
|-&lt;br /&gt;
| Target has some illumination || Halve darkness-based range penalties&lt;br /&gt;
|-&lt;br /&gt;
| Lighting || No darkness penalties within range of illumination&lt;br /&gt;
|-&lt;br /&gt;
| IR Imaging || Reduce all darkness penalties to -25%.&lt;br /&gt;
|-&lt;br /&gt;
| Target Small (Size 5-8) || -25%&lt;br /&gt;
|-&lt;br /&gt;
| Target Tiny (Size 2-4) || -50%&lt;br /&gt;
|-&lt;br /&gt;
| Target Miniature (Size 0-1) || -75%&lt;br /&gt;
|-&lt;br /&gt;
| Target Large (Size 12-15) || +25%&lt;br /&gt;
|-&lt;br /&gt;
| Target Huge (Size 16-19) || +50%&lt;br /&gt;
|-&lt;br /&gt;
| Target Ginourmous (Size 20+) || +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ranged Combat ===&lt;br /&gt;
Beyond just visible range, ranged combat is subject to a great many other modifiers such as movement, distance, and cover.  The following chart offers all bonuses and penalties to ranged combat.&lt;br /&gt;
&lt;br /&gt;
'''Ranged Combat Modifier Chart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Situation !! Bonus/Penalty !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Prone (Firearm/Crossbow) || +2 || It's nice to have a gun rest.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Prone (Bow/Thrown) || -2 || Unless you're not using a gun.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker High Ground || +1 || Must be at least 3 meters higher than target.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Very High Ground || +2 || Must be at least 10 meters higher than target.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker has 50/90% Cover || +1/+2 || &lt;br /&gt;
|-&lt;br /&gt;
| Attacker Walking || -1 || It's not easy to shoot on the move.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Running || -3 || Waste of ammo.&lt;br /&gt;
|-&lt;br /&gt;
| Short Range (effective) || +1 || Refer to section above to determine short range. &lt;br /&gt;
|-&lt;br /&gt;
| Medium Range (effective) || - || Refer to section above to determine range.&lt;br /&gt;
|-&lt;br /&gt;
| Long Range (effective) || -2 || Refer to section above to determine range.&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Range (effective) || -4 || Refer to section above to determine range.&lt;br /&gt;
|-&lt;br /&gt;
| Target Immobile || +1 || Shooting fish in a barrel.&lt;br /&gt;
|-&lt;br /&gt;
| Target Prone (&amp;lt;5m) || +2 || Not really fair. &lt;br /&gt;
|-&lt;br /&gt;
| Target Prone (&amp;gt;15m) || -1 || The &amp;quot;free&amp;quot; form of cover.&lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 8+ || -1 || This is running for most folks. (~10kph)&lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 14+ || -2 || Sprinting for most folks. (~16.66kph)&lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 20+ or Leaping/Acrobatics || -3 || Not possible for most folks on foot. (25kph+)&lt;br /&gt;
|-&lt;br /&gt;
| Every 20+ beyond 20 || -1 || Every 25kph add another -1.&lt;br /&gt;
|-&lt;br /&gt;
| Target 50/90% cover || -2/-4 || This is the penalty to attempt to shoot around the cover&lt;br /&gt;
|-&lt;br /&gt;
| Shooting through 50/90% cover || -1/-2 || Shot is subject to barrier value of material.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Barriers ===&lt;br /&gt;
Shooting or attacking through objects isn't easy.  Essentially objects form whats called a &amp;quot;Barrier&amp;quot; and this serves as a form of armor in addition to anything the target is protected by.  Barrier simply functions as Armor-Deflection against any attack going through it equal to it's rating.  It doesn't (usually) care about damage type although creative GMs are welcome to be colorful in this regard.  The following chart lists some rough barrier ratings for common objects characters may decide to hide behind.  &lt;br /&gt;
&lt;br /&gt;
'''Barrier Chart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material !! Barrier Rating !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Light Construction Material || 1 || Interior Walls/Furniture/Plastics&lt;br /&gt;
|-&lt;br /&gt;
| Medium Construction Material || 2 || Load bearing Walls/Normal Doors &lt;br /&gt;
|-&lt;br /&gt;
| Light Sheet Metal || 3 || Vehicle Doors/Fenders/Metal doors/Metal Filing Cabinets&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Wood || 4 || Heavy Doors, House exteriors, Small Trees&lt;br /&gt;
|-&lt;br /&gt;
| Brick/Thick Metal || 5 || Brick walls, Heavy metal doors&lt;br /&gt;
|-&lt;br /&gt;
| Stone/Rock || 6 || Stone/Rock walls or construction or Thick Trees&lt;br /&gt;
|-&lt;br /&gt;
| Sheet Steel || 7 || Armored vehicle door, Armored walls.&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Steel || 10+ || Blast doors, Armored structures. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Melee Combat ===&lt;br /&gt;
Melee combat is subject to fewer modifiers than ranged combat, but it does still have a few that matter.&lt;br /&gt;
&lt;br /&gt;
'''Ranged Combat Modifier Chart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Situation !! Bonus/Penalty !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Prone || -2 || Not easy&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Running || -1 || Running as defined by effort, not speed.&lt;br /&gt;
|-&lt;br /&gt;
| Target Prone || +1 || &lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 14+ || -1 || Sprinting for most folks. (~16.66kph)&lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 20+ or Leaping/Acrobatics || -2 || Not possible for most folks on foot. (25kph+)&lt;br /&gt;
|-&lt;br /&gt;
| Every 20+ beyond 20 || -1 || Every 25kph add another -1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Combat Range (Grappling, Engage, and Ground combat) ===&lt;br /&gt;
These rules dictate how to manage the various states that melee and unarmed combat can occur within.  Ideal combat range is dictated by weapon size.  Unarmed kicks are considered L and Unarmed strikes M, and all grapple/close maneuvers S.  Combat always begins at maximum range and unless the characters perform the special maneuvers required to change this (Engage/Grapple/Takedown), it will stay at maximum range.  &lt;br /&gt;
&lt;br /&gt;
The following chart illustrates the various ranges.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Bonus/Penalty !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Prone || -2 || Not easy&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Running || -1 || Running as defined by effort, not speed.&lt;br /&gt;
|-&lt;br /&gt;
| Target Prone || +1 || &lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 14+ || -1 || Sprinting for most folks. (~16.66kph)&lt;br /&gt;
|-&lt;br /&gt;
| Target Moving 20+ or Leaping/Acrobatics || -2 || Not possible for most folks on foot. (25kph+)&lt;br /&gt;
|-&lt;br /&gt;
| Every 20+ beyond 20 || -1 || Every 25kph add another -1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unarmed vs Armed Combat ===&lt;br /&gt;
This particular scenario is handled quite easily given the combat range rules above.  Essentially kick maneuvers are considered M for ranged purposes, whereas all other strikes/grapples, and other maneuvers are S.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
All characters have a Wound Chart used to track damage with three distinct sections: Glancing Damage, Wounds, and Mortal Damage.  &lt;br /&gt;
&lt;br /&gt;
=== Temporary Wounds ===&lt;br /&gt;
Temporary Wounds represent the ugly, but otherwise unimportant cuts, scrapes, bruises, and bumps that happen during combat.  For each source of damage a character can put up their Resilience worth of damage into the Temporary Wounds section of their chart (until it's full).  This is &amp;quot;free&amp;quot; damage in that Temporary Wounds completely disappear at the end of a dramatic scene, or ~600 ticks (5 minutes) for protracted scenes. &lt;br /&gt;
&lt;br /&gt;
=== Normal Wounds ===&lt;br /&gt;
For every attack, any damage that spills over beyond Glancing Wounds has to be applied to the Normal Wounds section of the Wound Chart.  Damage is applied to the Normal Wounds section one vertical column at a time, thus filling from top to bottom before advancing right.  Each vertical column is associated with a wound and movement penalty that is applied to all actions a character undertakes.   &lt;br /&gt;
&lt;br /&gt;
=== Mortal Wounds ===&lt;br /&gt;
Once the Wound chart is completely filled up any additional damage taken goes into the Mortal Wounds section of the chart.  Every point of damage in the Mortal Wounds section adds an addition wound penalty (in addition to any taken from Normal Wounds).  Additionally from this point forward the character will take an additional point of damage every (Prowess + Will) Ticks.  This damage can go to Glancing if there is any left, but without significant medical assistance death is imminent.  A character expires the moment they run out of Mortal Wounds.  &lt;br /&gt;
&lt;br /&gt;
=== Stun Damage ===&lt;br /&gt;
Certain, specialized types of attacks deliver Stun damage.  Whenever an attack delivers Stun damage a player should fill it in as with normal damage, however use a different mark (it's recommended players use X's for regular damage and /'s for stun damage.  Stun damage does not overwrite normal damage, instead add stun damage to the end of the Wound chart.  That said stun damage follows the rules below&lt;br /&gt;
&lt;br /&gt;
* Stun damage induces the same movement and wound penalties as normal damage.&lt;br /&gt;
* There is absolutely no differentiation between stun and normal damage on either the Glancing or Mortal Wound charts.  Any damage type applied to either chart should be applied as X's.&lt;br /&gt;
* The moment a character has at least half of their Normal Wound Chart filled (with any kind of damage) and has stun damage to allocate, they must roll for consciousness after applying the stun damage (this will apply to every successive stun attack that occurs from this point forward)&lt;br /&gt;
* If a character's entire Normal Wound Chart is filled with some or all Stun damage and they have further Stun damage to allocate, they then convert 1 Stun damage to 1 Normal damage starting at the beginning of the chart.&lt;br /&gt;
* If a character with a Normal Wound Chart with some or all Stun damage has to allocate Normal Damage, they convert 2 Stun damage per point of normal damage they must allocate until there is no more Stun damage to convert.  Any leftover damage is then applied as normal damage to the chart (there should be no more stun damage at this point).  If it works out that they have &amp;quot;half&amp;quot; a point of damage left after converting all of the stun damage to normal damage, simply apply a final point of stun damage.&lt;br /&gt;
&lt;br /&gt;
=== Damage over Time ===&lt;br /&gt;
Some special types of damage don't inflict all of their harm up front.  Things like poison or fire or other nefarious effects can take a long time to taper and this will result in the character taking damage after the initial application.  Technically speaking the &amp;quot;bleeding out&amp;quot; effect of mortal wounds is a damage over time and this is how they work.  Essentially every X ticks, a character will take Y damage.  Armor may or may not apply, depending on the effect, but otherwise it functions as standard damage.&lt;br /&gt;
&lt;br /&gt;
=== Wound Penalties and Wounded Dice ===&lt;br /&gt;
Wound penalties are built into the Wound chart and have a unique effect in that they &amp;quot;Wound&amp;quot; die rolls.  For each wound penalty a character must &amp;quot;wound&amp;quot; one die in every skill roll they make.  A &amp;quot;wounded&amp;quot; die rolls at half (round down) the Target Number for the roll (a TN of 4 becomes 2, 3 becomes 1, etc ...).  When suffering wound penalties a player should use two distinct die pools/colors (just like damage rolls).  If for some reason ALL of a character's dice for a given roll become &amp;quot;wounded&amp;quot; then any further wound penalties simply subtract a die from the roll.  Wound penalties have a secondary effect in that every 2 wound penalties suffered reduces base speed by 1 (this will quickly hobble a character).&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Actions_and_Maneuvers</id>
		<title>Actions and Maneuvers</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Actions_and_Maneuvers"/>
				<updated>2014-08-17T20:22:54Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: /* Shield Cover */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
At the core of the dramatic action system in Fatewalker are Actions and Maneuvers.  They have no distinct meaning (action are maneuvers are actions) but it's fun to say Actions AND Maneuvers.  Pretty much anything done within the confines of Ticks is considered an Action and this section hopes to enumerate all of the various kinds of Actions.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common Actions ==&lt;br /&gt;
Common actions include observation, dealing with objects in the environment or even using skills.  &lt;br /&gt;
&lt;br /&gt;
'''Common Actions (require Tick priority)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Tick Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Begin Movement || 2 || Either begin Walking, Running, Crawling, Climbing, or Swimming.  &lt;br /&gt;
|-&lt;br /&gt;
| Sprint || 3+ || Cover the most ground possible, but precludes other actions.  &lt;br /&gt;
|-&lt;br /&gt;
| Go Prone/Stand up || 2/3 || Down/Up. &lt;br /&gt;
|-&lt;br /&gt;
| Jump/Leap || 3/4 || Leap requires prior running (and room)&lt;br /&gt;
|-&lt;br /&gt;
| Other Acrobatics || 4-14 || Rule of thumb is: common sense time to complete Action in ticks + 2&lt;br /&gt;
|-&lt;br /&gt;
| Take Cover || 3/4  || (50/90%) - Requires cover, otherwise just go prone.&lt;br /&gt;
|-&lt;br /&gt;
| Look/Search/Observe || 5/9/2-16 || The various types of combat observation beyond the default situational awareness players enjoy (covered in [[Dramatic Scenes]])&lt;br /&gt;
|- &lt;br /&gt;
| Pickup object || 2/3/4(+1) || Hand or Chest Level/Above Head/Below knees (requires 2 hands) &lt;br /&gt;
|- &lt;br /&gt;
| Drop/Toss/Place Object || 1/2/3 || Dropping leaves object/weapon at feet.  Tossing drops it somewhere else.  Placing it leaves it on or in something within arm's reach. &lt;br /&gt;
|- &lt;br /&gt;
| Ready/Draw Weapon || 2-6 || Time depends on the size of the weapon.   &lt;br /&gt;
|-&lt;br /&gt;
| Use non-Action Skill || 7-20+ || Rule of thumb is: common sense time for Action in ticks + 2&lt;br /&gt;
|-&lt;br /&gt;
| Hold Action || 2 || Cost is minimum time spent “Held”, cannot initiate a preemptive action until at least 2 ticks has transpired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Common Actions (don't require tick priority)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Tick Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Stop Movement || 0 || Character is still in previous position (crawling = prone, swimming = treading, Running/Walking = Standing)&lt;br /&gt;
|- &lt;br /&gt;
| Change Movement || 0 || Character can change from Walking to Running or vice versa  &lt;br /&gt;
|-&lt;br /&gt;
| Continue Movement || 0 || Declares that the character will continue at their current pace for another 6 ticks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Begin Movement ===&lt;br /&gt;
It cost 2 ticks to begin moving from a stationary state.  This does not include standing up/going prone.  If the character is standing and wishes to crawl they must first go prone.  If the character is prone and wishes to do anything BUT crawl they must first stand up.  If they wish to climb they must be within a meter of their intended climbing surface.  Terrain penalties can apply based on the surface the character is climbing/crawling/walking/running/swimming across.  &lt;br /&gt;
&lt;br /&gt;
'''Speeds of Movement'''&lt;br /&gt;
* Walking:  (Speed) meters / 6 ticks&lt;br /&gt;
* Running:  (2xSpeed) meters / 6 ticks&lt;br /&gt;
* Crawling/Swimming:  (Speed / 3) meters / 6 ticks (round up)&lt;br /&gt;
* Climbing:  (Speed / 5) meters / 6 ticks (use fractions)&lt;br /&gt;
&lt;br /&gt;
=== Sprint ===&lt;br /&gt;
Sprinting requires a Prowess(Agility) roll.  Add successes from this roll to base speed and double it to determine the meters / 6 ticks of the rate of movement.  Sprinting is separate from the other forms of movement in that the character cannot initiate other actions while sprinting, it's an exclusive action just like most normal actions.&lt;br /&gt;
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=== Go Prone/Stand up ===&lt;br /&gt;
Sometimes lowering one's profile is the only form of cover available.&lt;br /&gt;
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=== Jump/Leap ===&lt;br /&gt;
To perform a jump the character must roll Prowess (Strength), and terrain modifiers can apply.  Every success adds 1 to the base speed (before encumbrance penalties) for the jump just like sprinting.  Running leaps require at least 5m of running distance and suffer a -3 penalty to the roll for each meter short.  The ticks required to cover the run-up distance is not factored into this action.&lt;br /&gt;
&lt;br /&gt;
* Vertical jump height is equal to Speed * 10cm.  &lt;br /&gt;
* Horizontal jump distance is equal to (Speed/3) meters&lt;br /&gt;
* Running lap distance is equal to (Speed/2) + 1 meters.  &lt;br /&gt;
&lt;br /&gt;
=== Other Acrobatics ===&lt;br /&gt;
Player characters are creative monsters.  &lt;br /&gt;
&lt;br /&gt;
=== Take Cover ===&lt;br /&gt;
Cover must be within 2 meters of the character otherwise they need to move there first.&lt;br /&gt;
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=== Quick Look ===&lt;br /&gt;
Most observation rolls should be done by the GM in secret (assuming a traditional chaotic evil GM).  Quick Look (or listen/feel/taste/smell) can be done to any single thing they are aware of.  Before they roll the player must ask a yes/no question to the GM regarding this thing.  The roll is '''Awareness(Search)''', 2-3 successes is a maybe, 4+ yields a definite yes or no.  Failure simply yields no information although dramatic failure should yield wrong information. &lt;br /&gt;
&lt;br /&gt;
=== Detailed Search ===&lt;br /&gt;
The character makes a focused effort to ascertain information about any single thing they are aware of.  The character must specify what they want to know/find and then they roll '''Focus(Search)'''.  Each success beyond 1 gives them an extra piece of information with 5 successes generally answering all of their questions.  Additional successes may give them more information than they were looking for.  Dramatic failures are the Gm's opportunity for true evil.&lt;br /&gt;
&lt;br /&gt;
=== Observe in Detail === &lt;br /&gt;
The character takes an appreciable amount of time to simply pay attention to what is going on around them.  They are not looking for anything specific, but rather trying to see what they can see.  The roll is '''Awareness(Observe)'''.  Each success beyond 1 generally yields 1 piece of interesting information about what is going on around them.  5 successes will usually provide the character with all obvious and relevant information around them.  Additional successes will reveal hidden information.&lt;br /&gt;
&lt;br /&gt;
=== Pickup Object ===&lt;br /&gt;
This action shouldn't require a roll unless the object is particularly difficult to get a hold of or heavy.  In either exceptional case it should take longer than the listed time.  &lt;br /&gt;
&lt;br /&gt;
=== Drop/Toss/Place Object ===&lt;br /&gt;
This should also be a fairly academic affair not requiring a roll unless the player is attempting to be precise.&lt;br /&gt;
&lt;br /&gt;
=== Ready/Draw Weapon ===&lt;br /&gt;
This action assumes the weapon is either in a sheathe/sling or at the character’s feet.  If the weapon is roughly at hand level the action takes 1 tick less.  If the weapon is stowed away securely or hidden in an inconvenient spot it can take an extra 1-10 ticks to ready.&lt;br /&gt;
* Extra Small: 2&lt;br /&gt;
* Small: 3&lt;br /&gt;
* Medium: 4&lt;br /&gt;
* Large: 5&lt;br /&gt;
* Extra Large: 6  &lt;br /&gt;
&lt;br /&gt;
=== Use non-Action Skill ===&lt;br /&gt;
Whenever a player wishes to execute a non-combat skill in combat time the GM must first decide how long it takes to perform the base skill.  Most non-combat actions will suffer a minor penalty (-1) simply due to the chaos of combat but this is up to the GM’s alignment/menstrual cycle.&lt;br /&gt;
&lt;br /&gt;
=== Hold Action ===&lt;br /&gt;
A character must have been &amp;quot;held&amp;quot; for at least 2 ticks before they can preempt any actions.  Until that point they can always break the hold to initiate any normal action.  Held actions are covered in detail in [[Dramatic Scenes]].  The one caveat to held actions is the character cannot be moving.  &lt;br /&gt;
&lt;br /&gt;
=== Change/Stop/Continue Movement ===&lt;br /&gt;
These actions all have to deal with the fact that every 6 ticks characters in motion must decide if they will stay that way.  All three of these movement actions occur simultaneously for all characters at the beginning of every tick.  If it matters declarations can be made in private but it should not matter outside of a chase.&lt;br /&gt;
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&lt;br /&gt;
== Overview of Combat Maneuvers ==&lt;br /&gt;
The term &amp;quot;Combat Maneuvers&amp;quot; refers to all of the following actions in this section.  What separates combat maneuvers from the Common actions above is that maneuvers require a base level of skill to effectively use.  The skill and the level required are listed in the tables below.  If a character does not possess the requisite level of skill they can of course attempt the maneuver but it will be at a penalty equal to the difference between their skill level and the requisite level.  If a skill requires two skills, take the higher penalty.&lt;br /&gt;
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&lt;br /&gt;
== Evasions ==&lt;br /&gt;
These Evasive actions are the standard means of avoiding as much damage as possible.  Evasions tend to be significantly more expensive than other forms of defensive action, but also offer the best chance of getting out of danger unscathed.   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Dodge || Agility: 1 || Reaction || Prowess (Agility): +3 || 8 || Cancels successes on Melee/Fight attacks&lt;br /&gt;
|-&lt;br /&gt;
| Evade AoE || Agility: 2 || Reaction || Prowess(Agility) || 7/8 || Puts distance between the character and the point of impact.&lt;br /&gt;
|-&lt;br /&gt;
| Sidestep || Observe: 2, Agility: 3 || Reaction || Prowess(Agility) ||	5 || Faster, less effective dodge.&lt;br /&gt;
|-&lt;br /&gt;
| Evasive Running || Agility: 3, Stamina: 3 || Initiated || Prowess(Agility) || 6 || An evasive form of running.&lt;br /&gt;
|-&lt;br /&gt;
| Leaping Dodge || Agility: 4 || Reaction || Prowess(Agility): +1 || 8 || Literally leap out of the way and cover distance with the dodge.&lt;br /&gt;
|-&lt;br /&gt;
| Redirect || Unarmed: 4, Observe: 3, Agility: 3 || Reaction || Prowess(Unarmed) || 7 || Forces the attacker to not only miss but change position.  &lt;br /&gt;
|-&lt;br /&gt;
| Footwork || Agility: 4 || Initiated || Awareness(Agility): -1 || 2 || A special type of combat movement that doesn't cover distance but assists defensive unarmed/armed maneuvers&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Fire || Agility: 5, Observe: 4 || Reaction || Special || Special || Combine with another dodge to have an attack hit a different target.&lt;br /&gt;
|-  &lt;br /&gt;
| Dodge Missile || Agility: 6 || Reaction || Awareness(Agility): -Special || 5 || The premier cruise missile defense mechanism of the 50th century.					&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dodge ===&lt;br /&gt;
Each success cancels one attack success.  '''Defender wins in a tie.'''  The most basic evasive maneuver, the defender attempts to avoid the attack at all costs.  Usually more effective than a parry and does not require a weapon but also typically slower.  &lt;br /&gt;
&lt;br /&gt;
=== Evade AoE ===&lt;br /&gt;
Every success increases distance between the point of impact and the character by one meter. Can automatically gain +2 meters by going prone as part of the action (the action takes one more tick).  Useful only for dodging grenades and other explosives, AoE attacks from projectile weapons cannot usually be dodged.&lt;br /&gt;
&lt;br /&gt;
=== Sidestep ===&lt;br /&gt;
A faster version of the normal dodge, trading efficacy for speed.  This dodge is fast enough that it can be used against thrown weapons with a -3 penalty.&lt;br /&gt;
&lt;br /&gt;
=== Evasive Running ===&lt;br /&gt;
Evasive Running is a special type of running movement (similar to sprinting) where the character is less concerned about anything other than covering distance and evading attacks.  Unlike normal running, Evasive Running is an initiated action and therefore the character cannot perform other actions at the same time.  The speed of Evasive Running is (2 x Base Speed) - 1.  The character makes the roll (running penalties will not apply to the roll, but terrain and all other normal penalties can).  Instead of the normal running target penalty ranged attacks against the character instead suffer (Successes -1) as a penalty and melee attacks suffer half this.  Evasive Running happens in 6 tick increments after which the character has to make another roll.  &lt;br /&gt;
&lt;br /&gt;
=== Leaping Dodge ===&lt;br /&gt;
An acrobatic/cinematic dodge, the character leaps out of the way of an attack and changes their location at the same time.  This maneuver is resolved as both a leap roll (the character can perform any of the leaps), and the dodge roll.    The dodge roll resolves as normal however if they get hit then they may fall as a result and need to make a Prowess(Agility): -(Total Damage Taken) roll.  They only need 1 success to avoid landing prone.&lt;br /&gt;
&lt;br /&gt;
=== Redirect ===&lt;br /&gt;
If the player successfully avoids the attack then they get to force the attacker to change position (usually moving past the defender) by 1 meter per net success (if the attacker scores 2 successes and the dodger scores 4, they can move the attacker 2 meters).  The redirect dodge is particularly effective against Engage, Charge, Grapple, and Takedown attacks, yielding a +3 bonus against them. &lt;br /&gt;
&lt;br /&gt;
=== Footwork ===&lt;br /&gt;
A defensive type of movement (cannot be used with any other movement) requiring an area that’s approximately 3x3 meters.  Successes can be added (once per success) to any parry or evade maneuvers made during the Footwork duration.  Cannot add more than 2 dice to any individual maneuver.  The Footwork maneuver lasts for 20 ticks after which it must be refreshed (doesn't cost 2 ticks to continue to perform it, but a new roll must be made to accrue new defensive bonus dice)&lt;br /&gt;
&lt;br /&gt;
=== Friendly Fire ===&lt;br /&gt;
Friendly fire can be used to modify either a dodge, sidestep, or leaping dodge to cause a hostile target to hit something/one else near the defender.  The dodge roll functions as normal except with a -1 penalty to the roll and +1 tick.  0 net successes results in a normal dodge. however if the defender scores 1 or more then they get to roll Prowess(Observe): + (Net Successes) as the new attack roll against the new target using the attacker's weapon's stats for damage (plus any of the attacker's trait bonuses such as Brute).  Penalties should apply to this new attack roll based on how far out of the way the new target is (it could very well be impossible) and the new target does get to react to the attack, however it will be at a -(Net successes) penalty due to the unexpected attack vector.&lt;br /&gt;
&lt;br /&gt;
=== Dodge Missile ===&lt;br /&gt;
An improved sidestep purely for dodging projectiles.  Can dodge bullets.  No penalty for thrown weapons, -2 for arrows, -4 for bullets/bolts, -6 for Lasers/Photons and pillars of fire from the sky, -8 for Tachyons.&lt;br /&gt;
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== Ranged Actions ==&lt;br /&gt;
These actions apply to slug-guns and their various post-modern counterparts.  All Ranged maneuvers are Initiated Actions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Basic Aim || Ranged: 0, Observe: 1 || None || 6 || Improves chances of hitting.&lt;br /&gt;
|-&lt;br /&gt;
| Shoot || Ranged: 1 ||	Prowess(Ranged) || Weapon || Caw-Caw, Bang!  Fuck, you're dead!&lt;br /&gt;
|-&lt;br /&gt;
| Reload || Ranged: 1 || Focus(Agility) || Special || Replacing magazines, belts, boxes, shells, cells, whatever.&lt;br /&gt;
|-&lt;br /&gt;
| Aim || Ranged: 2, Observe: 1 || None || 4 || Don't shoot until you see daylight on both sides.&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Ranged: 2, Observe: 2 || Prowess(Ranged): Special || Weapon +2 || Target a specific location/thing smaller than center-mass.&lt;br /&gt;
|-&lt;br /&gt;
| Quick-draw || Ranged: 3, Agility: 3 || Prowess(Agility) || Special || High noon!&lt;br /&gt;
|-&lt;br /&gt;
| Short Burst (3 rounds) || Ranged: 2 || Prowess(Ranged) || 2x Weapon recoil || &amp;quot;Short, controlled bursts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Long Burst (6 rounds) || Ranged: 3 || Prowess(Ranged) || 3x Weapon recoil || &amp;quot;You want some?&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Full Auto (20 rounds) || Ranged: 4 || Prowess(Ranged) || 4x Weapon recoil || &amp;quot;Sarge is dead man, let's get the fuck out of here!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Quick Reload || Ranged: 4, Agility: 3 || Focus(Agility): -1 || Special || Faster than basic reload.&lt;br /&gt;
|-&lt;br /&gt;
| Marksman Shot || Ranged: 5 || +1 || +2 || Aim and shoot in one fluid motion.&lt;br /&gt;
|-&lt;br /&gt;
| Twin Pistols || Ranged: 5, Agility: 4 || Prowess(Ranged): -1 || Weapon + Weapon -4 || Making John Woo proud since 1974&lt;br /&gt;
|-&lt;br /&gt;
| Vitals Shot || Ranged: 6, Observe: 4 || Prowess(Ranged): Special || Weapon +1 || A superior called shot for very specific parts of the human body.					&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Basic Aim ===&lt;br /&gt;
Adds a +1 to any subsequent shoot action.  The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming).  Only 1 basic aim action per shot.  Can be combined with other ranged attack types (called shots, burst fire, etc..) but not aims.&lt;br /&gt;
&lt;br /&gt;
=== Shoot ===&lt;br /&gt;
No explanation necessary, but you will get one anyhow.  A firing pin is a lightweight part, which serves to transfer energy from a spring-loaded hammer to the primer, while a striker is usually heavier, and is directly connected to the spring providing the energy to impact the primer. Striker mechanisms are generally simpler, since they combine the functions of hammer and firing pin in one&lt;br /&gt;
&lt;br /&gt;
=== Reload ===&lt;br /&gt;
Low skilled shooters can intentionally increase the reload time, adding a +1 modifier to the roll for every two extra ticks taken.&lt;br /&gt;
* 0 Successes:  The magazine/round is dropped at the character’s feet.  &lt;br /&gt;
* 1 success increases reload time by 5 ticks.  &lt;br /&gt;
* 2 successes increases reload time by 3 ticks.  &lt;br /&gt;
* 3 successes increases reload time by 1 tick.&lt;br /&gt;
* 4+ uses the base reload time.&lt;br /&gt;
&lt;br /&gt;
=== Aim ===&lt;br /&gt;
Adds a +1 to any subsequent shoot action.  The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming).  The maximum aim bonus is equal to Observe skill.  Can be combined with other ranged attack types (called shots, burst fire, etc..), just not other aims.&lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -2 for Limbs or small objects, -4 for heart (Damage +3), -5 for face (Damage +3), or tiny objects.  A called shot can be combined with bursts or aims but not full auto fire.&lt;br /&gt;
&lt;br /&gt;
=== Quick Draw ===&lt;br /&gt;
A Quick-Draw action requires the character to be in either light or unencumbered.  &lt;br /&gt;
* 0 Successes:  The weapon is dropped/thrown (margin of failure) meters away.&lt;br /&gt;
* 1 Success:  Increases draw time by 2 ticks.  &lt;br /&gt;
* 2 Successes:  Normal draw time.  &lt;br /&gt;
* 3-4 Successes:  Draw time - 1.&lt;br /&gt;
* 5+ Successes: Draw time -2.&lt;br /&gt;
&lt;br /&gt;
=== Short Burst ===&lt;br /&gt;
3 rounds.&lt;br /&gt;
* Short Burst (Searching):  +1 to hit.&lt;br /&gt;
* Short Burst (MDK): -1 to hit, +1 Damage.&lt;br /&gt;
&lt;br /&gt;
=== Long Burst ===&lt;br /&gt;
6 rounds.  Max aim bonus of +2.&lt;br /&gt;
* Long Burst (Searching):  +2 to hit.&lt;br /&gt;
* Long Burst (MDK): -2 to hit, +3 Damage.&lt;br /&gt;
&lt;br /&gt;
=== Full Auto ===&lt;br /&gt;
20 rounds.  Max aim bonus of +1.&lt;br /&gt;
* Full Auto (Searching):  +4 to hit.&lt;br /&gt;
* Full Auto (MDK): -3 to hit, +6 Damage.&lt;br /&gt;
* Full Auto (Cover): Free preemptive shot at -2 for next 12 ticks on anyone acting in cover area.&lt;br /&gt;
&lt;br /&gt;
=== Quick Reload ===&lt;br /&gt;
Allows a highly trained shooter to reload their weapon faster than normal.  Can only be performed with magazine/cell based weapons or revolvers using a faster-loader. &lt;br /&gt;
* 0 Successes:  The magazine/round is dropped at the character’s feet.  &lt;br /&gt;
* 1 Success:  Increases reload time by 3 ticks.  &lt;br /&gt;
* 2 Successes:  Normal reload time.&lt;br /&gt;
* 3-4 Successes:  Decrease reload time by 1 tick.&lt;br /&gt;
* 5+ Successes:  Decrease reload time by 2 ticks.&lt;br /&gt;
&lt;br /&gt;
=== Marksman Shot ===&lt;br /&gt;
This is a very fast and accurate Aim and Shoot action.  Considered a single action (cannot be interrupted like normal aim).  Cannot be combined with other actions except short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Twin Pistols ===&lt;br /&gt;
This maneuver allows the shooter to fire two pistols with the same action.  The shots are resolved separately but it counts as one action.  Offhand penalties still apply to the offhand shot.  An additional -1 penalty will apply to both actions if they are at different targets.  Cannot be combined with Aims or Bursts. &lt;br /&gt;
&lt;br /&gt;
=== Vitals Shot ===&lt;br /&gt;
A highly accurate center-mass (-2) or head (-4) vitals shot (Damage +3).   Combines with Short Bursts and/or Aims.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Melee Maneuvers ==&lt;br /&gt;
Melee maneuver require a weapon to be in hand.  This includes maneuver for thrown weapons as well.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Attack || None || Action || Prowess(Weaponry) || - || The basic armed attack . &lt;br /&gt;
|-&lt;br /&gt;
| Throw || None || Action || Prowess(Weaponry) || - || The basic thrown attack.&lt;br /&gt;
|-&lt;br /&gt;
| Parry || Weaponry: 1, Observe: 2 || Reaction || Prowess(Weaponry) || -2 || The basic armed defense.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Block || Weaponry: 1, per shield || Reaction || Prowess(Weaponry): +Special || - || Armed defense with a handheld shield.&lt;br /&gt;
|-&lt;br /&gt;
| Hack || Weaponry: 1, Strength: 2 || Action || Prowess(Weaponry): -1 || +1 || Force &amp;gt; Finesse??&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Weaponry: 2, Observe: 2 || Action || Special || +2 || Anything other than &amp;quot;hitting them&amp;quot; can be a called shot.&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Weaponry: 2 || Action || Prowess(Weaponry): -1 || Special || Ramming Speed!&lt;br /&gt;
|-&lt;br /&gt;
| Quick Parry || Weaponry: 2, Observe: 2 || Reaction || Prowess(Weaponry): -2 || -4 || Faster, less effective parry.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Cover || Weaponry: 2 || Action || - || 2/3 || Taking cover behind your shield.&lt;br /&gt;
|-&lt;br /&gt;
| Stop Charge || Weaponry: 2 || Counterattack || Prowess(Weaponry): -2 || - || Set that spear and hold on for a ride.&lt;br /&gt;
|-&lt;br /&gt;
| Thrust || Weaponry: 2 || Action || Prowess(Weaponry): -1 || -1 || A quick, direct strike, favoring speed over trauma.&lt;br /&gt;
|-&lt;br /&gt;
| Backstab || Weaponry: 3, Observe: 2 || Action || Focus(Weaponry): -1 || +2 || A specialized, indefensible called shot requiring stealth.&lt;br /&gt;
|-&lt;br /&gt;
| Careful Throw || Weaponry: 3, Observe: 2 || Action || Prowess(Weaponry): +1 || +2 || A highly accurate, skillful throw.&lt;br /&gt;
|-&lt;br /&gt;
| Engage/Disengage || Weaponry: 3, Agility: 2 || Action/Reaction || Awareness(Weaponry) || 5 || Gap closing/making.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Bash || Weaponry: 3, per shield || Action || Prowess(Weaponry) || Special || An attack with the shield.&lt;br /&gt;
|-&lt;br /&gt;
| Cobra Strike || Weaponry: 4, Agility: 3 || Action || Prowess(Weaponry): -1 || Ready + Weapon: -2 || Used to draw and throw a weapon instantly.&lt;br /&gt;
|-&lt;br /&gt;
| Gut || Weaponry: 4, Unarmed: 2 || Action || Prowess(Weaponry): Special || - || A nasty, point blank attack that benefits from being close.&lt;br /&gt;
|-&lt;br /&gt;
| Lunge || Weaponry: 4, Agility: 3 || Action || Prowess(Weaponry): -2 || +1 || Covers large distance quickly to deliver force at an unexpected distance.&lt;br /&gt;
|-&lt;br /&gt;
| Power Parry || Weaponry: 4, Observe: 3 || Reaction || Prowess(Weaponry): +2 || - || The strongest parry.&lt;br /&gt;
|-&lt;br /&gt;
| Step Inside || Weaponry: 4, Agility: 3 || Counter attack || Awareness(Weaponry): -1 || 6 || Dodge AND engage in one smooth move.&lt;br /&gt;
|-&lt;br /&gt;
| Spin Slash || Weaponry: 5, Strength: 3 || Action || Prowess(Weaponry): -2 || +2 || The strongest melee attack, also the most reckless.&lt;br /&gt;
|-&lt;br /&gt;
| Disarm || Weaponry: 5, Observe: 3 || Action || Prowess(Weaponry): -2 || +2 || Ironically works better on weapons than arms.&lt;br /&gt;
|-&lt;br /&gt;
| Engage and Gut || Weaponry: 5, Unarmed: 3 || Action || -1 (to both) || Engage + Gut: -2 || A gut with a built-in engage.&lt;br /&gt;
|-&lt;br /&gt;
| Parry/Riposte || Weaponry: 5, Observe: 3 || Counter Attack || -2 (to both) || Parry + Strike: -2 || Parry and Strike in one perfect motion.&lt;br /&gt;
|-&lt;br /&gt;
| Parry Projectile || Weaponry: 6, Observe: 4 || Reaction || Prowess(Weaponry): Special || -4 || A fast parry for arrows and lasers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
The basic armed attack&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
The other basic armed attack.  &lt;br /&gt;
&lt;br /&gt;
=== Parry ===&lt;br /&gt;
The basic armed defense.  A parry is resolved as an Attack maneuver with the weapon in hand.  Damage done on the parry maneuver cancels damage done on the attack being parried.&lt;br /&gt;
&lt;br /&gt;
=== Shield Block ===&lt;br /&gt;
The basic defense using a hand-held shield.  Add the shield's Deflection + Absorb as bonus to the maneuver.  Use the shield's block value and block speed to resolve the parry.  &lt;br /&gt;
&lt;br /&gt;
=== Hack ===&lt;br /&gt;
When might must make right, Hack is the attack.  Hack adds +1 damage to the attack.&lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.&lt;br /&gt;
&lt;br /&gt;
=== Charge ===&lt;br /&gt;
The charge is a sort of clumsy attack where the attacker rushes the defender and puts extra velocity behind the strike.  It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run.  The attack adds +1 damage for every 2 ticks spent running prior to the maneuver (up to +3).  The attack suffers running penalties as well as the built in penalty.      &lt;br /&gt;
&lt;br /&gt;
=== Quick Parry ===&lt;br /&gt;
A quick parry functions exactly as a parry.  &lt;br /&gt;
&lt;br /&gt;
=== Shield Cover ===&lt;br /&gt;
Depending on the size of the shield the cover can be either 50/90% (or both).  The barrier value of the shield is equal to Deflection + Absorb.  Shield cover can be maintained while moving but any actions suffer an additional -2 (in addition to cover penalties).  The shield cannot be used for any other actions while maintaining cover (cannot both get shield cover bonuses AND use it to block or bash), nor does it count towards the character's armor when used in this fashion.&lt;br /&gt;
&lt;br /&gt;
=== Stop Charge ===&lt;br /&gt;
A stop charge is a counterattack designed to skewer a charging enemy.  Certain weapons (spear-like-things) have strong bonuses to this maneuver.  As with all counter attacks in a tie both parties take damage.  On success this maneuver will add bonus damage to the attack equivalent to whatever the charge attack's bonus was.  &lt;br /&gt;
&lt;br /&gt;
=== Thrust ===&lt;br /&gt;
A quick, harder to defend attack that sacrifices accuracy for speed.  Evasions against the Thrust get -1.&lt;br /&gt;
&lt;br /&gt;
=== Backstab ===&lt;br /&gt;
The target must be completely unaware that the attacker is behind them.  Counts as a vitals strike (Damage +1, Damage TN: +1)&lt;br /&gt;
&lt;br /&gt;
=== Careful Throw ===&lt;br /&gt;
The equivalent of an &amp;quot;aimed&amp;quot; throw.  &lt;br /&gt;
&lt;br /&gt;
=== Engage/Disengage ===&lt;br /&gt;
Closes the gap, giving smaller weapons an advantage and larger or ranged weapons a disadvantage.  Engage maneuvers can be countered by Disengage maneuvers and vice versa.  Every 2 successes can change the range of melee combat either direction (melee combat starts at the maximum range of Long).  Refer to the Engage/Disengage rules in the [[Dramatic Scenes]] section for further details.&lt;br /&gt;
&lt;br /&gt;
=== Shield Bash ===&lt;br /&gt;
The shield can be used offensively.  It suffers offhand penalties, but otherwise use the shield's stats for the maneuver.  Shield bashes cannot be parried (though they can be shield blocked).&lt;br /&gt;
&lt;br /&gt;
=== Cobra Strike ===&lt;br /&gt;
This is a single draw and strike maneuver with a thrown weapon.  Cannot make the attack faster than the base weapon speed (but can reduce the ready weapon cost to 0).  &lt;br /&gt;
&lt;br /&gt;
=== Gut ===&lt;br /&gt;
A favored maneuver of knife fighters who successfully close within a combatant’s defenses.  This strike is devastating and extremely hard to defend.  Requires a Small or Extra Small weapon.  The attack receives +1 for Engage: 2, +2 for Engage: 3 or Grapple: 1, and + for Grapple: 2.   &lt;br /&gt;
&lt;br /&gt;
=== Lunge ===&lt;br /&gt;
The lunge is used to cover large amounts of melee distance very quickly.  It compromises accuracy in exchange for distance.  This attack covers up to Speed/2 meters + Weapon Length as part of the attack. &lt;br /&gt;
&lt;br /&gt;
=== Power Parry ===&lt;br /&gt;
The most effective parry, at the expense of speed.&lt;br /&gt;
&lt;br /&gt;
=== Step Inside ===&lt;br /&gt;
This counterattack is actually a type of dodge/parry masking an Engage maneuver.  When successful this maneuver will result in every 2 net successes added to the current Engage level while also avoiding all damage from the attack.  Counts as a dodge for maneuver penalties (but not bonuses).  This is a very popular maneuver for unarmed combatants to get within grapple/disarm distance.  &lt;br /&gt;
&lt;br /&gt;
=== Spin Slash ===&lt;br /&gt;
The most powerful melee attack maneuver, but extremely inaccurate.  +4 damage, but all defensive maneuvers or counterattacks get +1.&lt;br /&gt;
&lt;br /&gt;
=== Disarm ===&lt;br /&gt;
I have no fucking idea.&lt;br /&gt;
&lt;br /&gt;
=== Engage and Gut ===&lt;br /&gt;
Resolve the Engage first, then the gut.  Target can react to both maneuvers if they choose.  Cannot be used as a counterattack to a disengage maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Parry/Riposte ===&lt;br /&gt;
A highly trained combatant has honed their reflexes to point of not just parrying the incoming attack but responding in kind with the same fluid motion.  Resolve the actions separately, however if the block fails the attack is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).&lt;br /&gt;
&lt;br /&gt;
=== Parry Projectile ===&lt;br /&gt;
For those crouching tiger, hidden dragon moments:  -2 for thrown weapons, -4 for arrows/bolts, -5 for bullets/lasers (presuming a light saber in hand).&lt;br /&gt;
&lt;br /&gt;
== Unarmed Maneuvers ==&lt;br /&gt;
Unarmed maneuvers cover everything from basic brawling to boxing to kung fu to wrestling.  Unarmed maneuvers can both be used while armed and/or against other armed opponents however there can be penalties depending on the maneuver.  Unarmed combat excels once the distance has been closed.  This section includes, attacks, defenses, and counterattacks.&lt;br /&gt;
&lt;br /&gt;
Note:  Damage is in the format of Damage @TN.  Unless otherwise stated unarmed damage is Stun damage.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Damage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Strike || None || Action || Prowess(Unarmed) || 6 || 5x1 @5 || The basic unarmed attack  &lt;br /&gt;
|-&lt;br /&gt;
| Kick || Unarmed: 1, Agility: 2 || Action || Prowess(Unarmed) || 7 || 4x1/1x3 @5 || A slower, more powerful basic unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
| Block || Unarmed: 1, Observe: 2 || Reaction || Prowess(Unarmed) || 5 || 5x1 @5 || The basic unarmed defense.&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Unarmed: 1 || Action || Prowess(Unarmed): -1 || 8 + Run || Special || Ramming Speed!&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Unarmed: 2, Observe: 2 || Action || Special || +2 || Special || Anything other than &amp;quot;hitting them&amp;quot; can be a called shot.&lt;br /&gt;
|-&lt;br /&gt;
| Elbow Strike || Unarmed: 2 || Action || Prowess(Unarmed): -2 || 5 || 5x1 @5 || A faster, harder to defend punch most useful when grappling.&lt;br /&gt;
|-&lt;br /&gt;
| Grapple || Unarmed: 2, Strength: 2 || Action/Reaction || Prowess(Unarmed) || 8 || - || The basic grapple attack, counter to a slip.&lt;br /&gt;
|-&lt;br /&gt;
| Knee Strike || Unarmed: 2, Agility: 2 || Action || Prowess(Unarmed): -2 || 6 || 4x1/1x3 @5 || A faster, harder to defend kick most useful when grappling.&lt;br /&gt;
|-&lt;br /&gt;
| Quick Block || Unarmed: 2, Observe: 2 || Reaction || Prowess(Unarmed): -2 || 3 || 5x1 @5 || Faster, less effective block.&lt;br /&gt;
|-&lt;br /&gt;
| Slip || Unarmed: 2, Agility: 2 || Action/Reaction || Prowess(Unarmed) || 6 || - || The counter to all grapple maneuvers (grapple, takedown, hold, throw).&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Throw || Unarmed: 3, Strength: 2 || Counterattack || Prowess(Unarmed): -Special || 8 || - || Counterattack against charges or leaping maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
| Headbutt || Unarmed: 3, Stamina: 2 || Action || Prowess(Unarmed): -2 || 5 || 5x1 @6 || A fast, brutal assault of the mind.&lt;br /&gt;
|-&lt;br /&gt;
| Leg Check || Unarmed: 3, Agility: 2 || Reaction || Prowess(Unarmed): -1 || 3 || 4x1/1x3 @5 || Fastest way to block a knee strike, kick, or martial kick.&lt;br /&gt;
|-&lt;br /&gt;
| Sweep || Unarmed: 3, Agility: 3 || Action || Focus(Unarmed) || 8 || - || How to get up once taken down.&lt;br /&gt;
|-&lt;br /&gt;
| Takedown || Unarmed: 3, Strength: 3 || Action || Prowess(Unarmed) || 10 || Special || May result in slightly homoerotic positions.&lt;br /&gt;
|-&lt;br /&gt;
| Throw || Unarmed: 3, Strength: 4 || Action || Prowess(Strength) || 11 || Special || Nobody tosses a Dwarf!&lt;br /&gt;
|-&lt;br /&gt;
| Trip Kick || Unarmed: 3, Agility: 1 || Action || Prowess(Unarmed) || 8 || Special || Specialized kick meant to down an opponent.&lt;br /&gt;
|-&lt;br /&gt;
| Catch Strike || Unarmed: 4, Agility: 2 || Counterattack || Prowess(Unarmed): -Special || 7 || - || A block that turns into a grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Hold || Unarmed: 4, Observe: 3 || Action/Reaction || Focus(Unarmed) || 8 || Special || Leg/Arm/Neck lock of some kind.  May involve someone's &amp;quot;rear&amp;quot;, being &amp;quot;naked&amp;quot;, and applying a &amp;quot;choke&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| Martial Block || Unarmed: 4, Stamina: 3 || Reaction || Prowess(Unarmed): +1 || 5 || 5x1 @5 || A strictly superior block for professional martial artists. &lt;br /&gt;
|-&lt;br /&gt;
| Martial Kick || Unarmed: 4, Agility: 3 || Action || Prowess(Unarmed): +1 || 7 || 4x1/1x3 @5 || A strictly superior kick for professional martial artists.  &lt;br /&gt;
|-&lt;br /&gt;
| Martial Strike || Unarmed: 4 || Action || Prowess(Unarmed): +1 || 6 || 5x1 @5 || A strictly superior strike for professional martial artists.&lt;br /&gt;
|-&lt;br /&gt;
| Sprawl || Unarmed: 4, Agility: 2 || Reaction || Prowess(Agility): +2 || 6 || - || A specialized counter against Takedowns and Throws.&lt;br /&gt;
|-&lt;br /&gt;
| Block/Strike || Unarmed: 5, Observe: 3 || Counterattack || -2 (to both) || Block + Strike: -3 || 5x1 @5 || Block and strike in one perfect motion.&lt;br /&gt;
|-&lt;br /&gt;
| Choke Hold || Unarmed: 5, Observe: 3 || Action || Focus(Unarmed) || 10 || Special || Anaconda, Triangle, Rear Naked, etc ...&lt;br /&gt;
|-&lt;br /&gt;
| Disarm || Unarmed: 5, Observe: 3 || Action || Prowess(Unarmed): -1 || 8 || - || Ironically works better on weapons than arms.&lt;br /&gt;
|-&lt;br /&gt;
| Leap Kick || Unarmed: 5, Agility: 4 || Action || Prowess(Agility): -2 || 11 || 2x1/4x3 @6 || A flashy kick.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike || Unarmed: 5, Agility: 3 || Action || Prowess(Unarmed): -2 || 4 || 5x1 @5 || The fastest unarmed attack.&lt;br /&gt;
|-&lt;br /&gt;
| Spinning Kick || Unarmed: 5, Agility: 3 || Action || Prowess(Unarmed): -2 || 9 || 2x1/4x3 @6 || A slower, more violent kick with devastating power.  Also looks awesome.&lt;br /&gt;
|-&lt;br /&gt;
| Unbalance || Unarmed: 5, Observe: 3 || Reaction || Prowess(Unarmed): -1 || 6 || - || A block that can unbalance the attacker.&lt;br /&gt;
|-&lt;br /&gt;
| Block Projectile || Unarmed: 6, Observe: 4 || Reaction || Prowess(Unarmed): -2 || 5 || 5x1 @5 || How to block arrows.&lt;br /&gt;
|-&lt;br /&gt;
| Nerve Strike || Unarmed: 6, Physick: 3 || Action || Focus(Unarmed): -3 || 8 || 5x1 @5 || Disabling strike.&lt;br /&gt;
|-&lt;br /&gt;
| Power Strike || Unarmed: 6 || Action || Prowess(Unarmed): -2 || 8 || 2x1/4x3 @6 || The most powerful strike, built to destroy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strike ===&lt;br /&gt;
The basic unarmed attack&lt;br /&gt;
&lt;br /&gt;
=== Kick ===&lt;br /&gt;
The other basic unarmed attack.  Slower than a punch but hits harder.  Also considered a large weapon for purposes of melee combat range.&lt;br /&gt;
&lt;br /&gt;
=== Block ===&lt;br /&gt;
The basic unarmed defense.  Can be attempted against all strikes and kicks.  Functions as an attack and damage from the block cancels damage from the attack.  Metal bracers/guards add +1 damage.  Attempting to block weapons adds a -2 to the maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Charge ===&lt;br /&gt;
The charge is a sort of clumsy attack where the attacker drives their body weight into the target.  It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run.  The base damage is 4x1 with each run tick action adding +1 damage (up to +4).  Both the attacker and defender can be knocked prone as a result of the charge.  The attacker must simply pass (1 success) a Prowess(Agility) roll, however regardless of if they keep their footing, the maneuver costs 5-successes extra ticks to execute as they recover their balance.  The defender must pass the same roll, but with a penalty equal to the total boxes of normal wounds taken from the charge (in addition to any wound penalties) to avoid being knocked prone.  Similarly the defender is also delayed 5-successes ticks, regardless of whether they go prone or not.  Finally the defender suffers additional damage should they fall equal to margin of failure (this is a separate instance of damage equal to (Margin of Failure)x1.  &lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.&lt;br /&gt;
&lt;br /&gt;
=== Elbow Strike ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Grapple ===&lt;br /&gt;
This maneuver requires the attacker to have both hands free.  Attempting to grapple with only one hand free suffers a -3.  When successfully completed this maneuver locks the two combatants in a standing grapple.  A grapple maneuver can be performed as a reaction to an initiated Slip or Sweep maneuver.  Refer to the grapple rules in the [[Dramatic Scenes]] section for further details.&lt;br /&gt;
&lt;br /&gt;
=== Knee Strike ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Quick Block ===&lt;br /&gt;
Trades efficacy for speed but otherwise functions as a standard block.  &lt;br /&gt;
&lt;br /&gt;
=== Slip ===&lt;br /&gt;
The maneuver requires both hands free.  Attempting to Slip with only 1 hand free suffers a -3 penalty.  It can be performed as a reaction to a grapple or hold maneuver or can be used as an initiated maneuver to reduce the current Grapple level.  Net successes on the maneuver reduce the grapple level.  Slip is used to counter to all grapple maneuvers (grapple, takedown, hold, and throw). &lt;br /&gt;
&lt;br /&gt;
=== Defensive Throw ===&lt;br /&gt;
This is used as an unarmed counter to charge or leaping maneuvers.  The penalty is -2 as a counter to unarmed attacks, -3 for armed.  As with a normal throw the target is thrown (Net successes / 2) meters and the target takes falling damage equal to (Net Successes -2)x1 @5.  If the maneuver resulted in 3 or more net successes the target is also prone. &lt;br /&gt;
&lt;br /&gt;
=== Headbutt ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.  The attacker takes half of the damage done.  Attempting a headbutt with a helmet on incurs an additional -1 penalty on the attack but adds a bonus +1-3 damage (depends on the helmet) that will not also apply to the attacker.  Alternatively headbutting someone wearing a helmet will cause the attacker to take an additional 1-3 damage.  Armor for purposes of reducing damage only applies (to either side) if helmets are worn.  Cannot be blocked (can be evaded).&lt;br /&gt;
&lt;br /&gt;
=== Leg Check  ===&lt;br /&gt;
Can be used to block most types of kicks (anything but a leaping or spinning kick).&lt;br /&gt;
&lt;br /&gt;
=== Sweep ===&lt;br /&gt;
The sweep maneuver is used by the bottom after a successful takedown to attempt to regain their feet.  The top can opt to counter the sweep with a reactive grapple maneuver.  Net successes counter the current Takedown score (potentially standing both combatants up)&lt;br /&gt;
&lt;br /&gt;
=== Takedown === &lt;br /&gt;
The takedown is a special type of grapple that when successful results in the attacker prone on top of the defender.  Grapple bonuses are applied to the takedown, making it much easier to perform if any degree of grapple has been previously attained.  It takes 3 net successes to succeed on the takedown.  Damage is equal to (net successes)x1 @5.  The resuling takedown level is equal to net successes -3.&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
The throw maneuver is by no means efficient but for a strong enough combatant it serves the purpose of serving as a crude takedown.  The target is thrown (Net Successes /2) meters and the damage roll is equal to (Net successes)x1 @5.  On 3 or more successes the target also lands prone.  +2 to any defense/evasion against a throw.&lt;br /&gt;
&lt;br /&gt;
=== Trip Kick ===&lt;br /&gt;
The trip kick is one of the more difficult maneuvers to properly execute however success plants an opponent in the extremely vulnerable position of being immediately adjacent and prone.  The attack and damage is executed as normal, however the target must pass a Prowess(Agility): - (Normal damage taken) to avoid falling.  If they fall they are prone and take additional damage (separate) instance equal to (margin of failure)x1 @5.&lt;br /&gt;
&lt;br /&gt;
=== Catch Strike ===&lt;br /&gt;
The penalty is 0 for a kick, -2 for a punch.  This is a counter to a punch or kick that results in a grapple.  Success on this maneuver results in a grapple of level equal to (Net Successes -1).  Failure (0 successes on the maneuver) results in the full strike damage + Margin of failure.       &lt;br /&gt;
&lt;br /&gt;
=== Hold ===&lt;br /&gt;
This maneuver includes all sorts of arm and leg locks that are designed to either seriously injure or incapacitate the recipient.  Hold attacks are defended with the Slip maneuver.  To perform a hold requires that either combatant have a grapple or takedown (regardless of position/level).  If performed by the dominant grappler yields the grapple position.  If the hold fails then the defender escapes and the two combatants are now adjacent (either prone or standing).  Likewise a failed/blocked hold by the bottom position fighter will worsen their effective grapple/takedown level by the net successes of the defender.  The base damage of the Hold Maneuver is 3x1 and Armor deflection is halved.         &lt;br /&gt;
&lt;br /&gt;
A successful Hold maneuver results in a third type of grapple position (the hold), with a value equal to (net successes) /2, round up, on the attack.  Further successful hold maneuvers will increase this value by (net successes) /2, round up.  This value is reduced by successful slip maneuvers performed when defending the hold, or when the target has tick priority and attempts a slip (the character performing the hold can counter the slip with a Hold reaction).  A person who is in a hold attempting any maneuver besides a Slip suffers -3 penalty.      &lt;br /&gt;
&lt;br /&gt;
Successive hold maneuvers (action or reaction) receive a bonus equal to the current Hold value (this can/will result in traumatic amounts of damage).  &lt;br /&gt;
&lt;br /&gt;
=== Martial Kick ===&lt;br /&gt;
A strictly superior basic kick.&lt;br /&gt;
&lt;br /&gt;
=== Martial Strike ===&lt;br /&gt;
A strictly superior basic strike.&lt;br /&gt;
&lt;br /&gt;
=== Martial Block ===&lt;br /&gt;
A strictly superior basic defense.&lt;br /&gt;
&lt;br /&gt;
=== Sprawl ===&lt;br /&gt;
This maneuver requires the attacker to have both hands free.  Attempting to sprawl with only one hand free suffers a -3 penalty.  The sprawl is a specialized defense specifically designed to stop the Takedown attack.&lt;br /&gt;
&lt;br /&gt;
=== Block/Strike ===&lt;br /&gt;
A highly trained combatant has honed their reflexes to point of not just blocking the incoming attack but responding in kind with the same fluid motion.  Resolve the actions separately, however if the block fails the strike is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).&lt;br /&gt;
&lt;br /&gt;
=== Choke Hold ===&lt;br /&gt;
Resolves exactly as a Hold, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue.  If they run out of Will they immediately pass out.&lt;br /&gt;
&lt;br /&gt;
=== Disarm ===&lt;br /&gt;
The disarm maneuver requires a grapple/takedown/hold.  The maneuver gets a bonus/penalty based on the size of the weapon (XS: -3, S: -1, L: +1, XL: +3).  The target can defend the maneuver with a standard Parry or Evasion however neither is particularly effective within the confines of a grapple.  &lt;br /&gt;
&lt;br /&gt;
=== Leap Kick ===&lt;br /&gt;
The ultimate in acrobatic fight attacks, the leap kick allows the attacker to both cover distance and strike at the same time.  The attacker can cover their Speed / 3 meters with this attack.  If they are performing a running leap then every 2 ticks spent running will add +1 damage and they can cover Speed / 2 meters, however the maneuver suffers another -1 attack penalty for a running leap kick.  No other attacker movement penalties apply to this attack. &lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
This attack comes in so fast that it’s hard to defend.  Defensive maneuvers of any kind suffer a -1 against this strike.  &lt;br /&gt;
&lt;br /&gt;
=== Spinning Kick ===&lt;br /&gt;
The spinning kick is a slower but more powerful version of the standard martial kick.  It’s also very Chuck Norris.&lt;br /&gt;
&lt;br /&gt;
=== Unbalance ===&lt;br /&gt;
This specialized block has the potential to unbalance the target, costing them precious time while they right themselves.  In addition to stopping it, Net successes increase the tick cost of the attack.&lt;br /&gt;
&lt;br /&gt;
=== Block Projectile ===&lt;br /&gt;
The master can effectively block thrown projectiles or even arrows.  If they wish to attempt to block arrows there is an additional -2 penalty. &lt;br /&gt;
&lt;br /&gt;
=== Nerve Strike ===&lt;br /&gt;
Resolves exactly as a martial strike, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue.  If they run out of Will they become immediately incapacitated.  &lt;br /&gt;
&lt;br /&gt;
=== Power Strike ===&lt;br /&gt;
The most powerful strike.  Since it is telegraphed all defenses are +1 against it.&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Actions_and_Maneuvers</id>
		<title>Actions and Maneuvers</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Actions_and_Maneuvers"/>
				<updated>2014-08-17T20:16:46Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: /* Shield Cover */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
At the core of the dramatic action system in Fatewalker are Actions and Maneuvers.  They have no distinct meaning (action are maneuvers are actions) but it's fun to say Actions AND Maneuvers.  Pretty much anything done within the confines of Ticks is considered an Action and this section hopes to enumerate all of the various kinds of Actions.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common Actions ==&lt;br /&gt;
Common actions include observation, dealing with objects in the environment or even using skills.  &lt;br /&gt;
&lt;br /&gt;
'''Common Actions (require Tick priority)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Tick Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Begin Movement || 2 || Either begin Walking, Running, Crawling, Climbing, or Swimming.  &lt;br /&gt;
|-&lt;br /&gt;
| Sprint || 3+ || Cover the most ground possible, but precludes other actions.  &lt;br /&gt;
|-&lt;br /&gt;
| Go Prone/Stand up || 2/3 || Down/Up. &lt;br /&gt;
|-&lt;br /&gt;
| Jump/Leap || 3/4 || Leap requires prior running (and room)&lt;br /&gt;
|-&lt;br /&gt;
| Other Acrobatics || 4-14 || Rule of thumb is: common sense time to complete Action in ticks + 2&lt;br /&gt;
|-&lt;br /&gt;
| Take Cover || 3/4  || (50/90%) - Requires cover, otherwise just go prone.&lt;br /&gt;
|-&lt;br /&gt;
| Look/Search/Observe || 5/9/2-16 || The various types of combat observation beyond the default situational awareness players enjoy (covered in [[Dramatic Scenes]])&lt;br /&gt;
|- &lt;br /&gt;
| Pickup object || 2/3/4(+1) || Hand or Chest Level/Above Head/Below knees (requires 2 hands) &lt;br /&gt;
|- &lt;br /&gt;
| Drop/Toss/Place Object || 1/2/3 || Dropping leaves object/weapon at feet.  Tossing drops it somewhere else.  Placing it leaves it on or in something within arm's reach. &lt;br /&gt;
|- &lt;br /&gt;
| Ready/Draw Weapon || 2-6 || Time depends on the size of the weapon.   &lt;br /&gt;
|-&lt;br /&gt;
| Use non-Action Skill || 7-20+ || Rule of thumb is: common sense time for Action in ticks + 2&lt;br /&gt;
|-&lt;br /&gt;
| Hold Action || 2 || Cost is minimum time spent “Held”, cannot initiate a preemptive action until at least 2 ticks has transpired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Common Actions (don't require tick priority)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Tick Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Stop Movement || 0 || Character is still in previous position (crawling = prone, swimming = treading, Running/Walking = Standing)&lt;br /&gt;
|- &lt;br /&gt;
| Change Movement || 0 || Character can change from Walking to Running or vice versa  &lt;br /&gt;
|-&lt;br /&gt;
| Continue Movement || 0 || Declares that the character will continue at their current pace for another 6 ticks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Begin Movement ===&lt;br /&gt;
It cost 2 ticks to begin moving from a stationary state.  This does not include standing up/going prone.  If the character is standing and wishes to crawl they must first go prone.  If the character is prone and wishes to do anything BUT crawl they must first stand up.  If they wish to climb they must be within a meter of their intended climbing surface.  Terrain penalties can apply based on the surface the character is climbing/crawling/walking/running/swimming across.  &lt;br /&gt;
&lt;br /&gt;
'''Speeds of Movement'''&lt;br /&gt;
* Walking:  (Speed) meters / 6 ticks&lt;br /&gt;
* Running:  (2xSpeed) meters / 6 ticks&lt;br /&gt;
* Crawling/Swimming:  (Speed / 3) meters / 6 ticks (round up)&lt;br /&gt;
* Climbing:  (Speed / 5) meters / 6 ticks (use fractions)&lt;br /&gt;
&lt;br /&gt;
=== Sprint ===&lt;br /&gt;
Sprinting requires a Prowess(Agility) roll.  Add successes from this roll to base speed and double it to determine the meters / 6 ticks of the rate of movement.  Sprinting is separate from the other forms of movement in that the character cannot initiate other actions while sprinting, it's an exclusive action just like most normal actions.&lt;br /&gt;
&lt;br /&gt;
=== Go Prone/Stand up ===&lt;br /&gt;
Sometimes lowering one's profile is the only form of cover available.&lt;br /&gt;
&lt;br /&gt;
=== Jump/Leap ===&lt;br /&gt;
To perform a jump the character must roll Prowess (Strength), and terrain modifiers can apply.  Every success adds 1 to the base speed (before encumbrance penalties) for the jump just like sprinting.  Running leaps require at least 5m of running distance and suffer a -3 penalty to the roll for each meter short.  The ticks required to cover the run-up distance is not factored into this action.&lt;br /&gt;
&lt;br /&gt;
* Vertical jump height is equal to Speed * 10cm.  &lt;br /&gt;
* Horizontal jump distance is equal to (Speed/3) meters&lt;br /&gt;
* Running lap distance is equal to (Speed/2) + 1 meters.  &lt;br /&gt;
&lt;br /&gt;
=== Other Acrobatics ===&lt;br /&gt;
Player characters are creative monsters.  &lt;br /&gt;
&lt;br /&gt;
=== Take Cover ===&lt;br /&gt;
Cover must be within 2 meters of the character otherwise they need to move there first.&lt;br /&gt;
&lt;br /&gt;
=== Quick Look ===&lt;br /&gt;
Most observation rolls should be done by the GM in secret (assuming a traditional chaotic evil GM).  Quick Look (or listen/feel/taste/smell) can be done to any single thing they are aware of.  Before they roll the player must ask a yes/no question to the GM regarding this thing.  The roll is '''Awareness(Search)''', 2-3 successes is a maybe, 4+ yields a definite yes or no.  Failure simply yields no information although dramatic failure should yield wrong information. &lt;br /&gt;
&lt;br /&gt;
=== Detailed Search ===&lt;br /&gt;
The character makes a focused effort to ascertain information about any single thing they are aware of.  The character must specify what they want to know/find and then they roll '''Focus(Search)'''.  Each success beyond 1 gives them an extra piece of information with 5 successes generally answering all of their questions.  Additional successes may give them more information than they were looking for.  Dramatic failures are the Gm's opportunity for true evil.&lt;br /&gt;
&lt;br /&gt;
=== Observe in Detail === &lt;br /&gt;
The character takes an appreciable amount of time to simply pay attention to what is going on around them.  They are not looking for anything specific, but rather trying to see what they can see.  The roll is '''Awareness(Observe)'''.  Each success beyond 1 generally yields 1 piece of interesting information about what is going on around them.  5 successes will usually provide the character with all obvious and relevant information around them.  Additional successes will reveal hidden information.&lt;br /&gt;
&lt;br /&gt;
=== Pickup Object ===&lt;br /&gt;
This action shouldn't require a roll unless the object is particularly difficult to get a hold of or heavy.  In either exceptional case it should take longer than the listed time.  &lt;br /&gt;
&lt;br /&gt;
=== Drop/Toss/Place Object ===&lt;br /&gt;
This should also be a fairly academic affair not requiring a roll unless the player is attempting to be precise.&lt;br /&gt;
&lt;br /&gt;
=== Ready/Draw Weapon ===&lt;br /&gt;
This action assumes the weapon is either in a sheathe/sling or at the character’s feet.  If the weapon is roughly at hand level the action takes 1 tick less.  If the weapon is stowed away securely or hidden in an inconvenient spot it can take an extra 1-10 ticks to ready.&lt;br /&gt;
* Extra Small: 2&lt;br /&gt;
* Small: 3&lt;br /&gt;
* Medium: 4&lt;br /&gt;
* Large: 5&lt;br /&gt;
* Extra Large: 6  &lt;br /&gt;
&lt;br /&gt;
=== Use non-Action Skill ===&lt;br /&gt;
Whenever a player wishes to execute a non-combat skill in combat time the GM must first decide how long it takes to perform the base skill.  Most non-combat actions will suffer a minor penalty (-1) simply due to the chaos of combat but this is up to the GM’s alignment/menstrual cycle.&lt;br /&gt;
&lt;br /&gt;
=== Hold Action ===&lt;br /&gt;
A character must have been &amp;quot;held&amp;quot; for at least 2 ticks before they can preempt any actions.  Until that point they can always break the hold to initiate any normal action.  Held actions are covered in detail in [[Dramatic Scenes]].  The one caveat to held actions is the character cannot be moving.  &lt;br /&gt;
&lt;br /&gt;
=== Change/Stop/Continue Movement ===&lt;br /&gt;
These actions all have to deal with the fact that every 6 ticks characters in motion must decide if they will stay that way.  All three of these movement actions occur simultaneously for all characters at the beginning of every tick.  If it matters declarations can be made in private but it should not matter outside of a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview of Combat Maneuvers ==&lt;br /&gt;
The term &amp;quot;Combat Maneuvers&amp;quot; refers to all of the following actions in this section.  What separates combat maneuvers from the Common actions above is that maneuvers require a base level of skill to effectively use.  The skill and the level required are listed in the tables below.  If a character does not possess the requisite level of skill they can of course attempt the maneuver but it will be at a penalty equal to the difference between their skill level and the requisite level.  If a skill requires two skills, take the higher penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Evasions ==&lt;br /&gt;
These Evasive actions are the standard means of avoiding as much damage as possible.  Evasions tend to be significantly more expensive than other forms of defensive action, but also offer the best chance of getting out of danger unscathed.   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Dodge || Agility: 1 || Reaction || Prowess (Agility): +3 || 8 || Cancels successes on Melee/Fight attacks&lt;br /&gt;
|-&lt;br /&gt;
| Evade AoE || Agility: 2 || Reaction || Prowess(Agility) || 7/8 || Puts distance between the character and the point of impact.&lt;br /&gt;
|-&lt;br /&gt;
| Sidestep || Observe: 2, Agility: 3 || Reaction || Prowess(Agility) ||	5 || Faster, less effective dodge.&lt;br /&gt;
|-&lt;br /&gt;
| Evasive Running || Agility: 3, Stamina: 3 || Initiated || Prowess(Agility) || 6 || An evasive form of running.&lt;br /&gt;
|-&lt;br /&gt;
| Leaping Dodge || Agility: 4 || Reaction || Prowess(Agility): +1 || 8 || Literally leap out of the way and cover distance with the dodge.&lt;br /&gt;
|-&lt;br /&gt;
| Redirect || Unarmed: 4, Observe: 3, Agility: 3 || Reaction || Prowess(Unarmed) || 7 || Forces the attacker to not only miss but change position.  &lt;br /&gt;
|-&lt;br /&gt;
| Footwork || Agility: 4 || Initiated || Awareness(Agility): -1 || 2 || A special type of combat movement that doesn't cover distance but assists defensive unarmed/armed maneuvers&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Fire || Agility: 5, Observe: 4 || Reaction || Special || Special || Combine with another dodge to have an attack hit a different target.&lt;br /&gt;
|-  &lt;br /&gt;
| Dodge Missile || Agility: 6 || Reaction || Awareness(Agility): -Special || 5 || The premier cruise missile defense mechanism of the 50th century.					&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dodge ===&lt;br /&gt;
Each success cancels one attack success.  '''Defender wins in a tie.'''  The most basic evasive maneuver, the defender attempts to avoid the attack at all costs.  Usually more effective than a parry and does not require a weapon but also typically slower.  &lt;br /&gt;
&lt;br /&gt;
=== Evade AoE ===&lt;br /&gt;
Every success increases distance between the point of impact and the character by one meter. Can automatically gain +2 meters by going prone as part of the action (the action takes one more tick).  Useful only for dodging grenades and other explosives, AoE attacks from projectile weapons cannot usually be dodged.&lt;br /&gt;
&lt;br /&gt;
=== Sidestep ===&lt;br /&gt;
A faster version of the normal dodge, trading efficacy for speed.  This dodge is fast enough that it can be used against thrown weapons with a -3 penalty.&lt;br /&gt;
&lt;br /&gt;
=== Evasive Running ===&lt;br /&gt;
Evasive Running is a special type of running movement (similar to sprinting) where the character is less concerned about anything other than covering distance and evading attacks.  Unlike normal running, Evasive Running is an initiated action and therefore the character cannot perform other actions at the same time.  The speed of Evasive Running is (2 x Base Speed) - 1.  The character makes the roll (running penalties will not apply to the roll, but terrain and all other normal penalties can).  Instead of the normal running target penalty ranged attacks against the character instead suffer (Successes -1) as a penalty and melee attacks suffer half this.  Evasive Running happens in 6 tick increments after which the character has to make another roll.  &lt;br /&gt;
&lt;br /&gt;
=== Leaping Dodge ===&lt;br /&gt;
An acrobatic/cinematic dodge, the character leaps out of the way of an attack and changes their location at the same time.  This maneuver is resolved as both a leap roll (the character can perform any of the leaps), and the dodge roll.    The dodge roll resolves as normal however if they get hit then they may fall as a result and need to make a Prowess(Agility): -(Total Damage Taken) roll.  They only need 1 success to avoid landing prone.&lt;br /&gt;
&lt;br /&gt;
=== Redirect ===&lt;br /&gt;
If the player successfully avoids the attack then they get to force the attacker to change position (usually moving past the defender) by 1 meter per net success (if the attacker scores 2 successes and the dodger scores 4, they can move the attacker 2 meters).  The redirect dodge is particularly effective against Engage, Charge, Grapple, and Takedown attacks, yielding a +3 bonus against them. &lt;br /&gt;
&lt;br /&gt;
=== Footwork ===&lt;br /&gt;
A defensive type of movement (cannot be used with any other movement) requiring an area that’s approximately 3x3 meters.  Successes can be added (once per success) to any parry or evade maneuvers made during the Footwork duration.  Cannot add more than 2 dice to any individual maneuver.  The Footwork maneuver lasts for 20 ticks after which it must be refreshed (doesn't cost 2 ticks to continue to perform it, but a new roll must be made to accrue new defensive bonus dice)&lt;br /&gt;
&lt;br /&gt;
=== Friendly Fire ===&lt;br /&gt;
Friendly fire can be used to modify either a dodge, sidestep, or leaping dodge to cause a hostile target to hit something/one else near the defender.  The dodge roll functions as normal except with a -1 penalty to the roll and +1 tick.  0 net successes results in a normal dodge. however if the defender scores 1 or more then they get to roll Prowess(Observe): + (Net Successes) as the new attack roll against the new target using the attacker's weapon's stats for damage (plus any of the attacker's trait bonuses such as Brute).  Penalties should apply to this new attack roll based on how far out of the way the new target is (it could very well be impossible) and the new target does get to react to the attack, however it will be at a -(Net successes) penalty due to the unexpected attack vector.&lt;br /&gt;
&lt;br /&gt;
=== Dodge Missile ===&lt;br /&gt;
An improved sidestep purely for dodging projectiles.  Can dodge bullets.  No penalty for thrown weapons, -2 for arrows, -4 for bullets/bolts, -6 for Lasers/Photons and pillars of fire from the sky, -8 for Tachyons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ranged Actions ==&lt;br /&gt;
These actions apply to slug-guns and their various post-modern counterparts.  All Ranged maneuvers are Initiated Actions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Basic Aim || Ranged: 0, Observe: 1 || None || 6 || Improves chances of hitting.&lt;br /&gt;
|-&lt;br /&gt;
| Shoot || Ranged: 1 ||	Prowess(Ranged) || Weapon || Caw-Caw, Bang!  Fuck, you're dead!&lt;br /&gt;
|-&lt;br /&gt;
| Reload || Ranged: 1 || Focus(Agility) || Special || Replacing magazines, belts, boxes, shells, cells, whatever.&lt;br /&gt;
|-&lt;br /&gt;
| Aim || Ranged: 2, Observe: 1 || None || 4 || Don't shoot until you see daylight on both sides.&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Ranged: 2, Observe: 2 || Prowess(Ranged): Special || Weapon +2 || Target a specific location/thing smaller than center-mass.&lt;br /&gt;
|-&lt;br /&gt;
| Quick-draw || Ranged: 3, Agility: 3 || Prowess(Agility) || Special || High noon!&lt;br /&gt;
|-&lt;br /&gt;
| Short Burst (3 rounds) || Ranged: 2 || Prowess(Ranged) || 2x Weapon recoil || &amp;quot;Short, controlled bursts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Long Burst (6 rounds) || Ranged: 3 || Prowess(Ranged) || 3x Weapon recoil || &amp;quot;You want some?&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Full Auto (20 rounds) || Ranged: 4 || Prowess(Ranged) || 4x Weapon recoil || &amp;quot;Sarge is dead man, let's get the fuck out of here!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Quick Reload || Ranged: 4, Agility: 3 || Focus(Agility): -1 || Special || Faster than basic reload.&lt;br /&gt;
|-&lt;br /&gt;
| Marksman Shot || Ranged: 5 || +1 || +2 || Aim and shoot in one fluid motion.&lt;br /&gt;
|-&lt;br /&gt;
| Twin Pistols || Ranged: 5, Agility: 4 || Prowess(Ranged): -1 || Weapon + Weapon -4 || Making John Woo proud since 1974&lt;br /&gt;
|-&lt;br /&gt;
| Vitals Shot || Ranged: 6, Observe: 4 || Prowess(Ranged): Special || Weapon +1 || A superior called shot for very specific parts of the human body.					&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Basic Aim ===&lt;br /&gt;
Adds a +1 to any subsequent shoot action.  The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming).  Only 1 basic aim action per shot.  Can be combined with other ranged attack types (called shots, burst fire, etc..) but not aims.&lt;br /&gt;
&lt;br /&gt;
=== Shoot ===&lt;br /&gt;
No explanation necessary, but you will get one anyhow.  A firing pin is a lightweight part, which serves to transfer energy from a spring-loaded hammer to the primer, while a striker is usually heavier, and is directly connected to the spring providing the energy to impact the primer. Striker mechanisms are generally simpler, since they combine the functions of hammer and firing pin in one&lt;br /&gt;
&lt;br /&gt;
=== Reload ===&lt;br /&gt;
Low skilled shooters can intentionally increase the reload time, adding a +1 modifier to the roll for every two extra ticks taken.&lt;br /&gt;
* 0 Successes:  The magazine/round is dropped at the character’s feet.  &lt;br /&gt;
* 1 success increases reload time by 5 ticks.  &lt;br /&gt;
* 2 successes increases reload time by 3 ticks.  &lt;br /&gt;
* 3 successes increases reload time by 1 tick.&lt;br /&gt;
* 4+ uses the base reload time.&lt;br /&gt;
&lt;br /&gt;
=== Aim ===&lt;br /&gt;
Adds a +1 to any subsequent shoot action.  The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming).  The maximum aim bonus is equal to Observe skill.  Can be combined with other ranged attack types (called shots, burst fire, etc..), just not other aims.&lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -2 for Limbs or small objects, -4 for heart (Damage +3), -5 for face (Damage +3), or tiny objects.  A called shot can be combined with bursts or aims but not full auto fire.&lt;br /&gt;
&lt;br /&gt;
=== Quick Draw ===&lt;br /&gt;
A Quick-Draw action requires the character to be in either light or unencumbered.  &lt;br /&gt;
* 0 Successes:  The weapon is dropped/thrown (margin of failure) meters away.&lt;br /&gt;
* 1 Success:  Increases draw time by 2 ticks.  &lt;br /&gt;
* 2 Successes:  Normal draw time.  &lt;br /&gt;
* 3-4 Successes:  Draw time - 1.&lt;br /&gt;
* 5+ Successes: Draw time -2.&lt;br /&gt;
&lt;br /&gt;
=== Short Burst ===&lt;br /&gt;
3 rounds.&lt;br /&gt;
* Short Burst (Searching):  +1 to hit.&lt;br /&gt;
* Short Burst (MDK): -1 to hit, +1 Damage.&lt;br /&gt;
&lt;br /&gt;
=== Long Burst ===&lt;br /&gt;
6 rounds.  Max aim bonus of +2.&lt;br /&gt;
* Long Burst (Searching):  +2 to hit.&lt;br /&gt;
* Long Burst (MDK): -2 to hit, +3 Damage.&lt;br /&gt;
&lt;br /&gt;
=== Full Auto ===&lt;br /&gt;
20 rounds.  Max aim bonus of +1.&lt;br /&gt;
* Full Auto (Searching):  +4 to hit.&lt;br /&gt;
* Full Auto (MDK): -3 to hit, +6 Damage.&lt;br /&gt;
* Full Auto (Cover): Free preemptive shot at -2 for next 12 ticks on anyone acting in cover area.&lt;br /&gt;
&lt;br /&gt;
=== Quick Reload ===&lt;br /&gt;
Allows a highly trained shooter to reload their weapon faster than normal.  Can only be performed with magazine/cell based weapons or revolvers using a faster-loader. &lt;br /&gt;
* 0 Successes:  The magazine/round is dropped at the character’s feet.  &lt;br /&gt;
* 1 Success:  Increases reload time by 3 ticks.  &lt;br /&gt;
* 2 Successes:  Normal reload time.&lt;br /&gt;
* 3-4 Successes:  Decrease reload time by 1 tick.&lt;br /&gt;
* 5+ Successes:  Decrease reload time by 2 ticks.&lt;br /&gt;
&lt;br /&gt;
=== Marksman Shot ===&lt;br /&gt;
This is a very fast and accurate Aim and Shoot action.  Considered a single action (cannot be interrupted like normal aim).  Cannot be combined with other actions except short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Twin Pistols ===&lt;br /&gt;
This maneuver allows the shooter to fire two pistols with the same action.  The shots are resolved separately but it counts as one action.  Offhand penalties still apply to the offhand shot.  An additional -1 penalty will apply to both actions if they are at different targets.  Cannot be combined with Aims or Bursts. &lt;br /&gt;
&lt;br /&gt;
=== Vitals Shot ===&lt;br /&gt;
A highly accurate center-mass (-2) or head (-4) vitals shot (Damage +3).   Combines with Short Bursts and/or Aims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Melee Maneuvers ==&lt;br /&gt;
Melee maneuver require a weapon to be in hand.  This includes maneuver for thrown weapons as well.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Attack || None || Action || Prowess(Weaponry) || - || The basic armed attack . &lt;br /&gt;
|-&lt;br /&gt;
| Throw || None || Action || Prowess(Weaponry) || - || The basic thrown attack.&lt;br /&gt;
|-&lt;br /&gt;
| Parry || Weaponry: 1, Observe: 2 || Reaction || Prowess(Weaponry) || -2 || The basic armed defense.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Block || Weaponry: 1, per shield || Reaction || Prowess(Weaponry): +Special || - || Armed defense with a handheld shield.&lt;br /&gt;
|-&lt;br /&gt;
| Hack || Weaponry: 1, Strength: 2 || Action || Prowess(Weaponry): -1 || +1 || Force &amp;gt; Finesse??&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Weaponry: 2, Observe: 2 || Action || Special || +2 || Anything other than &amp;quot;hitting them&amp;quot; can be a called shot.&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Weaponry: 2 || Action || Prowess(Weaponry): -1 || Special || Ramming Speed!&lt;br /&gt;
|-&lt;br /&gt;
| Quick Parry || Weaponry: 2, Observe: 2 || Reaction || Prowess(Weaponry): -2 || -4 || Faster, less effective parry.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Cover || Weaponry: 2 || Action || - || 2/3 || Taking cover behind your shield.&lt;br /&gt;
|-&lt;br /&gt;
| Stop Charge || Weaponry: 2 || Counterattack || Prowess(Weaponry): -2 || - || Set that spear and hold on for a ride.&lt;br /&gt;
|-&lt;br /&gt;
| Thrust || Weaponry: 2 || Action || Prowess(Weaponry): -1 || -1 || A quick, direct strike, favoring speed over trauma.&lt;br /&gt;
|-&lt;br /&gt;
| Backstab || Weaponry: 3, Observe: 2 || Action || Focus(Weaponry): -1 || +2 || A specialized, indefensible called shot requiring stealth.&lt;br /&gt;
|-&lt;br /&gt;
| Careful Throw || Weaponry: 3, Observe: 2 || Action || Prowess(Weaponry): +1 || +2 || A highly accurate, skillful throw.&lt;br /&gt;
|-&lt;br /&gt;
| Engage/Disengage || Weaponry: 3, Agility: 2 || Action/Reaction || Awareness(Weaponry) || 5 || Gap closing/making.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Bash || Weaponry: 3, per shield || Action || Prowess(Weaponry) || Special || An attack with the shield.&lt;br /&gt;
|-&lt;br /&gt;
| Cobra Strike || Weaponry: 4, Agility: 3 || Action || Prowess(Weaponry): -1 || Ready + Weapon: -2 || Used to draw and throw a weapon instantly.&lt;br /&gt;
|-&lt;br /&gt;
| Gut || Weaponry: 4, Unarmed: 2 || Action || Prowess(Weaponry): Special || - || A nasty, point blank attack that benefits from being close.&lt;br /&gt;
|-&lt;br /&gt;
| Lunge || Weaponry: 4, Agility: 3 || Action || Prowess(Weaponry): -2 || +1 || Covers large distance quickly to deliver force at an unexpected distance.&lt;br /&gt;
|-&lt;br /&gt;
| Power Parry || Weaponry: 4, Observe: 3 || Reaction || Prowess(Weaponry): +2 || - || The strongest parry.&lt;br /&gt;
|-&lt;br /&gt;
| Step Inside || Weaponry: 4, Agility: 3 || Counter attack || Awareness(Weaponry): -1 || 6 || Dodge AND engage in one smooth move.&lt;br /&gt;
|-&lt;br /&gt;
| Spin Slash || Weaponry: 5, Strength: 3 || Action || Prowess(Weaponry): -2 || +2 || The strongest melee attack, also the most reckless.&lt;br /&gt;
|-&lt;br /&gt;
| Disarm || Weaponry: 5, Observe: 3 || Action || Prowess(Weaponry): -2 || +2 || Ironically works better on weapons than arms.&lt;br /&gt;
|-&lt;br /&gt;
| Engage and Gut || Weaponry: 5, Unarmed: 3 || Action || -1 (to both) || Engage + Gut: -2 || A gut with a built-in engage.&lt;br /&gt;
|-&lt;br /&gt;
| Parry/Riposte || Weaponry: 5, Observe: 3 || Counter Attack || -2 (to both) || Parry + Strike: -2 || Parry and Strike in one perfect motion.&lt;br /&gt;
|-&lt;br /&gt;
| Parry Projectile || Weaponry: 6, Observe: 4 || Reaction || Prowess(Weaponry): Special || -4 || A fast parry for arrows and lasers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
The basic armed attack&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
The other basic armed attack.  &lt;br /&gt;
&lt;br /&gt;
=== Parry ===&lt;br /&gt;
The basic armed defense.  A parry is resolved as an Attack maneuver with the weapon in hand.  Damage done on the parry maneuver cancels damage done on the attack being parried.&lt;br /&gt;
&lt;br /&gt;
=== Shield Block ===&lt;br /&gt;
The basic defense using a hand-held shield.  Add the shield's Deflection + Absorb as bonus to the maneuver.  Use the shield's block value and block speed to resolve the parry.  &lt;br /&gt;
&lt;br /&gt;
=== Hack ===&lt;br /&gt;
When might must make right, Hack is the attack.  Hack adds +1 damage to the attack.&lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.&lt;br /&gt;
&lt;br /&gt;
=== Charge ===&lt;br /&gt;
The charge is a sort of clumsy attack where the attacker rushes the defender and puts extra velocity behind the strike.  It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run.  The attack adds +1 damage for every 2 ticks spent running prior to the maneuver (up to +3).  The attack suffers running penalties as well as the built in penalty.      &lt;br /&gt;
&lt;br /&gt;
=== Quick Parry ===&lt;br /&gt;
A quick parry functions exactly as a parry.  &lt;br /&gt;
&lt;br /&gt;
=== Shield Cover ===&lt;br /&gt;
Depending on the size of the shield the cover can be either 50/90% (or both).  The barrier value of the shield is equal to 2x Deflection + Absorb.  Shield cover can be maintained while moving but any actions suffer an additional -2 (in addition to cover penalties).  The shield cannot be used for any other actions while maintaining cover (cannot both get shield cover bonuses AND use it to block or bash), nor does it count towards the character's armor when used in this fashion.&lt;br /&gt;
&lt;br /&gt;
=== Stop Charge ===&lt;br /&gt;
A stop charge is a counterattack designed to skewer a charging enemy.  Certain weapons (spear-like-things) have strong bonuses to this maneuver.  As with all counter attacks in a tie both parties take damage.  On success this maneuver will add bonus damage to the attack equivalent to whatever the charge attack's bonus was.  &lt;br /&gt;
&lt;br /&gt;
=== Thrust ===&lt;br /&gt;
A quick, harder to defend attack that sacrifices accuracy for speed.  Evasions against the Thrust get -1.&lt;br /&gt;
&lt;br /&gt;
=== Backstab ===&lt;br /&gt;
The target must be completely unaware that the attacker is behind them.  Counts as a vitals strike (Damage +1, Damage TN: +1)&lt;br /&gt;
&lt;br /&gt;
=== Careful Throw ===&lt;br /&gt;
The equivalent of an &amp;quot;aimed&amp;quot; throw.  &lt;br /&gt;
&lt;br /&gt;
=== Engage/Disengage ===&lt;br /&gt;
Closes the gap, giving smaller weapons an advantage and larger or ranged weapons a disadvantage.  Engage maneuvers can be countered by Disengage maneuvers and vice versa.  Every 2 successes can change the range of melee combat either direction (melee combat starts at the maximum range of Long).  Refer to the Engage/Disengage rules in the [[Dramatic Scenes]] section for further details.&lt;br /&gt;
&lt;br /&gt;
=== Shield Bash ===&lt;br /&gt;
The shield can be used offensively.  It suffers offhand penalties, but otherwise use the shield's stats for the maneuver.  Shield bashes cannot be parried (though they can be shield blocked).&lt;br /&gt;
&lt;br /&gt;
=== Cobra Strike ===&lt;br /&gt;
This is a single draw and strike maneuver with a thrown weapon.  Cannot make the attack faster than the base weapon speed (but can reduce the ready weapon cost to 0).  &lt;br /&gt;
&lt;br /&gt;
=== Gut ===&lt;br /&gt;
A favored maneuver of knife fighters who successfully close within a combatant’s defenses.  This strike is devastating and extremely hard to defend.  Requires a Small or Extra Small weapon.  The attack receives +1 for Engage: 2, +2 for Engage: 3 or Grapple: 1, and + for Grapple: 2.   &lt;br /&gt;
&lt;br /&gt;
=== Lunge ===&lt;br /&gt;
The lunge is used to cover large amounts of melee distance very quickly.  It compromises accuracy in exchange for distance.  This attack covers up to Speed/2 meters + Weapon Length as part of the attack. &lt;br /&gt;
&lt;br /&gt;
=== Power Parry ===&lt;br /&gt;
The most effective parry, at the expense of speed.&lt;br /&gt;
&lt;br /&gt;
=== Step Inside ===&lt;br /&gt;
This counterattack is actually a type of dodge/parry masking an Engage maneuver.  When successful this maneuver will result in every 2 net successes added to the current Engage level while also avoiding all damage from the attack.  Counts as a dodge for maneuver penalties (but not bonuses).  This is a very popular maneuver for unarmed combatants to get within grapple/disarm distance.  &lt;br /&gt;
&lt;br /&gt;
=== Spin Slash ===&lt;br /&gt;
The most powerful melee attack maneuver, but extremely inaccurate.  +4 damage, but all defensive maneuvers or counterattacks get +1.&lt;br /&gt;
&lt;br /&gt;
=== Disarm ===&lt;br /&gt;
I have no fucking idea.&lt;br /&gt;
&lt;br /&gt;
=== Engage and Gut ===&lt;br /&gt;
Resolve the Engage first, then the gut.  Target can react to both maneuvers if they choose.  Cannot be used as a counterattack to a disengage maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Parry/Riposte ===&lt;br /&gt;
A highly trained combatant has honed their reflexes to point of not just parrying the incoming attack but responding in kind with the same fluid motion.  Resolve the actions separately, however if the block fails the attack is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).&lt;br /&gt;
&lt;br /&gt;
=== Parry Projectile ===&lt;br /&gt;
For those crouching tiger, hidden dragon moments:  -2 for thrown weapons, -4 for arrows/bolts, -5 for bullets/lasers (presuming a light saber in hand).&lt;br /&gt;
&lt;br /&gt;
== Unarmed Maneuvers ==&lt;br /&gt;
Unarmed maneuvers cover everything from basic brawling to boxing to kung fu to wrestling.  Unarmed maneuvers can both be used while armed and/or against other armed opponents however there can be penalties depending on the maneuver.  Unarmed combat excels once the distance has been closed.  This section includes, attacks, defenses, and counterattacks.&lt;br /&gt;
&lt;br /&gt;
Note:  Damage is in the format of Damage @TN.  Unless otherwise stated unarmed damage is Stun damage.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Damage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Strike || None || Action || Prowess(Unarmed) || 6 || 5x1 @5 || The basic unarmed attack  &lt;br /&gt;
|-&lt;br /&gt;
| Kick || Unarmed: 1, Agility: 2 || Action || Prowess(Unarmed) || 7 || 4x1/1x3 @5 || A slower, more powerful basic unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
| Block || Unarmed: 1, Observe: 2 || Reaction || Prowess(Unarmed) || 5 || 5x1 @5 || The basic unarmed defense.&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Unarmed: 1 || Action || Prowess(Unarmed): -1 || 8 + Run || Special || Ramming Speed!&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Unarmed: 2, Observe: 2 || Action || Special || +2 || Special || Anything other than &amp;quot;hitting them&amp;quot; can be a called shot.&lt;br /&gt;
|-&lt;br /&gt;
| Elbow Strike || Unarmed: 2 || Action || Prowess(Unarmed): -2 || 5 || 5x1 @5 || A faster, harder to defend punch most useful when grappling.&lt;br /&gt;
|-&lt;br /&gt;
| Grapple || Unarmed: 2, Strength: 2 || Action/Reaction || Prowess(Unarmed) || 8 || - || The basic grapple attack, counter to a slip.&lt;br /&gt;
|-&lt;br /&gt;
| Knee Strike || Unarmed: 2, Agility: 2 || Action || Prowess(Unarmed): -2 || 6 || 4x1/1x3 @5 || A faster, harder to defend kick most useful when grappling.&lt;br /&gt;
|-&lt;br /&gt;
| Quick Block || Unarmed: 2, Observe: 2 || Reaction || Prowess(Unarmed): -2 || 3 || 5x1 @5 || Faster, less effective block.&lt;br /&gt;
|-&lt;br /&gt;
| Slip || Unarmed: 2, Agility: 2 || Action/Reaction || Prowess(Unarmed) || 6 || - || The counter to all grapple maneuvers (grapple, takedown, hold, throw).&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Throw || Unarmed: 3, Strength: 2 || Counterattack || Prowess(Unarmed): -Special || 8 || - || Counterattack against charges or leaping maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
| Headbutt || Unarmed: 3, Stamina: 2 || Action || Prowess(Unarmed): -2 || 5 || 5x1 @6 || A fast, brutal assault of the mind.&lt;br /&gt;
|-&lt;br /&gt;
| Leg Check || Unarmed: 3, Agility: 2 || Reaction || Prowess(Unarmed): -1 || 3 || 4x1/1x3 @5 || Fastest way to block a knee strike, kick, or martial kick.&lt;br /&gt;
|-&lt;br /&gt;
| Sweep || Unarmed: 3, Agility: 3 || Action || Focus(Unarmed) || 8 || - || How to get up once taken down.&lt;br /&gt;
|-&lt;br /&gt;
| Takedown || Unarmed: 3, Strength: 3 || Action || Prowess(Unarmed) || 10 || Special || May result in slightly homoerotic positions.&lt;br /&gt;
|-&lt;br /&gt;
| Throw || Unarmed: 3, Strength: 4 || Action || Prowess(Strength) || 11 || Special || Nobody tosses a Dwarf!&lt;br /&gt;
|-&lt;br /&gt;
| Trip Kick || Unarmed: 3, Agility: 1 || Action || Prowess(Unarmed) || 8 || Special || Specialized kick meant to down an opponent.&lt;br /&gt;
|-&lt;br /&gt;
| Catch Strike || Unarmed: 4, Agility: 2 || Counterattack || Prowess(Unarmed): -Special || 7 || - || A block that turns into a grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Hold || Unarmed: 4, Observe: 3 || Action/Reaction || Focus(Unarmed) || 8 || Special || Leg/Arm/Neck lock of some kind.  May involve someone's &amp;quot;rear&amp;quot;, being &amp;quot;naked&amp;quot;, and applying a &amp;quot;choke&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| Martial Block || Unarmed: 4, Stamina: 3 || Reaction || Prowess(Unarmed): +1 || 5 || 5x1 @5 || A strictly superior block for professional martial artists. &lt;br /&gt;
|-&lt;br /&gt;
| Martial Kick || Unarmed: 4, Agility: 3 || Action || Prowess(Unarmed): +1 || 7 || 4x1/1x3 @5 || A strictly superior kick for professional martial artists.  &lt;br /&gt;
|-&lt;br /&gt;
| Martial Strike || Unarmed: 4 || Action || Prowess(Unarmed): +1 || 6 || 5x1 @5 || A strictly superior strike for professional martial artists.&lt;br /&gt;
|-&lt;br /&gt;
| Sprawl || Unarmed: 4, Agility: 2 || Reaction || Prowess(Agility): +2 || 6 || - || A specialized counter against Takedowns and Throws.&lt;br /&gt;
|-&lt;br /&gt;
| Block/Strike || Unarmed: 5, Observe: 3 || Counterattack || -2 (to both) || Block + Strike: -3 || 5x1 @5 || Block and strike in one perfect motion.&lt;br /&gt;
|-&lt;br /&gt;
| Choke Hold || Unarmed: 5, Observe: 3 || Action || Focus(Unarmed) || 10 || Special || Anaconda, Triangle, Rear Naked, etc ...&lt;br /&gt;
|-&lt;br /&gt;
| Disarm || Unarmed: 5, Observe: 3 || Action || Prowess(Unarmed): -1 || 8 || - || Ironically works better on weapons than arms.&lt;br /&gt;
|-&lt;br /&gt;
| Leap Kick || Unarmed: 5, Agility: 4 || Action || Prowess(Agility): -2 || 11 || 2x1/4x3 @6 || A flashy kick.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike || Unarmed: 5, Agility: 3 || Action || Prowess(Unarmed): -2 || 4 || 5x1 @5 || The fastest unarmed attack.&lt;br /&gt;
|-&lt;br /&gt;
| Spinning Kick || Unarmed: 5, Agility: 3 || Action || Prowess(Unarmed): -2 || 9 || 2x1/4x3 @6 || A slower, more violent kick with devastating power.  Also looks awesome.&lt;br /&gt;
|-&lt;br /&gt;
| Unbalance || Unarmed: 5, Observe: 3 || Reaction || Prowess(Unarmed): -1 || 6 || - || A block that can unbalance the attacker.&lt;br /&gt;
|-&lt;br /&gt;
| Block Projectile || Unarmed: 6, Observe: 4 || Reaction || Prowess(Unarmed): -2 || 5 || 5x1 @5 || How to block arrows.&lt;br /&gt;
|-&lt;br /&gt;
| Nerve Strike || Unarmed: 6, Physick: 3 || Action || Focus(Unarmed): -3 || 8 || 5x1 @5 || Disabling strike.&lt;br /&gt;
|-&lt;br /&gt;
| Power Strike || Unarmed: 6 || Action || Prowess(Unarmed): -2 || 8 || 2x1/4x3 @6 || The most powerful strike, built to destroy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strike ===&lt;br /&gt;
The basic unarmed attack&lt;br /&gt;
&lt;br /&gt;
=== Kick ===&lt;br /&gt;
The other basic unarmed attack.  Slower than a punch but hits harder.  Also considered a large weapon for purposes of melee combat range.&lt;br /&gt;
&lt;br /&gt;
=== Block ===&lt;br /&gt;
The basic unarmed defense.  Can be attempted against all strikes and kicks.  Functions as an attack and damage from the block cancels damage from the attack.  Metal bracers/guards add +1 damage.  Attempting to block weapons adds a -2 to the maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Charge ===&lt;br /&gt;
The charge is a sort of clumsy attack where the attacker drives their body weight into the target.  It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run.  The base damage is 4x1 with each run tick action adding +1 damage (up to +4).  Both the attacker and defender can be knocked prone as a result of the charge.  The attacker must simply pass (1 success) a Prowess(Agility) roll, however regardless of if they keep their footing, the maneuver costs 5-successes extra ticks to execute as they recover their balance.  The defender must pass the same roll, but with a penalty equal to the total boxes of normal wounds taken from the charge (in addition to any wound penalties) to avoid being knocked prone.  Similarly the defender is also delayed 5-successes ticks, regardless of whether they go prone or not.  Finally the defender suffers additional damage should they fall equal to margin of failure (this is a separate instance of damage equal to (Margin of Failure)x1.  &lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.&lt;br /&gt;
&lt;br /&gt;
=== Elbow Strike ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Grapple ===&lt;br /&gt;
This maneuver requires the attacker to have both hands free.  Attempting to grapple with only one hand free suffers a -3.  When successfully completed this maneuver locks the two combatants in a standing grapple.  A grapple maneuver can be performed as a reaction to an initiated Slip or Sweep maneuver.  Refer to the grapple rules in the [[Dramatic Scenes]] section for further details.&lt;br /&gt;
&lt;br /&gt;
=== Knee Strike ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Quick Block ===&lt;br /&gt;
Trades efficacy for speed but otherwise functions as a standard block.  &lt;br /&gt;
&lt;br /&gt;
=== Slip ===&lt;br /&gt;
The maneuver requires both hands free.  Attempting to Slip with only 1 hand free suffers a -3 penalty.  It can be performed as a reaction to a grapple or hold maneuver or can be used as an initiated maneuver to reduce the current Grapple level.  Net successes on the maneuver reduce the grapple level.  Slip is used to counter to all grapple maneuvers (grapple, takedown, hold, and throw). &lt;br /&gt;
&lt;br /&gt;
=== Defensive Throw ===&lt;br /&gt;
This is used as an unarmed counter to charge or leaping maneuvers.  The penalty is -2 as a counter to unarmed attacks, -3 for armed.  As with a normal throw the target is thrown (Net successes / 2) meters and the target takes falling damage equal to (Net Successes -2)x1 @5.  If the maneuver resulted in 3 or more net successes the target is also prone. &lt;br /&gt;
&lt;br /&gt;
=== Headbutt ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.  The attacker takes half of the damage done.  Attempting a headbutt with a helmet on incurs an additional -1 penalty on the attack but adds a bonus +1-3 damage (depends on the helmet) that will not also apply to the attacker.  Alternatively headbutting someone wearing a helmet will cause the attacker to take an additional 1-3 damage.  Armor for purposes of reducing damage only applies (to either side) if helmets are worn.  Cannot be blocked (can be evaded).&lt;br /&gt;
&lt;br /&gt;
=== Leg Check  ===&lt;br /&gt;
Can be used to block most types of kicks (anything but a leaping or spinning kick).&lt;br /&gt;
&lt;br /&gt;
=== Sweep ===&lt;br /&gt;
The sweep maneuver is used by the bottom after a successful takedown to attempt to regain their feet.  The top can opt to counter the sweep with a reactive grapple maneuver.  Net successes counter the current Takedown score (potentially standing both combatants up)&lt;br /&gt;
&lt;br /&gt;
=== Takedown === &lt;br /&gt;
The takedown is a special type of grapple that when successful results in the attacker prone on top of the defender.  Grapple bonuses are applied to the takedown, making it much easier to perform if any degree of grapple has been previously attained.  It takes 3 net successes to succeed on the takedown.  Damage is equal to (net successes)x1 @5.  The resuling takedown level is equal to net successes -3.&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
The throw maneuver is by no means efficient but for a strong enough combatant it serves the purpose of serving as a crude takedown.  The target is thrown (Net Successes /2) meters and the damage roll is equal to (Net successes)x1 @5.  On 3 or more successes the target also lands prone.  +2 to any defense/evasion against a throw.&lt;br /&gt;
&lt;br /&gt;
=== Trip Kick ===&lt;br /&gt;
The trip kick is one of the more difficult maneuvers to properly execute however success plants an opponent in the extremely vulnerable position of being immediately adjacent and prone.  The attack and damage is executed as normal, however the target must pass a Prowess(Agility): - (Normal damage taken) to avoid falling.  If they fall they are prone and take additional damage (separate) instance equal to (margin of failure)x1 @5.&lt;br /&gt;
&lt;br /&gt;
=== Catch Strike ===&lt;br /&gt;
The penalty is 0 for a kick, -2 for a punch.  This is a counter to a punch or kick that results in a grapple.  Success on this maneuver results in a grapple of level equal to (Net Successes -1).  Failure (0 successes on the maneuver) results in the full strike damage + Margin of failure.       &lt;br /&gt;
&lt;br /&gt;
=== Hold ===&lt;br /&gt;
This maneuver includes all sorts of arm and leg locks that are designed to either seriously injure or incapacitate the recipient.  Hold attacks are defended with the Slip maneuver.  To perform a hold requires that either combatant have a grapple or takedown (regardless of position/level).  If performed by the dominant grappler yields the grapple position.  If the hold fails then the defender escapes and the two combatants are now adjacent (either prone or standing).  Likewise a failed/blocked hold by the bottom position fighter will worsen their effective grapple/takedown level by the net successes of the defender.  The base damage of the Hold Maneuver is 3x1 and Armor deflection is halved.         &lt;br /&gt;
&lt;br /&gt;
A successful Hold maneuver results in a third type of grapple position (the hold), with a value equal to (net successes) /2, round up, on the attack.  Further successful hold maneuvers will increase this value by (net successes) /2, round up.  This value is reduced by successful slip maneuvers performed when defending the hold, or when the target has tick priority and attempts a slip (the character performing the hold can counter the slip with a Hold reaction).  A person who is in a hold attempting any maneuver besides a Slip suffers -3 penalty.      &lt;br /&gt;
&lt;br /&gt;
Successive hold maneuvers (action or reaction) receive a bonus equal to the current Hold value (this can/will result in traumatic amounts of damage).  &lt;br /&gt;
&lt;br /&gt;
=== Martial Kick ===&lt;br /&gt;
A strictly superior basic kick.&lt;br /&gt;
&lt;br /&gt;
=== Martial Strike ===&lt;br /&gt;
A strictly superior basic strike.&lt;br /&gt;
&lt;br /&gt;
=== Martial Block ===&lt;br /&gt;
A strictly superior basic defense.&lt;br /&gt;
&lt;br /&gt;
=== Sprawl ===&lt;br /&gt;
This maneuver requires the attacker to have both hands free.  Attempting to sprawl with only one hand free suffers a -3 penalty.  The sprawl is a specialized defense specifically designed to stop the Takedown attack.&lt;br /&gt;
&lt;br /&gt;
=== Block/Strike ===&lt;br /&gt;
A highly trained combatant has honed their reflexes to point of not just blocking the incoming attack but responding in kind with the same fluid motion.  Resolve the actions separately, however if the block fails the strike is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).&lt;br /&gt;
&lt;br /&gt;
=== Choke Hold ===&lt;br /&gt;
Resolves exactly as a Hold, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue.  If they run out of Will they immediately pass out.&lt;br /&gt;
&lt;br /&gt;
=== Disarm ===&lt;br /&gt;
The disarm maneuver requires a grapple/takedown/hold.  The maneuver gets a bonus/penalty based on the size of the weapon (XS: -3, S: -1, L: +1, XL: +3).  The target can defend the maneuver with a standard Parry or Evasion however neither is particularly effective within the confines of a grapple.  &lt;br /&gt;
&lt;br /&gt;
=== Leap Kick ===&lt;br /&gt;
The ultimate in acrobatic fight attacks, the leap kick allows the attacker to both cover distance and strike at the same time.  The attacker can cover their Speed / 3 meters with this attack.  If they are performing a running leap then every 2 ticks spent running will add +1 damage and they can cover Speed / 2 meters, however the maneuver suffers another -1 attack penalty for a running leap kick.  No other attacker movement penalties apply to this attack. &lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
This attack comes in so fast that it’s hard to defend.  Defensive maneuvers of any kind suffer a -1 against this strike.  &lt;br /&gt;
&lt;br /&gt;
=== Spinning Kick ===&lt;br /&gt;
The spinning kick is a slower but more powerful version of the standard martial kick.  It’s also very Chuck Norris.&lt;br /&gt;
&lt;br /&gt;
=== Unbalance ===&lt;br /&gt;
This specialized block has the potential to unbalance the target, costing them precious time while they right themselves.  In addition to stopping it, Net successes increase the tick cost of the attack.&lt;br /&gt;
&lt;br /&gt;
=== Block Projectile ===&lt;br /&gt;
The master can effectively block thrown projectiles or even arrows.  If they wish to attempt to block arrows there is an additional -2 penalty. &lt;br /&gt;
&lt;br /&gt;
=== Nerve Strike ===&lt;br /&gt;
Resolves exactly as a martial strike, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue.  If they run out of Will they become immediately incapacitated.  &lt;br /&gt;
&lt;br /&gt;
=== Power Strike ===&lt;br /&gt;
The most powerful strike.  Since it is telegraphed all defenses are +1 against it.&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Actions_and_Maneuvers</id>
		<title>Actions and Maneuvers</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Actions_and_Maneuvers"/>
				<updated>2014-08-17T19:32:23Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: /* Unarmed Maneuvers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
At the core of the dramatic action system in Fatewalker are Actions and Maneuvers.  They have no distinct meaning (action are maneuvers are actions) but it's fun to say Actions AND Maneuvers.  Pretty much anything done within the confines of Ticks is considered an Action and this section hopes to enumerate all of the various kinds of Actions.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common Actions ==&lt;br /&gt;
Common actions include observation, dealing with objects in the environment or even using skills.  &lt;br /&gt;
&lt;br /&gt;
'''Common Actions (require Tick priority)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Tick Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Begin Movement || 2 || Either begin Walking, Running, Crawling, Climbing, or Swimming.  &lt;br /&gt;
|-&lt;br /&gt;
| Sprint || 3+ || Cover the most ground possible, but precludes other actions.  &lt;br /&gt;
|-&lt;br /&gt;
| Go Prone/Stand up || 2/3 || Down/Up. &lt;br /&gt;
|-&lt;br /&gt;
| Jump/Leap || 3/4 || Leap requires prior running (and room)&lt;br /&gt;
|-&lt;br /&gt;
| Other Acrobatics || 4-14 || Rule of thumb is: common sense time to complete Action in ticks + 2&lt;br /&gt;
|-&lt;br /&gt;
| Take Cover || 3/4  || (50/90%) - Requires cover, otherwise just go prone.&lt;br /&gt;
|-&lt;br /&gt;
| Look/Search/Observe || 5/9/2-16 || The various types of combat observation beyond the default situational awareness players enjoy (covered in [[Dramatic Scenes]])&lt;br /&gt;
|- &lt;br /&gt;
| Pickup object || 2/3/4(+1) || Hand or Chest Level/Above Head/Below knees (requires 2 hands) &lt;br /&gt;
|- &lt;br /&gt;
| Drop/Toss/Place Object || 1/2/3 || Dropping leaves object/weapon at feet.  Tossing drops it somewhere else.  Placing it leaves it on or in something within arm's reach. &lt;br /&gt;
|- &lt;br /&gt;
| Ready/Draw Weapon || 2-6 || Time depends on the size of the weapon.   &lt;br /&gt;
|-&lt;br /&gt;
| Use non-Action Skill || 7-20+ || Rule of thumb is: common sense time for Action in ticks + 2&lt;br /&gt;
|-&lt;br /&gt;
| Hold Action || 2 || Cost is minimum time spent “Held”, cannot initiate a preemptive action until at least 2 ticks has transpired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Common Actions (don't require tick priority)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Tick Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Stop Movement || 0 || Character is still in previous position (crawling = prone, swimming = treading, Running/Walking = Standing)&lt;br /&gt;
|- &lt;br /&gt;
| Change Movement || 0 || Character can change from Walking to Running or vice versa  &lt;br /&gt;
|-&lt;br /&gt;
| Continue Movement || 0 || Declares that the character will continue at their current pace for another 6 ticks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Begin Movement ===&lt;br /&gt;
It cost 2 ticks to begin moving from a stationary state.  This does not include standing up/going prone.  If the character is standing and wishes to crawl they must first go prone.  If the character is prone and wishes to do anything BUT crawl they must first stand up.  If they wish to climb they must be within a meter of their intended climbing surface.  Terrain penalties can apply based on the surface the character is climbing/crawling/walking/running/swimming across.  &lt;br /&gt;
&lt;br /&gt;
'''Speeds of Movement'''&lt;br /&gt;
* Walking:  (Speed) meters / 6 ticks&lt;br /&gt;
* Running:  (2xSpeed) meters / 6 ticks&lt;br /&gt;
* Crawling/Swimming:  (Speed / 3) meters / 6 ticks (round up)&lt;br /&gt;
* Climbing:  (Speed / 5) meters / 6 ticks (use fractions)&lt;br /&gt;
&lt;br /&gt;
=== Sprint ===&lt;br /&gt;
Sprinting requires a Prowess(Agility) roll.  Add successes from this roll to base speed and double it to determine the meters / 6 ticks of the rate of movement.  Sprinting is separate from the other forms of movement in that the character cannot initiate other actions while sprinting, it's an exclusive action just like most normal actions.&lt;br /&gt;
&lt;br /&gt;
=== Go Prone/Stand up ===&lt;br /&gt;
Sometimes lowering one's profile is the only form of cover available.&lt;br /&gt;
&lt;br /&gt;
=== Jump/Leap ===&lt;br /&gt;
To perform a jump the character must roll Prowess (Strength), and terrain modifiers can apply.  Every success adds 1 to the base speed (before encumbrance penalties) for the jump just like sprinting.  Running leaps require at least 5m of running distance and suffer a -3 penalty to the roll for each meter short.  The ticks required to cover the run-up distance is not factored into this action.&lt;br /&gt;
&lt;br /&gt;
* Vertical jump height is equal to Speed * 10cm.  &lt;br /&gt;
* Horizontal jump distance is equal to (Speed/3) meters&lt;br /&gt;
* Running lap distance is equal to (Speed/2) + 1 meters.  &lt;br /&gt;
&lt;br /&gt;
=== Other Acrobatics ===&lt;br /&gt;
Player characters are creative monsters.  &lt;br /&gt;
&lt;br /&gt;
=== Take Cover ===&lt;br /&gt;
Cover must be within 2 meters of the character otherwise they need to move there first.&lt;br /&gt;
&lt;br /&gt;
=== Quick Look ===&lt;br /&gt;
Most observation rolls should be done by the GM in secret (assuming a traditional chaotic evil GM).  Quick Look (or listen/feel/taste/smell) can be done to any single thing they are aware of.  Before they roll the player must ask a yes/no question to the GM regarding this thing.  The roll is '''Awareness(Search)''', 2-3 successes is a maybe, 4+ yields a definite yes or no.  Failure simply yields no information although dramatic failure should yield wrong information. &lt;br /&gt;
&lt;br /&gt;
=== Detailed Search ===&lt;br /&gt;
The character makes a focused effort to ascertain information about any single thing they are aware of.  The character must specify what they want to know/find and then they roll '''Focus(Search)'''.  Each success beyond 1 gives them an extra piece of information with 5 successes generally answering all of their questions.  Additional successes may give them more information than they were looking for.  Dramatic failures are the Gm's opportunity for true evil.&lt;br /&gt;
&lt;br /&gt;
=== Observe in Detail === &lt;br /&gt;
The character takes an appreciable amount of time to simply pay attention to what is going on around them.  They are not looking for anything specific, but rather trying to see what they can see.  The roll is '''Awareness(Observe)'''.  Each success beyond 1 generally yields 1 piece of interesting information about what is going on around them.  5 successes will usually provide the character with all obvious and relevant information around them.  Additional successes will reveal hidden information.&lt;br /&gt;
&lt;br /&gt;
=== Pickup Object ===&lt;br /&gt;
This action shouldn't require a roll unless the object is particularly difficult to get a hold of or heavy.  In either exceptional case it should take longer than the listed time.  &lt;br /&gt;
&lt;br /&gt;
=== Drop/Toss/Place Object ===&lt;br /&gt;
This should also be a fairly academic affair not requiring a roll unless the player is attempting to be precise.&lt;br /&gt;
&lt;br /&gt;
=== Ready/Draw Weapon ===&lt;br /&gt;
This action assumes the weapon is either in a sheathe/sling or at the character’s feet.  If the weapon is roughly at hand level the action takes 1 tick less.  If the weapon is stowed away securely or hidden in an inconvenient spot it can take an extra 1-10 ticks to ready.&lt;br /&gt;
* Extra Small: 2&lt;br /&gt;
* Small: 3&lt;br /&gt;
* Medium: 4&lt;br /&gt;
* Large: 5&lt;br /&gt;
* Extra Large: 6  &lt;br /&gt;
&lt;br /&gt;
=== Use non-Action Skill ===&lt;br /&gt;
Whenever a player wishes to execute a non-combat skill in combat time the GM must first decide how long it takes to perform the base skill.  Most non-combat actions will suffer a minor penalty (-1) simply due to the chaos of combat but this is up to the GM’s alignment/menstrual cycle.&lt;br /&gt;
&lt;br /&gt;
=== Hold Action ===&lt;br /&gt;
A character must have been &amp;quot;held&amp;quot; for at least 2 ticks before they can preempt any actions.  Until that point they can always break the hold to initiate any normal action.  Held actions are covered in detail in [[Dramatic Scenes]].  The one caveat to held actions is the character cannot be moving.  &lt;br /&gt;
&lt;br /&gt;
=== Change/Stop/Continue Movement ===&lt;br /&gt;
These actions all have to deal with the fact that every 6 ticks characters in motion must decide if they will stay that way.  All three of these movement actions occur simultaneously for all characters at the beginning of every tick.  If it matters declarations can be made in private but it should not matter outside of a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview of Combat Maneuvers ==&lt;br /&gt;
The term &amp;quot;Combat Maneuvers&amp;quot; refers to all of the following actions in this section.  What separates combat maneuvers from the Common actions above is that maneuvers require a base level of skill to effectively use.  The skill and the level required are listed in the tables below.  If a character does not possess the requisite level of skill they can of course attempt the maneuver but it will be at a penalty equal to the difference between their skill level and the requisite level.  If a skill requires two skills, take the higher penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Evasions ==&lt;br /&gt;
These Evasive actions are the standard means of avoiding as much damage as possible.  Evasions tend to be significantly more expensive than other forms of defensive action, but also offer the best chance of getting out of danger unscathed.   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Dodge || Agility: 1 || Reaction || Prowess (Agility): +3 || 8 || Cancels successes on Melee/Fight attacks&lt;br /&gt;
|-&lt;br /&gt;
| Evade AoE || Agility: 2 || Reaction || Prowess(Agility) || 7/8 || Puts distance between the character and the point of impact.&lt;br /&gt;
|-&lt;br /&gt;
| Sidestep || Observe: 2, Agility: 3 || Reaction || Prowess(Agility) ||	5 || Faster, less effective dodge.&lt;br /&gt;
|-&lt;br /&gt;
| Evasive Running || Agility: 3, Stamina: 3 || Initiated || Prowess(Agility) || 6 || An evasive form of running.&lt;br /&gt;
|-&lt;br /&gt;
| Leaping Dodge || Agility: 4 || Reaction || Prowess(Agility): +1 || 8 || Literally leap out of the way and cover distance with the dodge.&lt;br /&gt;
|-&lt;br /&gt;
| Redirect || Unarmed: 4, Observe: 3, Agility: 3 || Reaction || Prowess(Unarmed) || 7 || Forces the attacker to not only miss but change position.  &lt;br /&gt;
|-&lt;br /&gt;
| Footwork || Agility: 4 || Initiated || Awareness(Agility): -1 || 2 || A special type of combat movement that doesn't cover distance but assists defensive unarmed/armed maneuvers&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Fire || Agility: 5, Observe: 4 || Reaction || Special || Special || Combine with another dodge to have an attack hit a different target.&lt;br /&gt;
|-  &lt;br /&gt;
| Dodge Missile || Agility: 6 || Reaction || Awareness(Agility): -Special || 5 || The premier cruise missile defense mechanism of the 50th century.					&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dodge ===&lt;br /&gt;
Each success cancels one attack success.  '''Defender wins in a tie.'''  The most basic evasive maneuver, the defender attempts to avoid the attack at all costs.  Usually more effective than a parry and does not require a weapon but also typically slower.  &lt;br /&gt;
&lt;br /&gt;
=== Evade AoE ===&lt;br /&gt;
Every success increases distance between the point of impact and the character by one meter. Can automatically gain +2 meters by going prone as part of the action (the action takes one more tick).  Useful only for dodging grenades and other explosives, AoE attacks from projectile weapons cannot usually be dodged.&lt;br /&gt;
&lt;br /&gt;
=== Sidestep ===&lt;br /&gt;
A faster version of the normal dodge, trading efficacy for speed.  This dodge is fast enough that it can be used against thrown weapons with a -3 penalty.&lt;br /&gt;
&lt;br /&gt;
=== Evasive Running ===&lt;br /&gt;
Evasive Running is a special type of running movement (similar to sprinting) where the character is less concerned about anything other than covering distance and evading attacks.  Unlike normal running, Evasive Running is an initiated action and therefore the character cannot perform other actions at the same time.  The speed of Evasive Running is (2 x Base Speed) - 1.  The character makes the roll (running penalties will not apply to the roll, but terrain and all other normal penalties can).  Instead of the normal running target penalty ranged attacks against the character instead suffer (Successes -1) as a penalty and melee attacks suffer half this.  Evasive Running happens in 6 tick increments after which the character has to make another roll.  &lt;br /&gt;
&lt;br /&gt;
=== Leaping Dodge ===&lt;br /&gt;
An acrobatic/cinematic dodge, the character leaps out of the way of an attack and changes their location at the same time.  This maneuver is resolved as both a leap roll (the character can perform any of the leaps), and the dodge roll.    The dodge roll resolves as normal however if they get hit then they may fall as a result and need to make a Prowess(Agility): -(Total Damage Taken) roll.  They only need 1 success to avoid landing prone.&lt;br /&gt;
&lt;br /&gt;
=== Redirect ===&lt;br /&gt;
If the player successfully avoids the attack then they get to force the attacker to change position (usually moving past the defender) by 1 meter per net success (if the attacker scores 2 successes and the dodger scores 4, they can move the attacker 2 meters).  The redirect dodge is particularly effective against Engage, Charge, Grapple, and Takedown attacks, yielding a +3 bonus against them. &lt;br /&gt;
&lt;br /&gt;
=== Footwork ===&lt;br /&gt;
A defensive type of movement (cannot be used with any other movement) requiring an area that’s approximately 3x3 meters.  Successes can be added (once per success) to any parry or evade maneuvers made during the Footwork duration.  Cannot add more than 2 dice to any individual maneuver.  The Footwork maneuver lasts for 20 ticks after which it must be refreshed (doesn't cost 2 ticks to continue to perform it, but a new roll must be made to accrue new defensive bonus dice)&lt;br /&gt;
&lt;br /&gt;
=== Friendly Fire ===&lt;br /&gt;
Friendly fire can be used to modify either a dodge, sidestep, or leaping dodge to cause a hostile target to hit something/one else near the defender.  The dodge roll functions as normal except with a -1 penalty to the roll and +1 tick.  0 net successes results in a normal dodge. however if the defender scores 1 or more then they get to roll Prowess(Observe): + (Net Successes) as the new attack roll against the new target using the attacker's weapon's stats for damage (plus any of the attacker's trait bonuses such as Brute).  Penalties should apply to this new attack roll based on how far out of the way the new target is (it could very well be impossible) and the new target does get to react to the attack, however it will be at a -(Net successes) penalty due to the unexpected attack vector.&lt;br /&gt;
&lt;br /&gt;
=== Dodge Missile ===&lt;br /&gt;
An improved sidestep purely for dodging projectiles.  Can dodge bullets.  No penalty for thrown weapons, -2 for arrows, -4 for bullets/bolts, -6 for Lasers/Photons and pillars of fire from the sky, -8 for Tachyons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ranged Actions ==&lt;br /&gt;
These actions apply to slug-guns and their various post-modern counterparts.  All Ranged maneuvers are Initiated Actions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Basic Aim || Ranged: 0, Observe: 1 || None || 6 || Improves chances of hitting.&lt;br /&gt;
|-&lt;br /&gt;
| Shoot || Ranged: 1 ||	Prowess(Ranged) || Weapon || Caw-Caw, Bang!  Fuck, you're dead!&lt;br /&gt;
|-&lt;br /&gt;
| Reload || Ranged: 1 || Focus(Agility) || Special || Replacing magazines, belts, boxes, shells, cells, whatever.&lt;br /&gt;
|-&lt;br /&gt;
| Aim || Ranged: 2, Observe: 1 || None || 4 || Don't shoot until you see daylight on both sides.&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Ranged: 2, Observe: 2 || Prowess(Ranged): Special || Weapon +2 || Target a specific location/thing smaller than center-mass.&lt;br /&gt;
|-&lt;br /&gt;
| Quick-draw || Ranged: 3, Agility: 3 || Prowess(Agility) || Special || High noon!&lt;br /&gt;
|-&lt;br /&gt;
| Short Burst (3 rounds) || Ranged: 2 || Prowess(Ranged) || 2x Weapon recoil || &amp;quot;Short, controlled bursts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Long Burst (6 rounds) || Ranged: 3 || Prowess(Ranged) || 3x Weapon recoil || &amp;quot;You want some?&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Full Auto (20 rounds) || Ranged: 4 || Prowess(Ranged) || 4x Weapon recoil || &amp;quot;Sarge is dead man, let's get the fuck out of here!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Quick Reload || Ranged: 4, Agility: 3 || Focus(Agility): -1 || Special || Faster than basic reload.&lt;br /&gt;
|-&lt;br /&gt;
| Marksman Shot || Ranged: 5 || +1 || +2 || Aim and shoot in one fluid motion.&lt;br /&gt;
|-&lt;br /&gt;
| Twin Pistols || Ranged: 5, Agility: 4 || Prowess(Ranged): -1 || Weapon + Weapon -4 || Making John Woo proud since 1974&lt;br /&gt;
|-&lt;br /&gt;
| Vitals Shot || Ranged: 6, Observe: 4 || Prowess(Ranged): Special || Weapon +1 || A superior called shot for very specific parts of the human body.					&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Basic Aim ===&lt;br /&gt;
Adds a +1 to any subsequent shoot action.  The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming).  Only 1 basic aim action per shot.  Can be combined with other ranged attack types (called shots, burst fire, etc..) but not aims.&lt;br /&gt;
&lt;br /&gt;
=== Shoot ===&lt;br /&gt;
No explanation necessary, but you will get one anyhow.  A firing pin is a lightweight part, which serves to transfer energy from a spring-loaded hammer to the primer, while a striker is usually heavier, and is directly connected to the spring providing the energy to impact the primer. Striker mechanisms are generally simpler, since they combine the functions of hammer and firing pin in one&lt;br /&gt;
&lt;br /&gt;
=== Reload ===&lt;br /&gt;
Low skilled shooters can intentionally increase the reload time, adding a +1 modifier to the roll for every two extra ticks taken.&lt;br /&gt;
* 0 Successes:  The magazine/round is dropped at the character’s feet.  &lt;br /&gt;
* 1 success increases reload time by 5 ticks.  &lt;br /&gt;
* 2 successes increases reload time by 3 ticks.  &lt;br /&gt;
* 3 successes increases reload time by 1 tick.&lt;br /&gt;
* 4+ uses the base reload time.&lt;br /&gt;
&lt;br /&gt;
=== Aim ===&lt;br /&gt;
Adds a +1 to any subsequent shoot action.  The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming).  The maximum aim bonus is equal to Observe skill.  Can be combined with other ranged attack types (called shots, burst fire, etc..), just not other aims.&lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -2 for Limbs or small objects, -4 for heart (Damage +3), -5 for face (Damage +3), or tiny objects.  A called shot can be combined with bursts or aims but not full auto fire.&lt;br /&gt;
&lt;br /&gt;
=== Quick Draw ===&lt;br /&gt;
A Quick-Draw action requires the character to be in either light or unencumbered.  &lt;br /&gt;
* 0 Successes:  The weapon is dropped/thrown (margin of failure) meters away.&lt;br /&gt;
* 1 Success:  Increases draw time by 2 ticks.  &lt;br /&gt;
* 2 Successes:  Normal draw time.  &lt;br /&gt;
* 3-4 Successes:  Draw time - 1.&lt;br /&gt;
* 5+ Successes: Draw time -2.&lt;br /&gt;
&lt;br /&gt;
=== Short Burst ===&lt;br /&gt;
3 rounds.&lt;br /&gt;
* Short Burst (Searching):  +1 to hit.&lt;br /&gt;
* Short Burst (MDK): -1 to hit, +1 Damage.&lt;br /&gt;
&lt;br /&gt;
=== Long Burst ===&lt;br /&gt;
6 rounds.  Max aim bonus of +2.&lt;br /&gt;
* Long Burst (Searching):  +2 to hit.&lt;br /&gt;
* Long Burst (MDK): -2 to hit, +3 Damage.&lt;br /&gt;
&lt;br /&gt;
=== Full Auto ===&lt;br /&gt;
20 rounds.  Max aim bonus of +1.&lt;br /&gt;
* Full Auto (Searching):  +4 to hit.&lt;br /&gt;
* Full Auto (MDK): -3 to hit, +6 Damage.&lt;br /&gt;
* Full Auto (Cover): Free preemptive shot at -2 for next 12 ticks on anyone acting in cover area.&lt;br /&gt;
&lt;br /&gt;
=== Quick Reload ===&lt;br /&gt;
Allows a highly trained shooter to reload their weapon faster than normal.  Can only be performed with magazine/cell based weapons or revolvers using a faster-loader. &lt;br /&gt;
* 0 Successes:  The magazine/round is dropped at the character’s feet.  &lt;br /&gt;
* 1 Success:  Increases reload time by 3 ticks.  &lt;br /&gt;
* 2 Successes:  Normal reload time.&lt;br /&gt;
* 3-4 Successes:  Decrease reload time by 1 tick.&lt;br /&gt;
* 5+ Successes:  Decrease reload time by 2 ticks.&lt;br /&gt;
&lt;br /&gt;
=== Marksman Shot ===&lt;br /&gt;
This is a very fast and accurate Aim and Shoot action.  Considered a single action (cannot be interrupted like normal aim).  Cannot be combined with other actions except short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Twin Pistols ===&lt;br /&gt;
This maneuver allows the shooter to fire two pistols with the same action.  The shots are resolved separately but it counts as one action.  Offhand penalties still apply to the offhand shot.  An additional -1 penalty will apply to both actions if they are at different targets.  Cannot be combined with Aims or Bursts. &lt;br /&gt;
&lt;br /&gt;
=== Vitals Shot ===&lt;br /&gt;
A highly accurate center-mass (-2) or head (-4) vitals shot (Damage +3).   Combines with Short Bursts and/or Aims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Melee Maneuvers ==&lt;br /&gt;
Melee maneuver require a weapon to be in hand.  This includes maneuver for thrown weapons as well.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Attack || None || Action || Prowess(Weaponry) || - || The basic armed attack . &lt;br /&gt;
|-&lt;br /&gt;
| Throw || None || Action || Prowess(Weaponry) || - || The basic thrown attack.&lt;br /&gt;
|-&lt;br /&gt;
| Parry || Weaponry: 1, Observe: 2 || Reaction || Prowess(Weaponry) || -2 || The basic armed defense.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Block || Weaponry: 1, per shield || Reaction || Prowess(Weaponry): +Special || - || Armed defense with a handheld shield.&lt;br /&gt;
|-&lt;br /&gt;
| Hack || Weaponry: 1, Strength: 2 || Action || Prowess(Weaponry): -1 || +1 || Force &amp;gt; Finesse??&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Weaponry: 2, Observe: 2 || Action || Special || +2 || Anything other than &amp;quot;hitting them&amp;quot; can be a called shot.&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Weaponry: 2 || Action || Prowess(Weaponry): -1 || Special || Ramming Speed!&lt;br /&gt;
|-&lt;br /&gt;
| Quick Parry || Weaponry: 2, Observe: 2 || Reaction || Prowess(Weaponry): -2 || -4 || Faster, less effective parry.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Cover || Weaponry: 2 || Action || - || 2/3 || Taking cover behind your shield.&lt;br /&gt;
|-&lt;br /&gt;
| Stop Charge || Weaponry: 2 || Counterattack || Prowess(Weaponry): -2 || - || Set that spear and hold on for a ride.&lt;br /&gt;
|-&lt;br /&gt;
| Thrust || Weaponry: 2 || Action || Prowess(Weaponry): -1 || -1 || A quick, direct strike, favoring speed over trauma.&lt;br /&gt;
|-&lt;br /&gt;
| Backstab || Weaponry: 3, Observe: 2 || Action || Focus(Weaponry): -1 || +2 || A specialized, indefensible called shot requiring stealth.&lt;br /&gt;
|-&lt;br /&gt;
| Careful Throw || Weaponry: 3, Observe: 2 || Action || Prowess(Weaponry): +1 || +2 || A highly accurate, skillful throw.&lt;br /&gt;
|-&lt;br /&gt;
| Engage/Disengage || Weaponry: 3, Agility: 2 || Action/Reaction || Awareness(Weaponry) || 5 || Gap closing/making.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Bash || Weaponry: 3, per shield || Action || Prowess(Weaponry) || Special || An attack with the shield.&lt;br /&gt;
|-&lt;br /&gt;
| Cobra Strike || Weaponry: 4, Agility: 3 || Action || Prowess(Weaponry): -1 || Ready + Weapon: -2 || Used to draw and throw a weapon instantly.&lt;br /&gt;
|-&lt;br /&gt;
| Gut || Weaponry: 4, Unarmed: 2 || Action || Prowess(Weaponry): Special || - || A nasty, point blank attack that benefits from being close.&lt;br /&gt;
|-&lt;br /&gt;
| Lunge || Weaponry: 4, Agility: 3 || Action || Prowess(Weaponry): -2 || +1 || Covers large distance quickly to deliver force at an unexpected distance.&lt;br /&gt;
|-&lt;br /&gt;
| Power Parry || Weaponry: 4, Observe: 3 || Reaction || Prowess(Weaponry): +2 || - || The strongest parry.&lt;br /&gt;
|-&lt;br /&gt;
| Step Inside || Weaponry: 4, Agility: 3 || Counter attack || Awareness(Weaponry): -1 || 6 || Dodge AND engage in one smooth move.&lt;br /&gt;
|-&lt;br /&gt;
| Spin Slash || Weaponry: 5, Strength: 3 || Action || Prowess(Weaponry): -2 || +2 || The strongest melee attack, also the most reckless.&lt;br /&gt;
|-&lt;br /&gt;
| Disarm || Weaponry: 5, Observe: 3 || Action || Prowess(Weaponry): -2 || +2 || Ironically works better on weapons than arms.&lt;br /&gt;
|-&lt;br /&gt;
| Engage and Gut || Weaponry: 5, Unarmed: 3 || Action || -1 (to both) || Engage + Gut: -2 || A gut with a built-in engage.&lt;br /&gt;
|-&lt;br /&gt;
| Parry/Riposte || Weaponry: 5, Observe: 3 || Counter Attack || -2 (to both) || Parry + Strike: -2 || Parry and Strike in one perfect motion.&lt;br /&gt;
|-&lt;br /&gt;
| Parry Projectile || Weaponry: 6, Observe: 4 || Reaction || Prowess(Weaponry): Special || -4 || A fast parry for arrows and lasers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
The basic armed attack&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
The other basic armed attack.  &lt;br /&gt;
&lt;br /&gt;
=== Parry ===&lt;br /&gt;
The basic armed defense.  A parry is resolved as an Attack maneuver with the weapon in hand.  Damage done on the parry maneuver cancels damage done on the attack being parried.&lt;br /&gt;
&lt;br /&gt;
=== Shield Block ===&lt;br /&gt;
The basic defense using a hand-held shield.  Add the shield's Deflection + Absorb as bonus to the maneuver.  Use the shield's block value and block speed to resolve the parry.  &lt;br /&gt;
&lt;br /&gt;
=== Hack ===&lt;br /&gt;
When might must make right, Hack is the attack.  Hack adds +1 damage to the attack.&lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.&lt;br /&gt;
&lt;br /&gt;
=== Charge ===&lt;br /&gt;
The charge is a sort of clumsy attack where the attacker rushes the defender and puts extra velocity behind the strike.  It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run.  The attack adds +1 damage for every 2 ticks spent running prior to the maneuver (up to +3).  The attack suffers running penalties as well as the built in penalty.      &lt;br /&gt;
&lt;br /&gt;
=== Quick Parry ===&lt;br /&gt;
A quick parry functions exactly as a parry.  &lt;br /&gt;
&lt;br /&gt;
=== Shield Cover ===&lt;br /&gt;
Depending on the size of the shield the cover can be either 50/90% (or both).  The barrier value of the shield is equal to 2x Deflection + Absorb.  Shield cover can be maintained while moving but any actions suffer an additional -2 (in addition to cover penalties).  The shield cannot be used for any other actions while maintaining cover (cannot both get shield cover bonuses AND use it to block or bash).  &lt;br /&gt;
&lt;br /&gt;
=== Stop Charge ===&lt;br /&gt;
A stop charge is a counterattack designed to skewer a charging enemy.  Certain weapons (spear-like-things) have strong bonuses to this maneuver.  As with all counter attacks in a tie both parties take damage.  On success this maneuver will add bonus damage to the attack equivalent to whatever the charge attack's bonus was.  &lt;br /&gt;
&lt;br /&gt;
=== Thrust ===&lt;br /&gt;
A quick, harder to defend attack that sacrifices accuracy for speed.  Evasions against the Thrust get -1.&lt;br /&gt;
&lt;br /&gt;
=== Backstab ===&lt;br /&gt;
The target must be completely unaware that the attacker is behind them.  Counts as a vitals strike (Damage +1, Damage TN: +1)&lt;br /&gt;
&lt;br /&gt;
=== Careful Throw ===&lt;br /&gt;
The equivalent of an &amp;quot;aimed&amp;quot; throw.  &lt;br /&gt;
&lt;br /&gt;
=== Engage/Disengage ===&lt;br /&gt;
Closes the gap, giving smaller weapons an advantage and larger or ranged weapons a disadvantage.  Engage maneuvers can be countered by Disengage maneuvers and vice versa.  Every 2 successes can change the range of melee combat either direction (melee combat starts at the maximum range of Long).  Refer to the Engage/Disengage rules in the [[Dramatic Scenes]] section for further details.&lt;br /&gt;
&lt;br /&gt;
=== Shield Bash ===&lt;br /&gt;
The shield can be used offensively.  It suffers offhand penalties, but otherwise use the shield's stats for the maneuver.  Shield bashes cannot be parried (though they can be shield blocked).&lt;br /&gt;
&lt;br /&gt;
=== Cobra Strike ===&lt;br /&gt;
This is a single draw and strike maneuver with a thrown weapon.  Cannot make the attack faster than the base weapon speed (but can reduce the ready weapon cost to 0).  &lt;br /&gt;
&lt;br /&gt;
=== Gut ===&lt;br /&gt;
A favored maneuver of knife fighters who successfully close within a combatant’s defenses.  This strike is devastating and extremely hard to defend.  Requires a Small or Extra Small weapon.  The attack receives +1 for Engage: 2, +2 for Engage: 3 or Grapple: 1, and + for Grapple: 2.   &lt;br /&gt;
&lt;br /&gt;
=== Lunge ===&lt;br /&gt;
The lunge is used to cover large amounts of melee distance very quickly.  It compromises accuracy in exchange for distance.  This attack covers up to Speed/2 meters + Weapon Length as part of the attack. &lt;br /&gt;
&lt;br /&gt;
=== Power Parry ===&lt;br /&gt;
The most effective parry, at the expense of speed.&lt;br /&gt;
&lt;br /&gt;
=== Step Inside ===&lt;br /&gt;
This counterattack is actually a type of dodge/parry masking an Engage maneuver.  When successful this maneuver will result in every 2 net successes added to the current Engage level while also avoiding all damage from the attack.  Counts as a dodge for maneuver penalties (but not bonuses).  This is a very popular maneuver for unarmed combatants to get within grapple/disarm distance.  &lt;br /&gt;
&lt;br /&gt;
=== Spin Slash ===&lt;br /&gt;
The most powerful melee attack maneuver, but extremely inaccurate.  +4 damage, but all defensive maneuvers or counterattacks get +1.&lt;br /&gt;
&lt;br /&gt;
=== Disarm ===&lt;br /&gt;
I have no fucking idea.&lt;br /&gt;
&lt;br /&gt;
=== Engage and Gut ===&lt;br /&gt;
Resolve the Engage first, then the gut.  Target can react to both maneuvers if they choose.  Cannot be used as a counterattack to a disengage maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Parry/Riposte ===&lt;br /&gt;
A highly trained combatant has honed their reflexes to point of not just parrying the incoming attack but responding in kind with the same fluid motion.  Resolve the actions separately, however if the block fails the attack is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).&lt;br /&gt;
&lt;br /&gt;
=== Parry Projectile ===&lt;br /&gt;
For those crouching tiger, hidden dragon moments:  -2 for thrown weapons, -4 for arrows/bolts, -5 for bullets/lasers (presuming a light saber in hand).&lt;br /&gt;
&lt;br /&gt;
== Unarmed Maneuvers ==&lt;br /&gt;
Unarmed maneuvers cover everything from basic brawling to boxing to kung fu to wrestling.  Unarmed maneuvers can both be used while armed and/or against other armed opponents however there can be penalties depending on the maneuver.  Unarmed combat excels once the distance has been closed.  This section includes, attacks, defenses, and counterattacks.&lt;br /&gt;
&lt;br /&gt;
Note:  Damage is in the format of Damage @TN.  Unless otherwise stated unarmed damage is Stun damage.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Damage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Strike || None || Action || Prowess(Unarmed) || 6 || 5x1 @5 || The basic unarmed attack  &lt;br /&gt;
|-&lt;br /&gt;
| Kick || Unarmed: 1, Agility: 2 || Action || Prowess(Unarmed) || 7 || 4x1/1x3 @5 || A slower, more powerful basic unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
| Block || Unarmed: 1, Observe: 2 || Reaction || Prowess(Unarmed) || 5 || 5x1 @5 || The basic unarmed defense.&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Unarmed: 1 || Action || Prowess(Unarmed): -1 || 8 + Run || Special || Ramming Speed!&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Unarmed: 2, Observe: 2 || Action || Special || +2 || Special || Anything other than &amp;quot;hitting them&amp;quot; can be a called shot.&lt;br /&gt;
|-&lt;br /&gt;
| Elbow Strike || Unarmed: 2 || Action || Prowess(Unarmed): -2 || 5 || 5x1 @5 || A faster, harder to defend punch most useful when grappling.&lt;br /&gt;
|-&lt;br /&gt;
| Grapple || Unarmed: 2, Strength: 2 || Action/Reaction || Prowess(Unarmed) || 8 || - || The basic grapple attack, counter to a slip.&lt;br /&gt;
|-&lt;br /&gt;
| Knee Strike || Unarmed: 2, Agility: 2 || Action || Prowess(Unarmed): -2 || 6 || 4x1/1x3 @5 || A faster, harder to defend kick most useful when grappling.&lt;br /&gt;
|-&lt;br /&gt;
| Quick Block || Unarmed: 2, Observe: 2 || Reaction || Prowess(Unarmed): -2 || 3 || 5x1 @5 || Faster, less effective block.&lt;br /&gt;
|-&lt;br /&gt;
| Slip || Unarmed: 2, Agility: 2 || Action/Reaction || Prowess(Unarmed) || 6 || - || The counter to all grapple maneuvers (grapple, takedown, hold, throw).&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Throw || Unarmed: 3, Strength: 2 || Counterattack || Prowess(Unarmed): -Special || 8 || - || Counterattack against charges or leaping maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
| Headbutt || Unarmed: 3, Stamina: 2 || Action || Prowess(Unarmed): -2 || 5 || 5x1 @6 || A fast, brutal assault of the mind.&lt;br /&gt;
|-&lt;br /&gt;
| Leg Check || Unarmed: 3, Agility: 2 || Reaction || Prowess(Unarmed): -1 || 3 || 4x1/1x3 @5 || Fastest way to block a knee strike, kick, or martial kick.&lt;br /&gt;
|-&lt;br /&gt;
| Sweep || Unarmed: 3, Agility: 3 || Action || Focus(Unarmed) || 8 || - || How to get up once taken down.&lt;br /&gt;
|-&lt;br /&gt;
| Takedown || Unarmed: 3, Strength: 3 || Action || Prowess(Unarmed) || 10 || Special || May result in slightly homoerotic positions.&lt;br /&gt;
|-&lt;br /&gt;
| Throw || Unarmed: 3, Strength: 4 || Action || Prowess(Strength) || 11 || Special || Nobody tosses a Dwarf!&lt;br /&gt;
|-&lt;br /&gt;
| Trip Kick || Unarmed: 3, Agility: 1 || Action || Prowess(Unarmed) || 8 || Special || Specialized kick meant to down an opponent.&lt;br /&gt;
|-&lt;br /&gt;
| Catch Strike || Unarmed: 4, Agility: 2 || Counterattack || Prowess(Unarmed): -Special || 7 || - || A block that turns into a grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Hold || Unarmed: 4, Observe: 3 || Action/Reaction || Focus(Unarmed) || 8 || Special || Leg/Arm/Neck lock of some kind.  May involve someone's &amp;quot;rear&amp;quot;, being &amp;quot;naked&amp;quot;, and applying a &amp;quot;choke&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| Martial Block || Unarmed: 4, Stamina: 3 || Reaction || Prowess(Unarmed): +1 || 5 || 5x1 @5 || A strictly superior block for professional martial artists. &lt;br /&gt;
|-&lt;br /&gt;
| Martial Kick || Unarmed: 4, Agility: 3 || Action || Prowess(Unarmed): +1 || 7 || 4x1/1x3 @5 || A strictly superior kick for professional martial artists.  &lt;br /&gt;
|-&lt;br /&gt;
| Martial Strike || Unarmed: 4 || Action || Prowess(Unarmed): +1 || 6 || 5x1 @5 || A strictly superior strike for professional martial artists.&lt;br /&gt;
|-&lt;br /&gt;
| Sprawl || Unarmed: 4, Agility: 2 || Reaction || Prowess(Agility): +2 || 6 || - || A specialized counter against Takedowns and Throws.&lt;br /&gt;
|-&lt;br /&gt;
| Block/Strike || Unarmed: 5, Observe: 3 || Counterattack || -2 (to both) || Block + Strike: -3 || 5x1 @5 || Block and strike in one perfect motion.&lt;br /&gt;
|-&lt;br /&gt;
| Choke Hold || Unarmed: 5, Observe: 3 || Action || Focus(Unarmed) || 10 || Special || Anaconda, Triangle, Rear Naked, etc ...&lt;br /&gt;
|-&lt;br /&gt;
| Disarm || Unarmed: 5, Observe: 3 || Action || Prowess(Unarmed): -1 || 8 || - || Ironically works better on weapons than arms.&lt;br /&gt;
|-&lt;br /&gt;
| Leap Kick || Unarmed: 5, Agility: 4 || Action || Prowess(Agility): -2 || 11 || 2x1/4x3 @6 || A flashy kick.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike || Unarmed: 5, Agility: 3 || Action || Prowess(Unarmed): -2 || 4 || 5x1 @5 || The fastest unarmed attack.&lt;br /&gt;
|-&lt;br /&gt;
| Spinning Kick || Unarmed: 5, Agility: 3 || Action || Prowess(Unarmed): -2 || 9 || 2x1/4x3 @6 || A slower, more violent kick with devastating power.  Also looks awesome.&lt;br /&gt;
|-&lt;br /&gt;
| Unbalance || Unarmed: 5, Observe: 3 || Reaction || Prowess(Unarmed): -1 || 6 || - || A block that can unbalance the attacker.&lt;br /&gt;
|-&lt;br /&gt;
| Block Projectile || Unarmed: 6, Observe: 4 || Reaction || Prowess(Unarmed): -2 || 5 || 5x1 @5 || How to block arrows.&lt;br /&gt;
|-&lt;br /&gt;
| Nerve Strike || Unarmed: 6, Physick: 3 || Action || Focus(Unarmed): -3 || 8 || 5x1 @5 || Disabling strike.&lt;br /&gt;
|-&lt;br /&gt;
| Power Strike || Unarmed: 6 || Action || Prowess(Unarmed): -2 || 8 || 2x1/4x3 @6 || The most powerful strike, built to destroy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strike ===&lt;br /&gt;
The basic unarmed attack&lt;br /&gt;
&lt;br /&gt;
=== Kick ===&lt;br /&gt;
The other basic unarmed attack.  Slower than a punch but hits harder.  Also considered a large weapon for purposes of melee combat range.&lt;br /&gt;
&lt;br /&gt;
=== Block ===&lt;br /&gt;
The basic unarmed defense.  Can be attempted against all strikes and kicks.  Functions as an attack and damage from the block cancels damage from the attack.  Metal bracers/guards add +1 damage.  Attempting to block weapons adds a -2 to the maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Charge ===&lt;br /&gt;
The charge is a sort of clumsy attack where the attacker drives their body weight into the target.  It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run.  The base damage is 4x1 with each run tick action adding +1 damage (up to +4).  Both the attacker and defender can be knocked prone as a result of the charge.  The attacker must simply pass (1 success) a Prowess(Agility) roll, however regardless of if they keep their footing, the maneuver costs 5-successes extra ticks to execute as they recover their balance.  The defender must pass the same roll, but with a penalty equal to the total boxes of normal wounds taken from the charge (in addition to any wound penalties) to avoid being knocked prone.  Similarly the defender is also delayed 5-successes ticks, regardless of whether they go prone or not.  Finally the defender suffers additional damage should they fall equal to margin of failure (this is a separate instance of damage equal to (Margin of Failure)x1.  &lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.&lt;br /&gt;
&lt;br /&gt;
=== Elbow Strike ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Grapple ===&lt;br /&gt;
This maneuver requires the attacker to have both hands free.  Attempting to grapple with only one hand free suffers a -3.  When successfully completed this maneuver locks the two combatants in a standing grapple.  A grapple maneuver can be performed as a reaction to an initiated Slip or Sweep maneuver.  Refer to the grapple rules in the [[Dramatic Scenes]] section for further details.&lt;br /&gt;
&lt;br /&gt;
=== Knee Strike ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Quick Block ===&lt;br /&gt;
Trades efficacy for speed but otherwise functions as a standard block.  &lt;br /&gt;
&lt;br /&gt;
=== Slip ===&lt;br /&gt;
The maneuver requires both hands free.  Attempting to Slip with only 1 hand free suffers a -3 penalty.  It can be performed as a reaction to a grapple or hold maneuver or can be used as an initiated maneuver to reduce the current Grapple level.  Net successes on the maneuver reduce the grapple level.  Slip is used to counter to all grapple maneuvers (grapple, takedown, hold, and throw). &lt;br /&gt;
&lt;br /&gt;
=== Defensive Throw ===&lt;br /&gt;
This is used as an unarmed counter to charge or leaping maneuvers.  The penalty is -2 as a counter to unarmed attacks, -3 for armed.  As with a normal throw the target is thrown (Net successes / 2) meters and the target takes falling damage equal to (Net Successes -2)x1 @5.  If the maneuver resulted in 3 or more net successes the target is also prone. &lt;br /&gt;
&lt;br /&gt;
=== Headbutt ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.  The attacker takes half of the damage done.  Attempting a headbutt with a helmet on incurs an additional -1 penalty on the attack but adds a bonus +1-3 damage (depends on the helmet) that will not also apply to the attacker.  Alternatively headbutting someone wearing a helmet will cause the attacker to take an additional 1-3 damage.  Armor for purposes of reducing damage only applies (to either side) if helmets are worn.  Cannot be blocked (can be evaded).&lt;br /&gt;
&lt;br /&gt;
=== Leg Check  ===&lt;br /&gt;
Can be used to block most types of kicks (anything but a leaping or spinning kick).&lt;br /&gt;
&lt;br /&gt;
=== Sweep ===&lt;br /&gt;
The sweep maneuver is used by the bottom after a successful takedown to attempt to regain their feet.  The top can opt to counter the sweep with a reactive grapple maneuver.  Net successes counter the current Takedown score (potentially standing both combatants up)&lt;br /&gt;
&lt;br /&gt;
=== Takedown === &lt;br /&gt;
The takedown is a special type of grapple that when successful results in the attacker prone on top of the defender.  Grapple bonuses are applied to the takedown, making it much easier to perform if any degree of grapple has been previously attained.  It takes 3 net successes to succeed on the takedown.  Damage is equal to (net successes)x1 @5.  The resuling takedown level is equal to net successes -3.&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
The throw maneuver is by no means efficient but for a strong enough combatant it serves the purpose of serving as a crude takedown.  The target is thrown (Net Successes /2) meters and the damage roll is equal to (Net successes)x1 @5.  On 3 or more successes the target also lands prone.  +2 to any defense/evasion against a throw.&lt;br /&gt;
&lt;br /&gt;
=== Trip Kick ===&lt;br /&gt;
The trip kick is one of the more difficult maneuvers to properly execute however success plants an opponent in the extremely vulnerable position of being immediately adjacent and prone.  The attack and damage is executed as normal, however the target must pass a Prowess(Agility): - (Normal damage taken) to avoid falling.  If they fall they are prone and take additional damage (separate) instance equal to (margin of failure)x1 @5.&lt;br /&gt;
&lt;br /&gt;
=== Catch Strike ===&lt;br /&gt;
The penalty is 0 for a kick, -2 for a punch.  This is a counter to a punch or kick that results in a grapple.  Success on this maneuver results in a grapple of level equal to (Net Successes -1).  Failure (0 successes on the maneuver) results in the full strike damage + Margin of failure.       &lt;br /&gt;
&lt;br /&gt;
=== Hold ===&lt;br /&gt;
This maneuver includes all sorts of arm and leg locks that are designed to either seriously injure or incapacitate the recipient.  Hold attacks are defended with the Slip maneuver.  To perform a hold requires that either combatant have a grapple or takedown (regardless of position/level).  If performed by the dominant grappler yields the grapple position.  If the hold fails then the defender escapes and the two combatants are now adjacent (either prone or standing).  Likewise a failed/blocked hold by the bottom position fighter will worsen their effective grapple/takedown level by the net successes of the defender.  The base damage of the Hold Maneuver is 3x1 and Armor deflection is halved.         &lt;br /&gt;
&lt;br /&gt;
A successful Hold maneuver results in a third type of grapple position (the hold), with a value equal to (net successes) /2, round up, on the attack.  Further successful hold maneuvers will increase this value by (net successes) /2, round up.  This value is reduced by successful slip maneuvers performed when defending the hold, or when the target has tick priority and attempts a slip (the character performing the hold can counter the slip with a Hold reaction).  A person who is in a hold attempting any maneuver besides a Slip suffers -3 penalty.      &lt;br /&gt;
&lt;br /&gt;
Successive hold maneuvers (action or reaction) receive a bonus equal to the current Hold value (this can/will result in traumatic amounts of damage).  &lt;br /&gt;
&lt;br /&gt;
=== Martial Kick ===&lt;br /&gt;
A strictly superior basic kick.&lt;br /&gt;
&lt;br /&gt;
=== Martial Strike ===&lt;br /&gt;
A strictly superior basic strike.&lt;br /&gt;
&lt;br /&gt;
=== Martial Block ===&lt;br /&gt;
A strictly superior basic defense.&lt;br /&gt;
&lt;br /&gt;
=== Sprawl ===&lt;br /&gt;
This maneuver requires the attacker to have both hands free.  Attempting to sprawl with only one hand free suffers a -3 penalty.  The sprawl is a specialized defense specifically designed to stop the Takedown attack.&lt;br /&gt;
&lt;br /&gt;
=== Block/Strike ===&lt;br /&gt;
A highly trained combatant has honed their reflexes to point of not just blocking the incoming attack but responding in kind with the same fluid motion.  Resolve the actions separately, however if the block fails the strike is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).&lt;br /&gt;
&lt;br /&gt;
=== Choke Hold ===&lt;br /&gt;
Resolves exactly as a Hold, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue.  If they run out of Will they immediately pass out.&lt;br /&gt;
&lt;br /&gt;
=== Disarm ===&lt;br /&gt;
The disarm maneuver requires a grapple/takedown/hold.  The maneuver gets a bonus/penalty based on the size of the weapon (XS: -3, S: -1, L: +1, XL: +3).  The target can defend the maneuver with a standard Parry or Evasion however neither is particularly effective within the confines of a grapple.  &lt;br /&gt;
&lt;br /&gt;
=== Leap Kick ===&lt;br /&gt;
The ultimate in acrobatic fight attacks, the leap kick allows the attacker to both cover distance and strike at the same time.  The attacker can cover their Speed / 3 meters with this attack.  If they are performing a running leap then every 2 ticks spent running will add +1 damage and they can cover Speed / 2 meters, however the maneuver suffers another -1 attack penalty for a running leap kick.  No other attacker movement penalties apply to this attack. &lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
This attack comes in so fast that it’s hard to defend.  Defensive maneuvers of any kind suffer a -1 against this strike.  &lt;br /&gt;
&lt;br /&gt;
=== Spinning Kick ===&lt;br /&gt;
The spinning kick is a slower but more powerful version of the standard martial kick.  It’s also very Chuck Norris.&lt;br /&gt;
&lt;br /&gt;
=== Unbalance ===&lt;br /&gt;
This specialized block has the potential to unbalance the target, costing them precious time while they right themselves.  In addition to stopping it, Net successes increase the tick cost of the attack.&lt;br /&gt;
&lt;br /&gt;
=== Block Projectile ===&lt;br /&gt;
The master can effectively block thrown projectiles or even arrows.  If they wish to attempt to block arrows there is an additional -2 penalty. &lt;br /&gt;
&lt;br /&gt;
=== Nerve Strike ===&lt;br /&gt;
Resolves exactly as a martial strike, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue.  If they run out of Will they become immediately incapacitated.  &lt;br /&gt;
&lt;br /&gt;
=== Power Strike ===&lt;br /&gt;
The most powerful strike.  Since it is telegraphed all defenses are +1 against it.&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Actions_and_Maneuvers</id>
		<title>Actions and Maneuvers</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Actions_and_Maneuvers"/>
				<updated>2014-08-17T19:31:45Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: /* Melee Maneuvers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
At the core of the dramatic action system in Fatewalker are Actions and Maneuvers.  They have no distinct meaning (action are maneuvers are actions) but it's fun to say Actions AND Maneuvers.  Pretty much anything done within the confines of Ticks is considered an Action and this section hopes to enumerate all of the various kinds of Actions.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common Actions ==&lt;br /&gt;
Common actions include observation, dealing with objects in the environment or even using skills.  &lt;br /&gt;
&lt;br /&gt;
'''Common Actions (require Tick priority)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Tick Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Begin Movement || 2 || Either begin Walking, Running, Crawling, Climbing, or Swimming.  &lt;br /&gt;
|-&lt;br /&gt;
| Sprint || 3+ || Cover the most ground possible, but precludes other actions.  &lt;br /&gt;
|-&lt;br /&gt;
| Go Prone/Stand up || 2/3 || Down/Up. &lt;br /&gt;
|-&lt;br /&gt;
| Jump/Leap || 3/4 || Leap requires prior running (and room)&lt;br /&gt;
|-&lt;br /&gt;
| Other Acrobatics || 4-14 || Rule of thumb is: common sense time to complete Action in ticks + 2&lt;br /&gt;
|-&lt;br /&gt;
| Take Cover || 3/4  || (50/90%) - Requires cover, otherwise just go prone.&lt;br /&gt;
|-&lt;br /&gt;
| Look/Search/Observe || 5/9/2-16 || The various types of combat observation beyond the default situational awareness players enjoy (covered in [[Dramatic Scenes]])&lt;br /&gt;
|- &lt;br /&gt;
| Pickup object || 2/3/4(+1) || Hand or Chest Level/Above Head/Below knees (requires 2 hands) &lt;br /&gt;
|- &lt;br /&gt;
| Drop/Toss/Place Object || 1/2/3 || Dropping leaves object/weapon at feet.  Tossing drops it somewhere else.  Placing it leaves it on or in something within arm's reach. &lt;br /&gt;
|- &lt;br /&gt;
| Ready/Draw Weapon || 2-6 || Time depends on the size of the weapon.   &lt;br /&gt;
|-&lt;br /&gt;
| Use non-Action Skill || 7-20+ || Rule of thumb is: common sense time for Action in ticks + 2&lt;br /&gt;
|-&lt;br /&gt;
| Hold Action || 2 || Cost is minimum time spent “Held”, cannot initiate a preemptive action until at least 2 ticks has transpired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Common Actions (don't require tick priority)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Tick Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Stop Movement || 0 || Character is still in previous position (crawling = prone, swimming = treading, Running/Walking = Standing)&lt;br /&gt;
|- &lt;br /&gt;
| Change Movement || 0 || Character can change from Walking to Running or vice versa  &lt;br /&gt;
|-&lt;br /&gt;
| Continue Movement || 0 || Declares that the character will continue at their current pace for another 6 ticks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Begin Movement ===&lt;br /&gt;
It cost 2 ticks to begin moving from a stationary state.  This does not include standing up/going prone.  If the character is standing and wishes to crawl they must first go prone.  If the character is prone and wishes to do anything BUT crawl they must first stand up.  If they wish to climb they must be within a meter of their intended climbing surface.  Terrain penalties can apply based on the surface the character is climbing/crawling/walking/running/swimming across.  &lt;br /&gt;
&lt;br /&gt;
'''Speeds of Movement'''&lt;br /&gt;
* Walking:  (Speed) meters / 6 ticks&lt;br /&gt;
* Running:  (2xSpeed) meters / 6 ticks&lt;br /&gt;
* Crawling/Swimming:  (Speed / 3) meters / 6 ticks (round up)&lt;br /&gt;
* Climbing:  (Speed / 5) meters / 6 ticks (use fractions)&lt;br /&gt;
&lt;br /&gt;
=== Sprint ===&lt;br /&gt;
Sprinting requires a Prowess(Agility) roll.  Add successes from this roll to base speed and double it to determine the meters / 6 ticks of the rate of movement.  Sprinting is separate from the other forms of movement in that the character cannot initiate other actions while sprinting, it's an exclusive action just like most normal actions.&lt;br /&gt;
&lt;br /&gt;
=== Go Prone/Stand up ===&lt;br /&gt;
Sometimes lowering one's profile is the only form of cover available.&lt;br /&gt;
&lt;br /&gt;
=== Jump/Leap ===&lt;br /&gt;
To perform a jump the character must roll Prowess (Strength), and terrain modifiers can apply.  Every success adds 1 to the base speed (before encumbrance penalties) for the jump just like sprinting.  Running leaps require at least 5m of running distance and suffer a -3 penalty to the roll for each meter short.  The ticks required to cover the run-up distance is not factored into this action.&lt;br /&gt;
&lt;br /&gt;
* Vertical jump height is equal to Speed * 10cm.  &lt;br /&gt;
* Horizontal jump distance is equal to (Speed/3) meters&lt;br /&gt;
* Running lap distance is equal to (Speed/2) + 1 meters.  &lt;br /&gt;
&lt;br /&gt;
=== Other Acrobatics ===&lt;br /&gt;
Player characters are creative monsters.  &lt;br /&gt;
&lt;br /&gt;
=== Take Cover ===&lt;br /&gt;
Cover must be within 2 meters of the character otherwise they need to move there first.&lt;br /&gt;
&lt;br /&gt;
=== Quick Look ===&lt;br /&gt;
Most observation rolls should be done by the GM in secret (assuming a traditional chaotic evil GM).  Quick Look (or listen/feel/taste/smell) can be done to any single thing they are aware of.  Before they roll the player must ask a yes/no question to the GM regarding this thing.  The roll is '''Awareness(Search)''', 2-3 successes is a maybe, 4+ yields a definite yes or no.  Failure simply yields no information although dramatic failure should yield wrong information. &lt;br /&gt;
&lt;br /&gt;
=== Detailed Search ===&lt;br /&gt;
The character makes a focused effort to ascertain information about any single thing they are aware of.  The character must specify what they want to know/find and then they roll '''Focus(Search)'''.  Each success beyond 1 gives them an extra piece of information with 5 successes generally answering all of their questions.  Additional successes may give them more information than they were looking for.  Dramatic failures are the Gm's opportunity for true evil.&lt;br /&gt;
&lt;br /&gt;
=== Observe in Detail === &lt;br /&gt;
The character takes an appreciable amount of time to simply pay attention to what is going on around them.  They are not looking for anything specific, but rather trying to see what they can see.  The roll is '''Awareness(Observe)'''.  Each success beyond 1 generally yields 1 piece of interesting information about what is going on around them.  5 successes will usually provide the character with all obvious and relevant information around them.  Additional successes will reveal hidden information.&lt;br /&gt;
&lt;br /&gt;
=== Pickup Object ===&lt;br /&gt;
This action shouldn't require a roll unless the object is particularly difficult to get a hold of or heavy.  In either exceptional case it should take longer than the listed time.  &lt;br /&gt;
&lt;br /&gt;
=== Drop/Toss/Place Object ===&lt;br /&gt;
This should also be a fairly academic affair not requiring a roll unless the player is attempting to be precise.&lt;br /&gt;
&lt;br /&gt;
=== Ready/Draw Weapon ===&lt;br /&gt;
This action assumes the weapon is either in a sheathe/sling or at the character’s feet.  If the weapon is roughly at hand level the action takes 1 tick less.  If the weapon is stowed away securely or hidden in an inconvenient spot it can take an extra 1-10 ticks to ready.&lt;br /&gt;
* Extra Small: 2&lt;br /&gt;
* Small: 3&lt;br /&gt;
* Medium: 4&lt;br /&gt;
* Large: 5&lt;br /&gt;
* Extra Large: 6  &lt;br /&gt;
&lt;br /&gt;
=== Use non-Action Skill ===&lt;br /&gt;
Whenever a player wishes to execute a non-combat skill in combat time the GM must first decide how long it takes to perform the base skill.  Most non-combat actions will suffer a minor penalty (-1) simply due to the chaos of combat but this is up to the GM’s alignment/menstrual cycle.&lt;br /&gt;
&lt;br /&gt;
=== Hold Action ===&lt;br /&gt;
A character must have been &amp;quot;held&amp;quot; for at least 2 ticks before they can preempt any actions.  Until that point they can always break the hold to initiate any normal action.  Held actions are covered in detail in [[Dramatic Scenes]].  The one caveat to held actions is the character cannot be moving.  &lt;br /&gt;
&lt;br /&gt;
=== Change/Stop/Continue Movement ===&lt;br /&gt;
These actions all have to deal with the fact that every 6 ticks characters in motion must decide if they will stay that way.  All three of these movement actions occur simultaneously for all characters at the beginning of every tick.  If it matters declarations can be made in private but it should not matter outside of a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview of Combat Maneuvers ==&lt;br /&gt;
The term &amp;quot;Combat Maneuvers&amp;quot; refers to all of the following actions in this section.  What separates combat maneuvers from the Common actions above is that maneuvers require a base level of skill to effectively use.  The skill and the level required are listed in the tables below.  If a character does not possess the requisite level of skill they can of course attempt the maneuver but it will be at a penalty equal to the difference between their skill level and the requisite level.  If a skill requires two skills, take the higher penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Evasions ==&lt;br /&gt;
These Evasive actions are the standard means of avoiding as much damage as possible.  Evasions tend to be significantly more expensive than other forms of defensive action, but also offer the best chance of getting out of danger unscathed.   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Dodge || Agility: 1 || Reaction || Prowess (Agility): +3 || 8 || Cancels successes on Melee/Fight attacks&lt;br /&gt;
|-&lt;br /&gt;
| Evade AoE || Agility: 2 || Reaction || Prowess(Agility) || 7/8 || Puts distance between the character and the point of impact.&lt;br /&gt;
|-&lt;br /&gt;
| Sidestep || Observe: 2, Agility: 3 || Reaction || Prowess(Agility) ||	5 || Faster, less effective dodge.&lt;br /&gt;
|-&lt;br /&gt;
| Evasive Running || Agility: 3, Stamina: 3 || Initiated || Prowess(Agility) || 6 || An evasive form of running.&lt;br /&gt;
|-&lt;br /&gt;
| Leaping Dodge || Agility: 4 || Reaction || Prowess(Agility): +1 || 8 || Literally leap out of the way and cover distance with the dodge.&lt;br /&gt;
|-&lt;br /&gt;
| Redirect || Unarmed: 4, Observe: 3, Agility: 3 || Reaction || Prowess(Unarmed) || 7 || Forces the attacker to not only miss but change position.  &lt;br /&gt;
|-&lt;br /&gt;
| Footwork || Agility: 4 || Initiated || Awareness(Agility): -1 || 2 || A special type of combat movement that doesn't cover distance but assists defensive unarmed/armed maneuvers&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Fire || Agility: 5, Observe: 4 || Reaction || Special || Special || Combine with another dodge to have an attack hit a different target.&lt;br /&gt;
|-  &lt;br /&gt;
| Dodge Missile || Agility: 6 || Reaction || Awareness(Agility): -Special || 5 || The premier cruise missile defense mechanism of the 50th century.					&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dodge ===&lt;br /&gt;
Each success cancels one attack success.  '''Defender wins in a tie.'''  The most basic evasive maneuver, the defender attempts to avoid the attack at all costs.  Usually more effective than a parry and does not require a weapon but also typically slower.  &lt;br /&gt;
&lt;br /&gt;
=== Evade AoE ===&lt;br /&gt;
Every success increases distance between the point of impact and the character by one meter. Can automatically gain +2 meters by going prone as part of the action (the action takes one more tick).  Useful only for dodging grenades and other explosives, AoE attacks from projectile weapons cannot usually be dodged.&lt;br /&gt;
&lt;br /&gt;
=== Sidestep ===&lt;br /&gt;
A faster version of the normal dodge, trading efficacy for speed.  This dodge is fast enough that it can be used against thrown weapons with a -3 penalty.&lt;br /&gt;
&lt;br /&gt;
=== Evasive Running ===&lt;br /&gt;
Evasive Running is a special type of running movement (similar to sprinting) where the character is less concerned about anything other than covering distance and evading attacks.  Unlike normal running, Evasive Running is an initiated action and therefore the character cannot perform other actions at the same time.  The speed of Evasive Running is (2 x Base Speed) - 1.  The character makes the roll (running penalties will not apply to the roll, but terrain and all other normal penalties can).  Instead of the normal running target penalty ranged attacks against the character instead suffer (Successes -1) as a penalty and melee attacks suffer half this.  Evasive Running happens in 6 tick increments after which the character has to make another roll.  &lt;br /&gt;
&lt;br /&gt;
=== Leaping Dodge ===&lt;br /&gt;
An acrobatic/cinematic dodge, the character leaps out of the way of an attack and changes their location at the same time.  This maneuver is resolved as both a leap roll (the character can perform any of the leaps), and the dodge roll.    The dodge roll resolves as normal however if they get hit then they may fall as a result and need to make a Prowess(Agility): -(Total Damage Taken) roll.  They only need 1 success to avoid landing prone.&lt;br /&gt;
&lt;br /&gt;
=== Redirect ===&lt;br /&gt;
If the player successfully avoids the attack then they get to force the attacker to change position (usually moving past the defender) by 1 meter per net success (if the attacker scores 2 successes and the dodger scores 4, they can move the attacker 2 meters).  The redirect dodge is particularly effective against Engage, Charge, Grapple, and Takedown attacks, yielding a +3 bonus against them. &lt;br /&gt;
&lt;br /&gt;
=== Footwork ===&lt;br /&gt;
A defensive type of movement (cannot be used with any other movement) requiring an area that’s approximately 3x3 meters.  Successes can be added (once per success) to any parry or evade maneuvers made during the Footwork duration.  Cannot add more than 2 dice to any individual maneuver.  The Footwork maneuver lasts for 20 ticks after which it must be refreshed (doesn't cost 2 ticks to continue to perform it, but a new roll must be made to accrue new defensive bonus dice)&lt;br /&gt;
&lt;br /&gt;
=== Friendly Fire ===&lt;br /&gt;
Friendly fire can be used to modify either a dodge, sidestep, or leaping dodge to cause a hostile target to hit something/one else near the defender.  The dodge roll functions as normal except with a -1 penalty to the roll and +1 tick.  0 net successes results in a normal dodge. however if the defender scores 1 or more then they get to roll Prowess(Observe): + (Net Successes) as the new attack roll against the new target using the attacker's weapon's stats for damage (plus any of the attacker's trait bonuses such as Brute).  Penalties should apply to this new attack roll based on how far out of the way the new target is (it could very well be impossible) and the new target does get to react to the attack, however it will be at a -(Net successes) penalty due to the unexpected attack vector.&lt;br /&gt;
&lt;br /&gt;
=== Dodge Missile ===&lt;br /&gt;
An improved sidestep purely for dodging projectiles.  Can dodge bullets.  No penalty for thrown weapons, -2 for arrows, -4 for bullets/bolts, -6 for Lasers/Photons and pillars of fire from the sky, -8 for Tachyons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ranged Actions ==&lt;br /&gt;
These actions apply to slug-guns and their various post-modern counterparts.  All Ranged maneuvers are Initiated Actions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Basic Aim || Ranged: 0, Observe: 1 || None || 6 || Improves chances of hitting.&lt;br /&gt;
|-&lt;br /&gt;
| Shoot || Ranged: 1 ||	Prowess(Ranged) || Weapon || Caw-Caw, Bang!  Fuck, you're dead!&lt;br /&gt;
|-&lt;br /&gt;
| Reload || Ranged: 1 || Focus(Agility) || Special || Replacing magazines, belts, boxes, shells, cells, whatever.&lt;br /&gt;
|-&lt;br /&gt;
| Aim || Ranged: 2, Observe: 1 || None || 4 || Don't shoot until you see daylight on both sides.&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Ranged: 2, Observe: 2 || Prowess(Ranged): Special || Weapon +2 || Target a specific location/thing smaller than center-mass.&lt;br /&gt;
|-&lt;br /&gt;
| Quick-draw || Ranged: 3, Agility: 3 || Prowess(Agility) || Special || High noon!&lt;br /&gt;
|-&lt;br /&gt;
| Short Burst (3 rounds) || Ranged: 2 || Prowess(Ranged) || 2x Weapon recoil || &amp;quot;Short, controlled bursts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Long Burst (6 rounds) || Ranged: 3 || Prowess(Ranged) || 3x Weapon recoil || &amp;quot;You want some?&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Full Auto (20 rounds) || Ranged: 4 || Prowess(Ranged) || 4x Weapon recoil || &amp;quot;Sarge is dead man, let's get the fuck out of here!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Quick Reload || Ranged: 4, Agility: 3 || Focus(Agility): -1 || Special || Faster than basic reload.&lt;br /&gt;
|-&lt;br /&gt;
| Marksman Shot || Ranged: 5 || +1 || +2 || Aim and shoot in one fluid motion.&lt;br /&gt;
|-&lt;br /&gt;
| Twin Pistols || Ranged: 5, Agility: 4 || Prowess(Ranged): -1 || Weapon + Weapon -4 || Making John Woo proud since 1974&lt;br /&gt;
|-&lt;br /&gt;
| Vitals Shot || Ranged: 6, Observe: 4 || Prowess(Ranged): Special || Weapon +1 || A superior called shot for very specific parts of the human body.					&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Basic Aim ===&lt;br /&gt;
Adds a +1 to any subsequent shoot action.  The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming).  Only 1 basic aim action per shot.  Can be combined with other ranged attack types (called shots, burst fire, etc..) but not aims.&lt;br /&gt;
&lt;br /&gt;
=== Shoot ===&lt;br /&gt;
No explanation necessary, but you will get one anyhow.  A firing pin is a lightweight part, which serves to transfer energy from a spring-loaded hammer to the primer, while a striker is usually heavier, and is directly connected to the spring providing the energy to impact the primer. Striker mechanisms are generally simpler, since they combine the functions of hammer and firing pin in one&lt;br /&gt;
&lt;br /&gt;
=== Reload ===&lt;br /&gt;
Low skilled shooters can intentionally increase the reload time, adding a +1 modifier to the roll for every two extra ticks taken.&lt;br /&gt;
* 0 Successes:  The magazine/round is dropped at the character’s feet.  &lt;br /&gt;
* 1 success increases reload time by 5 ticks.  &lt;br /&gt;
* 2 successes increases reload time by 3 ticks.  &lt;br /&gt;
* 3 successes increases reload time by 1 tick.&lt;br /&gt;
* 4+ uses the base reload time.&lt;br /&gt;
&lt;br /&gt;
=== Aim ===&lt;br /&gt;
Adds a +1 to any subsequent shoot action.  The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming).  The maximum aim bonus is equal to Observe skill.  Can be combined with other ranged attack types (called shots, burst fire, etc..), just not other aims.&lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -2 for Limbs or small objects, -4 for heart (Damage +3), -5 for face (Damage +3), or tiny objects.  A called shot can be combined with bursts or aims but not full auto fire.&lt;br /&gt;
&lt;br /&gt;
=== Quick Draw ===&lt;br /&gt;
A Quick-Draw action requires the character to be in either light or unencumbered.  &lt;br /&gt;
* 0 Successes:  The weapon is dropped/thrown (margin of failure) meters away.&lt;br /&gt;
* 1 Success:  Increases draw time by 2 ticks.  &lt;br /&gt;
* 2 Successes:  Normal draw time.  &lt;br /&gt;
* 3-4 Successes:  Draw time - 1.&lt;br /&gt;
* 5+ Successes: Draw time -2.&lt;br /&gt;
&lt;br /&gt;
=== Short Burst ===&lt;br /&gt;
3 rounds.&lt;br /&gt;
* Short Burst (Searching):  +1 to hit.&lt;br /&gt;
* Short Burst (MDK): -1 to hit, +1 Damage.&lt;br /&gt;
&lt;br /&gt;
=== Long Burst ===&lt;br /&gt;
6 rounds.  Max aim bonus of +2.&lt;br /&gt;
* Long Burst (Searching):  +2 to hit.&lt;br /&gt;
* Long Burst (MDK): -2 to hit, +3 Damage.&lt;br /&gt;
&lt;br /&gt;
=== Full Auto ===&lt;br /&gt;
20 rounds.  Max aim bonus of +1.&lt;br /&gt;
* Full Auto (Searching):  +4 to hit.&lt;br /&gt;
* Full Auto (MDK): -3 to hit, +6 Damage.&lt;br /&gt;
* Full Auto (Cover): Free preemptive shot at -2 for next 12 ticks on anyone acting in cover area.&lt;br /&gt;
&lt;br /&gt;
=== Quick Reload ===&lt;br /&gt;
Allows a highly trained shooter to reload their weapon faster than normal.  Can only be performed with magazine/cell based weapons or revolvers using a faster-loader. &lt;br /&gt;
* 0 Successes:  The magazine/round is dropped at the character’s feet.  &lt;br /&gt;
* 1 Success:  Increases reload time by 3 ticks.  &lt;br /&gt;
* 2 Successes:  Normal reload time.&lt;br /&gt;
* 3-4 Successes:  Decrease reload time by 1 tick.&lt;br /&gt;
* 5+ Successes:  Decrease reload time by 2 ticks.&lt;br /&gt;
&lt;br /&gt;
=== Marksman Shot ===&lt;br /&gt;
This is a very fast and accurate Aim and Shoot action.  Considered a single action (cannot be interrupted like normal aim).  Cannot be combined with other actions except short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Twin Pistols ===&lt;br /&gt;
This maneuver allows the shooter to fire two pistols with the same action.  The shots are resolved separately but it counts as one action.  Offhand penalties still apply to the offhand shot.  An additional -1 penalty will apply to both actions if they are at different targets.  Cannot be combined with Aims or Bursts. &lt;br /&gt;
&lt;br /&gt;
=== Vitals Shot ===&lt;br /&gt;
A highly accurate center-mass (-2) or head (-4) vitals shot (Damage +3).   Combines with Short Bursts and/or Aims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Melee Maneuvers ==&lt;br /&gt;
Melee maneuver require a weapon to be in hand.  This includes maneuver for thrown weapons as well.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Attack || None || Action || Prowess(Weaponry) || - || The basic armed attack . &lt;br /&gt;
|-&lt;br /&gt;
| Throw || None || Action || Prowess(Weaponry) || - || The basic thrown attack.&lt;br /&gt;
|-&lt;br /&gt;
| Parry || Weaponry: 1, Observe: 2 || Reaction || Prowess(Weaponry) || -2 || The basic armed defense.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Block || Weaponry: 1, per shield || Reaction || Prowess(Weaponry): +Special || - || Armed defense with a handheld shield.&lt;br /&gt;
|-&lt;br /&gt;
| Hack || Weaponry: 1, Strength: 2 || Action || Prowess(Weaponry): -1 || +1 || Force &amp;gt; Finesse??&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Weaponry: 2, Observe: 2 || Action || Special || +2 || Anything other than &amp;quot;hitting them&amp;quot; can be a called shot.&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Weaponry: 2 || Action || Prowess(Weaponry): -1 || Special || Ramming Speed!&lt;br /&gt;
|-&lt;br /&gt;
| Quick Parry || Weaponry: 2, Observe: 2 || Reaction || Prowess(Weaponry): -2 || -4 || Faster, less effective parry.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Cover || Weaponry: 2 || Action || - || 2/3 || Taking cover behind your shield.&lt;br /&gt;
|-&lt;br /&gt;
| Stop Charge || Weaponry: 2 || Counterattack || Prowess(Weaponry): -2 || - || Set that spear and hold on for a ride.&lt;br /&gt;
|-&lt;br /&gt;
| Thrust || Weaponry: 2 || Action || Prowess(Weaponry): -1 || -1 || A quick, direct strike, favoring speed over trauma.&lt;br /&gt;
|-&lt;br /&gt;
| Backstab || Weaponry: 3, Observe: 2 || Action || Focus(Weaponry): -1 || +2 || A specialized, indefensible called shot requiring stealth.&lt;br /&gt;
|-&lt;br /&gt;
| Careful Throw || Weaponry: 3, Observe: 2 || Action || Prowess(Weaponry): +1 || +2 || A highly accurate, skillful throw.&lt;br /&gt;
|-&lt;br /&gt;
| Engage/Disengage || Weaponry: 3, Agility: 2 || Action/Reaction || Awareness(Weaponry) || 5 || Gap closing/making.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Bash || Weaponry: 3, per shield || Action || Prowess(Weaponry) || Special || An attack with the shield.&lt;br /&gt;
|-&lt;br /&gt;
| Cobra Strike || Weaponry: 4, Agility: 3 || Action || Prowess(Weaponry): -1 || Ready + Weapon: -2 || Used to draw and throw a weapon instantly.&lt;br /&gt;
|-&lt;br /&gt;
| Gut || Weaponry: 4, Unarmed: 2 || Action || Prowess(Weaponry): Special || - || A nasty, point blank attack that benefits from being close.&lt;br /&gt;
|-&lt;br /&gt;
| Lunge || Weaponry: 4, Agility: 3 || Action || Prowess(Weaponry): -2 || +1 || Covers large distance quickly to deliver force at an unexpected distance.&lt;br /&gt;
|-&lt;br /&gt;
| Power Parry || Weaponry: 4, Observe: 3 || Reaction || Prowess(Weaponry): +2 || - || The strongest parry.&lt;br /&gt;
|-&lt;br /&gt;
| Step Inside || Weaponry: 4, Agility: 3 || Counter attack || Awareness(Weaponry): -1 || 6 || Dodge AND engage in one smooth move.&lt;br /&gt;
|-&lt;br /&gt;
| Spin Slash || Weaponry: 5, Strength: 3 || Action || Prowess(Weaponry): -2 || +2 || The strongest melee attack, also the most reckless.&lt;br /&gt;
|-&lt;br /&gt;
| Disarm || Weaponry: 5, Observe: 3 || Action || Prowess(Weaponry): -2 || +2 || Ironically works better on weapons than arms.&lt;br /&gt;
|-&lt;br /&gt;
| Engage and Gut || Weaponry: 5, Unarmed: 3 || Action || -1 (to both) || Engage + Gut: -2 || A gut with a built-in engage.&lt;br /&gt;
|-&lt;br /&gt;
| Parry/Riposte || Weaponry: 5, Observe: 3 || Counter Attack || -2 (to both) || Parry + Strike: -2 || Parry and Strike in one perfect motion.&lt;br /&gt;
|-&lt;br /&gt;
| Parry Projectile || Weaponry: 6, Observe: 4 || Reaction || Prowess(Weaponry): Special || -4 || A fast parry for arrows and lasers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
The basic armed attack&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
The other basic armed attack.  &lt;br /&gt;
&lt;br /&gt;
=== Parry ===&lt;br /&gt;
The basic armed defense.  A parry is resolved as an Attack maneuver with the weapon in hand.  Damage done on the parry maneuver cancels damage done on the attack being parried.&lt;br /&gt;
&lt;br /&gt;
=== Shield Block ===&lt;br /&gt;
The basic defense using a hand-held shield.  Add the shield's Deflection + Absorb as bonus to the maneuver.  Use the shield's block value and block speed to resolve the parry.  &lt;br /&gt;
&lt;br /&gt;
=== Hack ===&lt;br /&gt;
When might must make right, Hack is the attack.  Hack adds +1 damage to the attack.&lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.&lt;br /&gt;
&lt;br /&gt;
=== Charge ===&lt;br /&gt;
The charge is a sort of clumsy attack where the attacker rushes the defender and puts extra velocity behind the strike.  It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run.  The attack adds +1 damage for every 2 ticks spent running prior to the maneuver (up to +3).  The attack suffers running penalties as well as the built in penalty.      &lt;br /&gt;
&lt;br /&gt;
=== Quick Parry ===&lt;br /&gt;
A quick parry functions exactly as a parry.  &lt;br /&gt;
&lt;br /&gt;
=== Shield Cover ===&lt;br /&gt;
Depending on the size of the shield the cover can be either 50/90% (or both).  The barrier value of the shield is equal to 2x Deflection + Absorb.  Shield cover can be maintained while moving but any actions suffer an additional -2 (in addition to cover penalties).  The shield cannot be used for any other actions while maintaining cover (cannot both get shield cover bonuses AND use it to block or bash).  &lt;br /&gt;
&lt;br /&gt;
=== Stop Charge ===&lt;br /&gt;
A stop charge is a counterattack designed to skewer a charging enemy.  Certain weapons (spear-like-things) have strong bonuses to this maneuver.  As with all counter attacks in a tie both parties take damage.  On success this maneuver will add bonus damage to the attack equivalent to whatever the charge attack's bonus was.  &lt;br /&gt;
&lt;br /&gt;
=== Thrust ===&lt;br /&gt;
A quick, harder to defend attack that sacrifices accuracy for speed.  Evasions against the Thrust get -1.&lt;br /&gt;
&lt;br /&gt;
=== Backstab ===&lt;br /&gt;
The target must be completely unaware that the attacker is behind them.  Counts as a vitals strike (Damage +1, Damage TN: +1)&lt;br /&gt;
&lt;br /&gt;
=== Careful Throw ===&lt;br /&gt;
The equivalent of an &amp;quot;aimed&amp;quot; throw.  &lt;br /&gt;
&lt;br /&gt;
=== Engage/Disengage ===&lt;br /&gt;
Closes the gap, giving smaller weapons an advantage and larger or ranged weapons a disadvantage.  Engage maneuvers can be countered by Disengage maneuvers and vice versa.  Every 2 successes can change the range of melee combat either direction (melee combat starts at the maximum range of Long).  Refer to the Engage/Disengage rules in the [[Dramatic Scenes]] section for further details.&lt;br /&gt;
&lt;br /&gt;
=== Shield Bash ===&lt;br /&gt;
The shield can be used offensively.  It suffers offhand penalties, but otherwise use the shield's stats for the maneuver.  Shield bashes cannot be parried (though they can be shield blocked).&lt;br /&gt;
&lt;br /&gt;
=== Cobra Strike ===&lt;br /&gt;
This is a single draw and strike maneuver with a thrown weapon.  Cannot make the attack faster than the base weapon speed (but can reduce the ready weapon cost to 0).  &lt;br /&gt;
&lt;br /&gt;
=== Gut ===&lt;br /&gt;
A favored maneuver of knife fighters who successfully close within a combatant’s defenses.  This strike is devastating and extremely hard to defend.  Requires a Small or Extra Small weapon.  The attack receives +1 for Engage: 2, +2 for Engage: 3 or Grapple: 1, and + for Grapple: 2.   &lt;br /&gt;
&lt;br /&gt;
=== Lunge ===&lt;br /&gt;
The lunge is used to cover large amounts of melee distance very quickly.  It compromises accuracy in exchange for distance.  This attack covers up to Speed/2 meters + Weapon Length as part of the attack. &lt;br /&gt;
&lt;br /&gt;
=== Power Parry ===&lt;br /&gt;
The most effective parry, at the expense of speed.&lt;br /&gt;
&lt;br /&gt;
=== Step Inside ===&lt;br /&gt;
This counterattack is actually a type of dodge/parry masking an Engage maneuver.  When successful this maneuver will result in every 2 net successes added to the current Engage level while also avoiding all damage from the attack.  Counts as a dodge for maneuver penalties (but not bonuses).  This is a very popular maneuver for unarmed combatants to get within grapple/disarm distance.  &lt;br /&gt;
&lt;br /&gt;
=== Spin Slash ===&lt;br /&gt;
The most powerful melee attack maneuver, but extremely inaccurate.  +4 damage, but all defensive maneuvers or counterattacks get +1.&lt;br /&gt;
&lt;br /&gt;
=== Disarm ===&lt;br /&gt;
I have no fucking idea.&lt;br /&gt;
&lt;br /&gt;
=== Engage and Gut ===&lt;br /&gt;
Resolve the Engage first, then the gut.  Target can react to both maneuvers if they choose.  Cannot be used as a counterattack to a disengage maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Parry/Riposte ===&lt;br /&gt;
A highly trained combatant has honed their reflexes to point of not just parrying the incoming attack but responding in kind with the same fluid motion.  Resolve the actions separately, however if the block fails the attack is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).&lt;br /&gt;
&lt;br /&gt;
=== Parry Projectile ===&lt;br /&gt;
For those crouching tiger, hidden dragon moments:  -2 for thrown weapons, -4 for arrows/bolts, -5 for bullets/lasers (presuming a light saber in hand).&lt;br /&gt;
&lt;br /&gt;
== Unarmed Maneuvers ==&lt;br /&gt;
Unarmed maneuvers cover everything from basic brawling to boxing to kung fu to wrestling.  Unarmed maneuvers can both be used while armed and/or against other armed opponents however there can be penalties depending on the maneuver.  Unarmed combat excels once the distance has been closed.  This section includes, attacks, defenses, and counterattacks.&lt;br /&gt;
&lt;br /&gt;
Note:  Damage is in the format of Damage @TN.  Unless otherwise stated unarmed damage is Stun damage.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Damage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Strike || None || Action || Prowess(Unarmed) || 6 || 5x1 @5 || The basic unarmed attack  &lt;br /&gt;
|-&lt;br /&gt;
| Kick || Unarmed: 1, Agility: 2 || Action || Prowess(Unarmed) || 7 || 4x1/1x3 @5 || A slower, more powerful basic unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
| Block || Unarmed: 1, Observe: 2 || Reaction || Prowess(Unarmed) || 5 || 5x1 @5 || The basic unarmed defense.&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Unarmed: 1 || Action || Prowess(Unarmed): -1 || 8 + Run || Special || Ramming Speed!&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Unarmed: 2, Observe: 2 || Action || Special || +2 || Special || Anything other than &amp;quot;hitting them&amp;quot; can be a called shot.&lt;br /&gt;
|-&lt;br /&gt;
| Elbow Strike || Unarmed: 2 || Action || Prowess(Unarmed): -2 || 5 || 5x1 @5 || A faster, harder to defend punch most useful when grappling.&lt;br /&gt;
|-&lt;br /&gt;
| Grapple || Unarmed: 2, Strength: 2 || Action/Reaction || Prowess(Unarmed) || 8 || - || The basic grapple attack, counter to a slip.&lt;br /&gt;
|-&lt;br /&gt;
| Knee Strike || Unarmed: 2, Agility: 2 || Action || Prowess(Unarmed): -2 || 6 || 4x1/1x3 @5 || A faster, harder to defend kick most useful when grappling.&lt;br /&gt;
|-&lt;br /&gt;
| Quick Block || Unarmed: 2, Observe: 2 || Reaction || Prowess(Unarmed): -2 || 3 || 5x1 @5 || Faster, less effective block.&lt;br /&gt;
|-&lt;br /&gt;
| Slip || Unarmed: 2, Agility: 2 || Action/Reaction || Prowess(Unarmed) || 6 || - || The counter to all grapple maneuvers (grapple, takedown, hold, throw).&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Throw || Unarmed: 3, Strength: 2 || Counterattack || Prowess(Unarmed): -Special || 8 || - || Counterattack against charges or leaping maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
| Headbutt || Unarmed: 3, Stamina: 2 || Action || Prowess(Unarmed): -2 || 5 || 5x1 @6 || A fast, brutal assault of the mind.&lt;br /&gt;
|-&lt;br /&gt;
| Leg Check || Unarmed: 3, Agility: 2 || Reaction || Prowess(Unarmed): -1 || 3 || 4x1/1x3 @5 || Fastest way to block a knee strike, kick, or martial kick.&lt;br /&gt;
|-&lt;br /&gt;
| Sweep || Unarmed: 3, Agility: 3 || Action || Focus(Unarmed) || 8 || - || How to get up once taken down.&lt;br /&gt;
|-&lt;br /&gt;
| Takedown || Unarmed: 3, Strength: 3 || Action || Prowess(Unarmed) || 10 || Special || May result in slightly homoerotic positions.&lt;br /&gt;
|-&lt;br /&gt;
| Throw || Unarmed: 3, Strength: 4 || Action || Prowess(Strength) || 11 || Special || Nobody tosses a Dwarf!&lt;br /&gt;
|-&lt;br /&gt;
| Trip Kick || Unarmed: 3, Agility: 1 || Action || Prowess(Unarmed) || 8 || Special || Specialized kick meant to down an opponent.&lt;br /&gt;
|-&lt;br /&gt;
| Catch Strike || Unarmed: 4, Agility: 2 || Counterattack || Prowess(Unarmed): -Special || 7 || - || A block that turns into a grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Hold || Unarmed: 4, Observe: 3 || Action/Reaction || Focus(Unarmed) || 8 || Special || Leg/Arm/Neck lock of some kind.  May involve someone's &amp;quot;rear&amp;quot;, being &amp;quot;naked&amp;quot;, and applying a &amp;quot;choke&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| Martial Block || Unarmed: 4, Stamina: 3 || Reaction || Prowess(Unarmed): +1 || 5 || 5x1 @5 || A strictly superior block for professional martial artists. &lt;br /&gt;
|-&lt;br /&gt;
| Martial Kick || Unarmed: 4, Agility: 3 || Action || Prowess(Unarmed): +1 || 7 || 4x1/1x3 @5 || A strictly superior kick for professional martial artists.  &lt;br /&gt;
|-&lt;br /&gt;
| Martial Strike || Unarmed: 4 || Action || Prowess(Unarmed): +1 || 6 || 5x1 @5 || A strictly superior strike for professional martial artists.&lt;br /&gt;
|-&lt;br /&gt;
| Sprawl || Unarmed: 4, Agility: 2 || Reaction || Prowess(Agility): +2 || 6 || - || A specialized counter against Takedowns and Throws.&lt;br /&gt;
|-&lt;br /&gt;
| Block/Strike || Unarmed: 5, Observe: 3 || Counterattack || -2 (to both) || Block + Strike: -3 || 5x1 @5 || Block and strike in one perfect motion.&lt;br /&gt;
|-&lt;br /&gt;
| Choke Hold || Unarmed: 5, Observe: 3 || Action || Focus(Unarmed) || 10 || Special || Anaconda, Triangle, Rear Naked, etc ...&lt;br /&gt;
|-&lt;br /&gt;
| Disarm || Unarmed: 5, Observe: 3 || Action || Prowess(Unarmed): -1 || 8 || - || Ironically works better on weapons than arms.&lt;br /&gt;
|-&lt;br /&gt;
| Leap Kick || Unarmed: 5, Agility: 4 || Action || Prowess(Agility): -2 || 11 || 2x1/4x3 @6 || A flashy kick.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike || Unarmed: 5, Agility: 3 || Action || Prowess(Unarmed): -2 || 4 || 5x1 @5 || The fastest unarmed attack.&lt;br /&gt;
|-&lt;br /&gt;
| Spinning Kick || Unarmed: 5, Agility: 3 || Action || Prowess(Unarmed): -2 || 9 || 2x1/4x3 @6 || A slower, more violent kick with devastating power.  Also looks awesome.&lt;br /&gt;
|-&lt;br /&gt;
| Unbalance || Unarmed: 5, Observe: 3 || Reaction || Prowess(Unarmed): -1 || 6 || - || A block that can unbalance the attacker.&lt;br /&gt;
|-&lt;br /&gt;
| Block Projectile || Unarmed: 6, Observe: 4 || Reaction || Prowess(Unarmed): -2 || 5 || 5x1 @5 || How to block arrows.&lt;br /&gt;
|-&lt;br /&gt;
| Nerve Strike || Unarmed: 6, Physick: 3 || Action || Focus(Unarmed): -3 || 8 || 5x1 @5 || Disabling strike.&lt;br /&gt;
|-&lt;br /&gt;
| Power Strike || Unarmed: 6 || Action || Prowess(Unarmed): -2 || 8 || 2x1/4x3 @6 || The most powerful strike, built to destroy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strike ===&lt;br /&gt;
The basic unarmed attack&lt;br /&gt;
&lt;br /&gt;
=== Kick ===&lt;br /&gt;
The other basic unarmed attack.  Slower than a punch but hits harder.  Also considered a large weapon for purposes of melee combat range.&lt;br /&gt;
&lt;br /&gt;
=== Block ===&lt;br /&gt;
The basic unarmed defense.  Can be attempted against all strikes and kicks.  Functions as an attack and damage from the block cancels damage from the attack.  Metal bracers/guards add +1 damage.  Attempting to block weapons adds a -2 to the maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Charge ===&lt;br /&gt;
The charge is a sort of clumsy attack where the attacker drives their body weight into the target.  It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run.  The base damage is 4x1 with each run tick action adding +1 damage (up to +4).  Both the attacker and defender can be knocked prone as a result of the charge.  The attacker must simply pass (1 success) a Prowess(Agility) roll, however regardless of if they keep their footing, the maneuver costs 5-successes extra ticks to execute as they recover their balance.  The defender must pass the same roll, but with a penalty equal to the total boxes of normal wounds taken from the charge (in addition to any wound penalties) to avoid being knocked prone.  Similarly the defender is also delayed 5-successes ticks, regardless of whether they go prone or not.  Finally the defender suffers additional damage should they fall equal to margin of failure (this is a separate instance of damage equal to (Margin of Failure)x1.  &lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.&lt;br /&gt;
&lt;br /&gt;
=== Elbow Strike ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Grapple ===&lt;br /&gt;
This maneuver requires the attacker to have both hands free.  Attempting to grapple with only one hand free suffers a -3.  When successfully completed this maneuver locks the two combatants in a standing grapple.  A grapple maneuver can be performed as a reaction to an initiated Slip or Sweep maneuver.  Refer to the grapple rules in the [[Dramatic Encounters]] section for further details.&lt;br /&gt;
&lt;br /&gt;
=== Knee Strike ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Quick Block ===&lt;br /&gt;
Trades efficacy for speed but otherwise functions as a standard block.  &lt;br /&gt;
&lt;br /&gt;
=== Slip ===&lt;br /&gt;
The maneuver requires both hands free.  Attempting to Slip with only 1 hand free suffers a -3 penalty.  It can be performed as a reaction to a grapple or hold maneuver or can be used as an initiated maneuver to reduce the current Grapple level.  Net successes on the maneuver reduce the grapple level.  Slip is used to counter to all grapple maneuvers (grapple, takedown, hold, and throw). &lt;br /&gt;
&lt;br /&gt;
=== Defensive Throw ===&lt;br /&gt;
This is used as an unarmed counter to charge or leaping maneuvers.  The penalty is -2 as a counter to unarmed attacks, -3 for armed.  As with a normal throw the target is thrown (Net successes / 2) meters and the target takes falling damage equal to (Net Successes -2)x1 @5.  If the maneuver resulted in 3 or more net successes the target is also prone. &lt;br /&gt;
&lt;br /&gt;
=== Headbutt ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.  The attacker takes half of the damage done.  Attempting a headbutt with a helmet on incurs an additional -1 penalty on the attack but adds a bonus +1-3 damage (depends on the helmet) that will not also apply to the attacker.  Alternatively headbutting someone wearing a helmet will cause the attacker to take an additional 1-3 damage.  Armor for purposes of reducing damage only applies (to either side) if helmets are worn.  Cannot be blocked (can be evaded).&lt;br /&gt;
&lt;br /&gt;
=== Leg Check  ===&lt;br /&gt;
Can be used to block most types of kicks (anything but a leaping or spinning kick).&lt;br /&gt;
&lt;br /&gt;
=== Sweep ===&lt;br /&gt;
The sweep maneuver is used by the bottom after a successful takedown to attempt to regain their feet.  The top can opt to counter the sweep with a reactive grapple maneuver.  Net successes counter the current Takedown score (potentially standing both combatants up)&lt;br /&gt;
&lt;br /&gt;
=== Takedown === &lt;br /&gt;
The takedown is a special type of grapple that when successful results in the attacker prone on top of the defender.  Grapple bonuses are applied to the takedown, making it much easier to perform if any degree of grapple has been previously attained.  It takes 3 net successes to succeed on the takedown.  Damage is equal to (net successes)x1 @5.  The resuling takedown level is equal to net successes -3.&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
The throw maneuver is by no means efficient but for a strong enough combatant it serves the purpose of serving as a crude takedown.  The target is thrown (Net Successes /2) meters and the damage roll is equal to (Net successes)x1 @5.  On 3 or more successes the target also lands prone.  +2 to any defense/evasion against a throw.&lt;br /&gt;
&lt;br /&gt;
=== Trip Kick ===&lt;br /&gt;
The trip kick is one of the more difficult maneuvers to properly execute however success plants an opponent in the extremely vulnerable position of being immediately adjacent and prone.  The attack and damage is executed as normal, however the target must pass a Prowess(Agility): - (Normal damage taken) to avoid falling.  If they fall they are prone and take additional damage (separate) instance equal to (margin of failure)x1 @5.&lt;br /&gt;
&lt;br /&gt;
=== Catch Strike ===&lt;br /&gt;
The penalty is 0 for a kick, -2 for a punch.  This is a counter to a punch or kick that results in a grapple.  Success on this maneuver results in a grapple of level equal to (Net Successes -1).  Failure (0 successes on the maneuver) results in the full strike damage + Margin of failure.       &lt;br /&gt;
&lt;br /&gt;
=== Hold ===&lt;br /&gt;
This maneuver includes all sorts of arm and leg locks that are designed to either seriously injure or incapacitate the recipient.  Hold attacks are defended with the Slip maneuver.  To perform a hold requires that either combatant have a grapple or takedown (regardless of position/level).  If performed by the dominant grappler yields the grapple position.  If the hold fails then the defender escapes and the two combatants are now adjacent (either prone or standing).  Likewise a failed/blocked hold by the bottom position fighter will worsen their effective grapple/takedown level by the net successes of the defender.  The base damage of the Hold Maneuver is 3x1 and Armor deflection is halved.         &lt;br /&gt;
&lt;br /&gt;
A successful Hold maneuver results in a third type of grapple position (the hold), with a value equal to (net successes) /2, round up, on the attack.  Further successful hold maneuvers will increase this value by (net successes) /2, round up.  This value is reduced by successful slip maneuvers performed when defending the hold, or when the target has tick priority and attempts a slip (the character performing the hold can counter the slip with a Hold reaction).  A person who is in a hold attempting any maneuver besides a Slip suffers -3 penalty.      &lt;br /&gt;
&lt;br /&gt;
Successive hold maneuvers (action or reaction) receive a bonus equal to the current Hold value (this can/will result in traumatic amounts of damage).  &lt;br /&gt;
&lt;br /&gt;
=== Martial Kick ===&lt;br /&gt;
A strictly superior basic kick.&lt;br /&gt;
&lt;br /&gt;
=== Martial Strike ===&lt;br /&gt;
A strictly superior basic strike.&lt;br /&gt;
&lt;br /&gt;
=== Martial Block ===&lt;br /&gt;
A strictly superior basic defense.&lt;br /&gt;
&lt;br /&gt;
=== Sprawl ===&lt;br /&gt;
This maneuver requires the attacker to have both hands free.  Attempting to sprawl with only one hand free suffers a -3 penalty.  The sprawl is a specialized defense specifically designed to stop the Takedown attack.&lt;br /&gt;
&lt;br /&gt;
=== Block/Strike ===&lt;br /&gt;
A highly trained combatant has honed their reflexes to point of not just blocking the incoming attack but responding in kind with the same fluid motion.  Resolve the actions separately, however if the block fails the strike is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).&lt;br /&gt;
&lt;br /&gt;
=== Choke Hold ===&lt;br /&gt;
Resolves exactly as a Hold, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue.  If they run out of Will they immediately pass out.&lt;br /&gt;
&lt;br /&gt;
=== Disarm ===&lt;br /&gt;
The disarm maneuver requires a grapple/takedown/hold.  The maneuver gets a bonus/penalty based on the size of the weapon (XS: -3, S: -1, L: +1, XL: +3).  The target can defend the maneuver with a standard Parry or Evasion however neither is particularly effective within the confines of a grapple.  &lt;br /&gt;
&lt;br /&gt;
=== Leap Kick ===&lt;br /&gt;
The ultimate in acrobatic fight attacks, the leap kick allows the attacker to both cover distance and strike at the same time.  The attacker can cover their Speed / 3 meters with this attack.  If they are performing a running leap then every 2 ticks spent running will add +1 damage and they can cover Speed / 2 meters, however the maneuver suffers another -1 attack penalty for a running leap kick.  No other attacker movement penalties apply to this attack. &lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
This attack comes in so fast that it’s hard to defend.  Defensive maneuvers of any kind suffer a -1 against this strike.  &lt;br /&gt;
&lt;br /&gt;
=== Spinning Kick ===&lt;br /&gt;
The spinning kick is a slower but more powerful version of the standard martial kick.  It’s also very Chuck Norris.&lt;br /&gt;
&lt;br /&gt;
=== Unbalance ===&lt;br /&gt;
This specialized block has the potential to unbalance the target, costing them precious time while they right themselves.  In addition to stopping it, Net successes increase the tick cost of the attack.&lt;br /&gt;
&lt;br /&gt;
=== Block Projectile ===&lt;br /&gt;
The master can effectively block thrown projectiles or even arrows.  If they wish to attempt to block arrows there is an additional -2 penalty. &lt;br /&gt;
&lt;br /&gt;
=== Nerve Strike ===&lt;br /&gt;
Resolves exactly as a martial strike, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue.  If they run out of Will they become immediately incapacitated.  &lt;br /&gt;
&lt;br /&gt;
=== Power Strike ===&lt;br /&gt;
The most powerful strike.  Since it is telegraphed all defenses are +1 against it.&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Actions_and_Maneuvers</id>
		<title>Actions and Maneuvers</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Actions_and_Maneuvers"/>
				<updated>2014-08-17T19:30:47Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: /* Unarmed Maneuvers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
At the core of the dramatic action system in Fatewalker are Actions and Maneuvers.  They have no distinct meaning (action are maneuvers are actions) but it's fun to say Actions AND Maneuvers.  Pretty much anything done within the confines of Ticks is considered an Action and this section hopes to enumerate all of the various kinds of Actions.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common Actions ==&lt;br /&gt;
Common actions include observation, dealing with objects in the environment or even using skills.  &lt;br /&gt;
&lt;br /&gt;
'''Common Actions (require Tick priority)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Tick Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Begin Movement || 2 || Either begin Walking, Running, Crawling, Climbing, or Swimming.  &lt;br /&gt;
|-&lt;br /&gt;
| Sprint || 3+ || Cover the most ground possible, but precludes other actions.  &lt;br /&gt;
|-&lt;br /&gt;
| Go Prone/Stand up || 2/3 || Down/Up. &lt;br /&gt;
|-&lt;br /&gt;
| Jump/Leap || 3/4 || Leap requires prior running (and room)&lt;br /&gt;
|-&lt;br /&gt;
| Other Acrobatics || 4-14 || Rule of thumb is: common sense time to complete Action in ticks + 2&lt;br /&gt;
|-&lt;br /&gt;
| Take Cover || 3/4  || (50/90%) - Requires cover, otherwise just go prone.&lt;br /&gt;
|-&lt;br /&gt;
| Look/Search/Observe || 5/9/2-16 || The various types of combat observation beyond the default situational awareness players enjoy (covered in [[Dramatic Scenes]])&lt;br /&gt;
|- &lt;br /&gt;
| Pickup object || 2/3/4(+1) || Hand or Chest Level/Above Head/Below knees (requires 2 hands) &lt;br /&gt;
|- &lt;br /&gt;
| Drop/Toss/Place Object || 1/2/3 || Dropping leaves object/weapon at feet.  Tossing drops it somewhere else.  Placing it leaves it on or in something within arm's reach. &lt;br /&gt;
|- &lt;br /&gt;
| Ready/Draw Weapon || 2-6 || Time depends on the size of the weapon.   &lt;br /&gt;
|-&lt;br /&gt;
| Use non-Action Skill || 7-20+ || Rule of thumb is: common sense time for Action in ticks + 2&lt;br /&gt;
|-&lt;br /&gt;
| Hold Action || 2 || Cost is minimum time spent “Held”, cannot initiate a preemptive action until at least 2 ticks has transpired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Common Actions (don't require tick priority)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Tick Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Stop Movement || 0 || Character is still in previous position (crawling = prone, swimming = treading, Running/Walking = Standing)&lt;br /&gt;
|- &lt;br /&gt;
| Change Movement || 0 || Character can change from Walking to Running or vice versa  &lt;br /&gt;
|-&lt;br /&gt;
| Continue Movement || 0 || Declares that the character will continue at their current pace for another 6 ticks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Begin Movement ===&lt;br /&gt;
It cost 2 ticks to begin moving from a stationary state.  This does not include standing up/going prone.  If the character is standing and wishes to crawl they must first go prone.  If the character is prone and wishes to do anything BUT crawl they must first stand up.  If they wish to climb they must be within a meter of their intended climbing surface.  Terrain penalties can apply based on the surface the character is climbing/crawling/walking/running/swimming across.  &lt;br /&gt;
&lt;br /&gt;
'''Speeds of Movement'''&lt;br /&gt;
* Walking:  (Speed) meters / 6 ticks&lt;br /&gt;
* Running:  (2xSpeed) meters / 6 ticks&lt;br /&gt;
* Crawling/Swimming:  (Speed / 3) meters / 6 ticks (round up)&lt;br /&gt;
* Climbing:  (Speed / 5) meters / 6 ticks (use fractions)&lt;br /&gt;
&lt;br /&gt;
=== Sprint ===&lt;br /&gt;
Sprinting requires a Prowess(Agility) roll.  Add successes from this roll to base speed and double it to determine the meters / 6 ticks of the rate of movement.  Sprinting is separate from the other forms of movement in that the character cannot initiate other actions while sprinting, it's an exclusive action just like most normal actions.&lt;br /&gt;
&lt;br /&gt;
=== Go Prone/Stand up ===&lt;br /&gt;
Sometimes lowering one's profile is the only form of cover available.&lt;br /&gt;
&lt;br /&gt;
=== Jump/Leap ===&lt;br /&gt;
To perform a jump the character must roll Prowess (Strength), and terrain modifiers can apply.  Every success adds 1 to the base speed (before encumbrance penalties) for the jump just like sprinting.  Running leaps require at least 5m of running distance and suffer a -3 penalty to the roll for each meter short.  The ticks required to cover the run-up distance is not factored into this action.&lt;br /&gt;
&lt;br /&gt;
* Vertical jump height is equal to Speed * 10cm.  &lt;br /&gt;
* Horizontal jump distance is equal to (Speed/3) meters&lt;br /&gt;
* Running lap distance is equal to (Speed/2) + 1 meters.  &lt;br /&gt;
&lt;br /&gt;
=== Other Acrobatics ===&lt;br /&gt;
Player characters are creative monsters.  &lt;br /&gt;
&lt;br /&gt;
=== Take Cover ===&lt;br /&gt;
Cover must be within 2 meters of the character otherwise they need to move there first.&lt;br /&gt;
&lt;br /&gt;
=== Quick Look ===&lt;br /&gt;
Most observation rolls should be done by the GM in secret (assuming a traditional chaotic evil GM).  Quick Look (or listen/feel/taste/smell) can be done to any single thing they are aware of.  Before they roll the player must ask a yes/no question to the GM regarding this thing.  The roll is '''Awareness(Search)''', 2-3 successes is a maybe, 4+ yields a definite yes or no.  Failure simply yields no information although dramatic failure should yield wrong information. &lt;br /&gt;
&lt;br /&gt;
=== Detailed Search ===&lt;br /&gt;
The character makes a focused effort to ascertain information about any single thing they are aware of.  The character must specify what they want to know/find and then they roll '''Focus(Search)'''.  Each success beyond 1 gives them an extra piece of information with 5 successes generally answering all of their questions.  Additional successes may give them more information than they were looking for.  Dramatic failures are the Gm's opportunity for true evil.&lt;br /&gt;
&lt;br /&gt;
=== Observe in Detail === &lt;br /&gt;
The character takes an appreciable amount of time to simply pay attention to what is going on around them.  They are not looking for anything specific, but rather trying to see what they can see.  The roll is '''Awareness(Observe)'''.  Each success beyond 1 generally yields 1 piece of interesting information about what is going on around them.  5 successes will usually provide the character with all obvious and relevant information around them.  Additional successes will reveal hidden information.&lt;br /&gt;
&lt;br /&gt;
=== Pickup Object ===&lt;br /&gt;
This action shouldn't require a roll unless the object is particularly difficult to get a hold of or heavy.  In either exceptional case it should take longer than the listed time.  &lt;br /&gt;
&lt;br /&gt;
=== Drop/Toss/Place Object ===&lt;br /&gt;
This should also be a fairly academic affair not requiring a roll unless the player is attempting to be precise.&lt;br /&gt;
&lt;br /&gt;
=== Ready/Draw Weapon ===&lt;br /&gt;
This action assumes the weapon is either in a sheathe/sling or at the character’s feet.  If the weapon is roughly at hand level the action takes 1 tick less.  If the weapon is stowed away securely or hidden in an inconvenient spot it can take an extra 1-10 ticks to ready.&lt;br /&gt;
* Extra Small: 2&lt;br /&gt;
* Small: 3&lt;br /&gt;
* Medium: 4&lt;br /&gt;
* Large: 5&lt;br /&gt;
* Extra Large: 6  &lt;br /&gt;
&lt;br /&gt;
=== Use non-Action Skill ===&lt;br /&gt;
Whenever a player wishes to execute a non-combat skill in combat time the GM must first decide how long it takes to perform the base skill.  Most non-combat actions will suffer a minor penalty (-1) simply due to the chaos of combat but this is up to the GM’s alignment/menstrual cycle.&lt;br /&gt;
&lt;br /&gt;
=== Hold Action ===&lt;br /&gt;
A character must have been &amp;quot;held&amp;quot; for at least 2 ticks before they can preempt any actions.  Until that point they can always break the hold to initiate any normal action.  Held actions are covered in detail in [[Dramatic Scenes]].  The one caveat to held actions is the character cannot be moving.  &lt;br /&gt;
&lt;br /&gt;
=== Change/Stop/Continue Movement ===&lt;br /&gt;
These actions all have to deal with the fact that every 6 ticks characters in motion must decide if they will stay that way.  All three of these movement actions occur simultaneously for all characters at the beginning of every tick.  If it matters declarations can be made in private but it should not matter outside of a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview of Combat Maneuvers ==&lt;br /&gt;
The term &amp;quot;Combat Maneuvers&amp;quot; refers to all of the following actions in this section.  What separates combat maneuvers from the Common actions above is that maneuvers require a base level of skill to effectively use.  The skill and the level required are listed in the tables below.  If a character does not possess the requisite level of skill they can of course attempt the maneuver but it will be at a penalty equal to the difference between their skill level and the requisite level.  If a skill requires two skills, take the higher penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Evasions ==&lt;br /&gt;
These Evasive actions are the standard means of avoiding as much damage as possible.  Evasions tend to be significantly more expensive than other forms of defensive action, but also offer the best chance of getting out of danger unscathed.   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Dodge || Agility: 1 || Reaction || Prowess (Agility): +3 || 8 || Cancels successes on Melee/Fight attacks&lt;br /&gt;
|-&lt;br /&gt;
| Evade AoE || Agility: 2 || Reaction || Prowess(Agility) || 7/8 || Puts distance between the character and the point of impact.&lt;br /&gt;
|-&lt;br /&gt;
| Sidestep || Observe: 2, Agility: 3 || Reaction || Prowess(Agility) ||	5 || Faster, less effective dodge.&lt;br /&gt;
|-&lt;br /&gt;
| Evasive Running || Agility: 3, Stamina: 3 || Initiated || Prowess(Agility) || 6 || An evasive form of running.&lt;br /&gt;
|-&lt;br /&gt;
| Leaping Dodge || Agility: 4 || Reaction || Prowess(Agility): +1 || 8 || Literally leap out of the way and cover distance with the dodge.&lt;br /&gt;
|-&lt;br /&gt;
| Redirect || Unarmed: 4, Observe: 3, Agility: 3 || Reaction || Prowess(Unarmed) || 7 || Forces the attacker to not only miss but change position.  &lt;br /&gt;
|-&lt;br /&gt;
| Footwork || Agility: 4 || Initiated || Awareness(Agility): -1 || 2 || A special type of combat movement that doesn't cover distance but assists defensive unarmed/armed maneuvers&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Fire || Agility: 5, Observe: 4 || Reaction || Special || Special || Combine with another dodge to have an attack hit a different target.&lt;br /&gt;
|-  &lt;br /&gt;
| Dodge Missile || Agility: 6 || Reaction || Awareness(Agility): -Special || 5 || The premier cruise missile defense mechanism of the 50th century.					&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dodge ===&lt;br /&gt;
Each success cancels one attack success.  '''Defender wins in a tie.'''  The most basic evasive maneuver, the defender attempts to avoid the attack at all costs.  Usually more effective than a parry and does not require a weapon but also typically slower.  &lt;br /&gt;
&lt;br /&gt;
=== Evade AoE ===&lt;br /&gt;
Every success increases distance between the point of impact and the character by one meter. Can automatically gain +2 meters by going prone as part of the action (the action takes one more tick).  Useful only for dodging grenades and other explosives, AoE attacks from projectile weapons cannot usually be dodged.&lt;br /&gt;
&lt;br /&gt;
=== Sidestep ===&lt;br /&gt;
A faster version of the normal dodge, trading efficacy for speed.  This dodge is fast enough that it can be used against thrown weapons with a -3 penalty.&lt;br /&gt;
&lt;br /&gt;
=== Evasive Running ===&lt;br /&gt;
Evasive Running is a special type of running movement (similar to sprinting) where the character is less concerned about anything other than covering distance and evading attacks.  Unlike normal running, Evasive Running is an initiated action and therefore the character cannot perform other actions at the same time.  The speed of Evasive Running is (2 x Base Speed) - 1.  The character makes the roll (running penalties will not apply to the roll, but terrain and all other normal penalties can).  Instead of the normal running target penalty ranged attacks against the character instead suffer (Successes -1) as a penalty and melee attacks suffer half this.  Evasive Running happens in 6 tick increments after which the character has to make another roll.  &lt;br /&gt;
&lt;br /&gt;
=== Leaping Dodge ===&lt;br /&gt;
An acrobatic/cinematic dodge, the character leaps out of the way of an attack and changes their location at the same time.  This maneuver is resolved as both a leap roll (the character can perform any of the leaps), and the dodge roll.    The dodge roll resolves as normal however if they get hit then they may fall as a result and need to make a Prowess(Agility): -(Total Damage Taken) roll.  They only need 1 success to avoid landing prone.&lt;br /&gt;
&lt;br /&gt;
=== Redirect ===&lt;br /&gt;
If the player successfully avoids the attack then they get to force the attacker to change position (usually moving past the defender) by 1 meter per net success (if the attacker scores 2 successes and the dodger scores 4, they can move the attacker 2 meters).  The redirect dodge is particularly effective against Engage, Charge, Grapple, and Takedown attacks, yielding a +3 bonus against them. &lt;br /&gt;
&lt;br /&gt;
=== Footwork ===&lt;br /&gt;
A defensive type of movement (cannot be used with any other movement) requiring an area that’s approximately 3x3 meters.  Successes can be added (once per success) to any parry or evade maneuvers made during the Footwork duration.  Cannot add more than 2 dice to any individual maneuver.  The Footwork maneuver lasts for 20 ticks after which it must be refreshed (doesn't cost 2 ticks to continue to perform it, but a new roll must be made to accrue new defensive bonus dice)&lt;br /&gt;
&lt;br /&gt;
=== Friendly Fire ===&lt;br /&gt;
Friendly fire can be used to modify either a dodge, sidestep, or leaping dodge to cause a hostile target to hit something/one else near the defender.  The dodge roll functions as normal except with a -1 penalty to the roll and +1 tick.  0 net successes results in a normal dodge. however if the defender scores 1 or more then they get to roll Prowess(Observe): + (Net Successes) as the new attack roll against the new target using the attacker's weapon's stats for damage (plus any of the attacker's trait bonuses such as Brute).  Penalties should apply to this new attack roll based on how far out of the way the new target is (it could very well be impossible) and the new target does get to react to the attack, however it will be at a -(Net successes) penalty due to the unexpected attack vector.&lt;br /&gt;
&lt;br /&gt;
=== Dodge Missile ===&lt;br /&gt;
An improved sidestep purely for dodging projectiles.  Can dodge bullets.  No penalty for thrown weapons, -2 for arrows, -4 for bullets/bolts, -6 for Lasers/Photons and pillars of fire from the sky, -8 for Tachyons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ranged Actions ==&lt;br /&gt;
These actions apply to slug-guns and their various post-modern counterparts.  All Ranged maneuvers are Initiated Actions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Basic Aim || Ranged: 0, Observe: 1 || None || 6 || Improves chances of hitting.&lt;br /&gt;
|-&lt;br /&gt;
| Shoot || Ranged: 1 ||	Prowess(Ranged) || Weapon || Caw-Caw, Bang!  Fuck, you're dead!&lt;br /&gt;
|-&lt;br /&gt;
| Reload || Ranged: 1 || Focus(Agility) || Special || Replacing magazines, belts, boxes, shells, cells, whatever.&lt;br /&gt;
|-&lt;br /&gt;
| Aim || Ranged: 2, Observe: 1 || None || 4 || Don't shoot until you see daylight on both sides.&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Ranged: 2, Observe: 2 || Prowess(Ranged): Special || Weapon +2 || Target a specific location/thing smaller than center-mass.&lt;br /&gt;
|-&lt;br /&gt;
| Quick-draw || Ranged: 3, Agility: 3 || Prowess(Agility) || Special || High noon!&lt;br /&gt;
|-&lt;br /&gt;
| Short Burst (3 rounds) || Ranged: 2 || Prowess(Ranged) || 2x Weapon recoil || &amp;quot;Short, controlled bursts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Long Burst (6 rounds) || Ranged: 3 || Prowess(Ranged) || 3x Weapon recoil || &amp;quot;You want some?&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Full Auto (20 rounds) || Ranged: 4 || Prowess(Ranged) || 4x Weapon recoil || &amp;quot;Sarge is dead man, let's get the fuck out of here!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Quick Reload || Ranged: 4, Agility: 3 || Focus(Agility): -1 || Special || Faster than basic reload.&lt;br /&gt;
|-&lt;br /&gt;
| Marksman Shot || Ranged: 5 || +1 || +2 || Aim and shoot in one fluid motion.&lt;br /&gt;
|-&lt;br /&gt;
| Twin Pistols || Ranged: 5, Agility: 4 || Prowess(Ranged): -1 || Weapon + Weapon -4 || Making John Woo proud since 1974&lt;br /&gt;
|-&lt;br /&gt;
| Vitals Shot || Ranged: 6, Observe: 4 || Prowess(Ranged): Special || Weapon +1 || A superior called shot for very specific parts of the human body.					&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Basic Aim ===&lt;br /&gt;
Adds a +1 to any subsequent shoot action.  The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming).  Only 1 basic aim action per shot.  Can be combined with other ranged attack types (called shots, burst fire, etc..) but not aims.&lt;br /&gt;
&lt;br /&gt;
=== Shoot ===&lt;br /&gt;
No explanation necessary, but you will get one anyhow.  A firing pin is a lightweight part, which serves to transfer energy from a spring-loaded hammer to the primer, while a striker is usually heavier, and is directly connected to the spring providing the energy to impact the primer. Striker mechanisms are generally simpler, since they combine the functions of hammer and firing pin in one&lt;br /&gt;
&lt;br /&gt;
=== Reload ===&lt;br /&gt;
Low skilled shooters can intentionally increase the reload time, adding a +1 modifier to the roll for every two extra ticks taken.&lt;br /&gt;
* 0 Successes:  The magazine/round is dropped at the character’s feet.  &lt;br /&gt;
* 1 success increases reload time by 5 ticks.  &lt;br /&gt;
* 2 successes increases reload time by 3 ticks.  &lt;br /&gt;
* 3 successes increases reload time by 1 tick.&lt;br /&gt;
* 4+ uses the base reload time.&lt;br /&gt;
&lt;br /&gt;
=== Aim ===&lt;br /&gt;
Adds a +1 to any subsequent shoot action.  The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming).  The maximum aim bonus is equal to Observe skill.  Can be combined with other ranged attack types (called shots, burst fire, etc..), just not other aims.&lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -2 for Limbs or small objects, -4 for heart (Damage +3), -5 for face (Damage +3), or tiny objects.  A called shot can be combined with bursts or aims but not full auto fire.&lt;br /&gt;
&lt;br /&gt;
=== Quick Draw ===&lt;br /&gt;
A Quick-Draw action requires the character to be in either light or unencumbered.  &lt;br /&gt;
* 0 Successes:  The weapon is dropped/thrown (margin of failure) meters away.&lt;br /&gt;
* 1 Success:  Increases draw time by 2 ticks.  &lt;br /&gt;
* 2 Successes:  Normal draw time.  &lt;br /&gt;
* 3-4 Successes:  Draw time - 1.&lt;br /&gt;
* 5+ Successes: Draw time -2.&lt;br /&gt;
&lt;br /&gt;
=== Short Burst ===&lt;br /&gt;
3 rounds.&lt;br /&gt;
* Short Burst (Searching):  +1 to hit.&lt;br /&gt;
* Short Burst (MDK): -1 to hit, +1 Damage.&lt;br /&gt;
&lt;br /&gt;
=== Long Burst ===&lt;br /&gt;
6 rounds.  Max aim bonus of +2.&lt;br /&gt;
* Long Burst (Searching):  +2 to hit.&lt;br /&gt;
* Long Burst (MDK): -2 to hit, +3 Damage.&lt;br /&gt;
&lt;br /&gt;
=== Full Auto ===&lt;br /&gt;
20 rounds.  Max aim bonus of +1.&lt;br /&gt;
* Full Auto (Searching):  +4 to hit.&lt;br /&gt;
* Full Auto (MDK): -3 to hit, +6 Damage.&lt;br /&gt;
* Full Auto (Cover): Free preemptive shot at -2 for next 12 ticks on anyone acting in cover area.&lt;br /&gt;
&lt;br /&gt;
=== Quick Reload ===&lt;br /&gt;
Allows a highly trained shooter to reload their weapon faster than normal.  Can only be performed with magazine/cell based weapons or revolvers using a faster-loader. &lt;br /&gt;
* 0 Successes:  The magazine/round is dropped at the character’s feet.  &lt;br /&gt;
* 1 Success:  Increases reload time by 3 ticks.  &lt;br /&gt;
* 2 Successes:  Normal reload time.&lt;br /&gt;
* 3-4 Successes:  Decrease reload time by 1 tick.&lt;br /&gt;
* 5+ Successes:  Decrease reload time by 2 ticks.&lt;br /&gt;
&lt;br /&gt;
=== Marksman Shot ===&lt;br /&gt;
This is a very fast and accurate Aim and Shoot action.  Considered a single action (cannot be interrupted like normal aim).  Cannot be combined with other actions except short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Twin Pistols ===&lt;br /&gt;
This maneuver allows the shooter to fire two pistols with the same action.  The shots are resolved separately but it counts as one action.  Offhand penalties still apply to the offhand shot.  An additional -1 penalty will apply to both actions if they are at different targets.  Cannot be combined with Aims or Bursts. &lt;br /&gt;
&lt;br /&gt;
=== Vitals Shot ===&lt;br /&gt;
A highly accurate center-mass (-2) or head (-4) vitals shot (Damage +3).   Combines with Short Bursts and/or Aims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Melee Maneuvers ==&lt;br /&gt;
Melee maneuver require a weapon to be in hand.  This includes maneuver for thrown weapons as well.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Attack || None || Action || Prowess(Weaponry) || - || The basic armed attack . &lt;br /&gt;
|-&lt;br /&gt;
| Throw || None || Action || Prowess(Weaponry) || - || The basic thrown attack.&lt;br /&gt;
|-&lt;br /&gt;
| Parry || Weaponry: 1, Observe: 2 || Reaction || Prowess(Weaponry) || -2 || The basic armed defense.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Block || Weaponry: 1, per shield || Reaction || Prowess(Weaponry): +Special || - || Armed defense with a handheld shield.&lt;br /&gt;
|-&lt;br /&gt;
| Hack || Weaponry: 1, Strength: 2 || Action || Prowess(Weaponry): -1 || +1 || Force &amp;gt; Finesse??&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Weaponry: 2, Observe: 2 || Action || Special || +2 || Anything other than &amp;quot;hitting them&amp;quot; can be a called shot.&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Weaponry: 2 || Action || Prowess(Weaponry): -1 || Special || Ramming Speed!&lt;br /&gt;
|-&lt;br /&gt;
| Quick Parry || Weaponry: 2, Observe: 2 || Reaction || Prowess(Weaponry): -2 || -4 || Faster, less effective parry.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Cover || Weaponry: 2 || Action || - || 2/3 || Taking cover behind your shield.&lt;br /&gt;
|-&lt;br /&gt;
| Stop Charge || Weaponry: 2 || Counterattack || Prowess(Weaponry): -2 || - || Set that spear and hold on for a ride.&lt;br /&gt;
|-&lt;br /&gt;
| Thrust || Weaponry: 2 || Action || Prowess(Weaponry): -1 || -1 || A quick, direct strike, favoring speed over trauma.&lt;br /&gt;
|-&lt;br /&gt;
| Backstab || Weaponry: 3, Observe: 2 || Action || Focus(Weaponry): -1 || +2 || A specialized, indefensible called shot requiring stealth.&lt;br /&gt;
|-&lt;br /&gt;
| Careful Throw || Weaponry: 3, Observe: 2 || Action || Prowess(Weaponry): +1 || +2 || A highly accurate, skillful throw.&lt;br /&gt;
|-&lt;br /&gt;
| Engage/Disengage || Weaponry: 3, Agility: 2 || Action/Reaction || Awareness(Weaponry) || 5 || Gap closing/making.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Bash || Weaponry: 3, per shield || Action || Prowess(Weaponry) || Special || An attack with the shield.&lt;br /&gt;
|-&lt;br /&gt;
| Cobra Strike || Weaponry: 4, Agility: 3 || Action || Prowess(Weaponry): -1 || Ready + Weapon: -2 || Used to draw and throw a weapon instantly.&lt;br /&gt;
|-&lt;br /&gt;
| Gut || Weaponry: 4, Unarmed: 2 || Action || Prowess(Weaponry): Special || - || A nasty, point blank attack that benefits from being close.&lt;br /&gt;
|-&lt;br /&gt;
| Lunge || Weaponry: 4, Agility: 3 || Action || Prowess(Weaponry): -2 || +1 || Covers large distance quickly to deliver force at an unexpected distance.&lt;br /&gt;
|-&lt;br /&gt;
| Power Parry || Weaponry: 4, Observe: 3 || Reaction || Prowess(Weaponry): +2 || - || The strongest parry.&lt;br /&gt;
|-&lt;br /&gt;
| Step Inside || Weaponry: 4, Agility: 3 || Counter attack || Awareness(Weaponry): -1 || 6 || Dodge AND engage in one smooth move.&lt;br /&gt;
|-&lt;br /&gt;
| Spin Slash || Weaponry: 5, Strength: 3 || Action || Prowess(Weaponry): -2 || +2 || The strongest melee attack, also the most reckless.&lt;br /&gt;
|-&lt;br /&gt;
| Disarm || Weaponry: 5, Observe: 3 || Action || Prowess(Weaponry): -2 || +2 || Ironically works better on weapons than arms.&lt;br /&gt;
|-&lt;br /&gt;
| Engage and Gut || Weaponry: 5, Unarmed: 3 || Action || -1 (to both) || Engage + Gut: -2 || A gut with a built-in engage.&lt;br /&gt;
|-&lt;br /&gt;
| Parry/Riposte || Weaponry: 5, Observe: 3 || Counter Attack || -2 (to both) || Parry + Strike: -2 || Parry and Strike in one perfect motion.&lt;br /&gt;
|-&lt;br /&gt;
| Parry Projectile || Weaponry: 6, Observe: 4 || Reaction || Prowess(Weaponry): Special || -4 || A fast parry for arrows and lasers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
The basic armed attack&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
The other basic armed attack.  &lt;br /&gt;
&lt;br /&gt;
=== Parry ===&lt;br /&gt;
The basic armed defense.  A parry is resolved as an Attack maneuver with the weapon in hand.  Damage done on the parry maneuver cancels damage done on the attack being parried.&lt;br /&gt;
&lt;br /&gt;
=== Shield Block ===&lt;br /&gt;
The basic defense using a hand-held shield.  Add the shield's Deflection + Absorb as bonus to the maneuver.  Use the shield's block value and block speed to resolve the parry.  &lt;br /&gt;
&lt;br /&gt;
=== Hack ===&lt;br /&gt;
When might must make right, Hack is the attack.  Hack adds +1 damage to the attack.&lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.&lt;br /&gt;
&lt;br /&gt;
=== Charge ===&lt;br /&gt;
The charge is a sort of clumsy attack where the attacker rushes the defender and puts extra velocity behind the strike.  It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run.  The attack adds +1 damage for every 2 ticks spent running prior to the maneuver (up to +3).  The attack suffers running penalties as well as the built in penalty.      &lt;br /&gt;
&lt;br /&gt;
=== Quick Parry ===&lt;br /&gt;
A quick parry functions exactly as a parry.  &lt;br /&gt;
&lt;br /&gt;
=== Shield Cover ===&lt;br /&gt;
Depending on the size of the shield the cover can be either 50/90% (or both).  The barrier value of the shield is equal to 2x Deflection + Absorb.  Shield cover can be maintained while moving but any actions suffer an additional -2 (in addition to cover penalties).  The shield cannot be used for any other actions while maintaining cover (cannot both get shield cover bonuses AND use it to block or bash).  &lt;br /&gt;
&lt;br /&gt;
=== Stop Charge ===&lt;br /&gt;
A stop charge is a counterattack designed to skewer a charging enemy.  Certain weapons (spear-like-things) have strong bonuses to this maneuver.  As with all counter attacks in a tie both parties take damage.  On success this maneuver will add bonus damage to the attack equivalent to whatever the charge attack's bonus was.  &lt;br /&gt;
&lt;br /&gt;
=== Thrust ===&lt;br /&gt;
A quick, harder to defend attack that sacrifices accuracy for speed.  Evasions against the Thrust get -1.&lt;br /&gt;
&lt;br /&gt;
=== Backstab ===&lt;br /&gt;
The target must be completely unaware that the attacker is behind them.  Counts as a vitals strike (Damage +1, Damage TN: +1)&lt;br /&gt;
&lt;br /&gt;
=== Careful Throw ===&lt;br /&gt;
The equivalent of an &amp;quot;aimed&amp;quot; throw.  &lt;br /&gt;
&lt;br /&gt;
=== Engage/Disengage ===&lt;br /&gt;
Closes the gap, giving smaller weapons an advantage and larger or ranged weapons a disadvantage.  Engage maneuvers can be countered by Disengage maneuvers and vice versa.  Every 2 successes can change the range of melee combat either direction (melee combat starts at the maximum range of Long).  Refer to the Engage/Disengage rules in the [[Dramatic Encounters]] section for further details.&lt;br /&gt;
&lt;br /&gt;
=== Shield Bash ===&lt;br /&gt;
The shield can be used offensively.  It suffers offhand penalties, but otherwise use the shield's stats for the maneuver.  Shield bashes cannot be parried (though they can be shield blocked).&lt;br /&gt;
&lt;br /&gt;
=== Cobra Strike ===&lt;br /&gt;
This is a single draw and strike maneuver with a thrown weapon.  Cannot make the attack faster than the base weapon speed (but can reduce the ready weapon cost to 0).  &lt;br /&gt;
&lt;br /&gt;
=== Gut ===&lt;br /&gt;
A favored maneuver of knife fighters who successfully close within a combatant’s defenses.  This strike is devastating and extremely hard to defend.  Requires a Small or Extra Small weapon.  The attack receives +1 for Engage: 2, +2 for Engage: 3 or Grapple: 1, and + for Grapple: 2.   &lt;br /&gt;
&lt;br /&gt;
=== Lunge ===&lt;br /&gt;
The lunge is used to cover large amounts of melee distance very quickly.  It compromises accuracy in exchange for distance.  This attack covers up to Speed/2 meters + Weapon Length as part of the attack. &lt;br /&gt;
&lt;br /&gt;
=== Power Parry ===&lt;br /&gt;
The most effective parry, at the expense of speed.&lt;br /&gt;
&lt;br /&gt;
=== Step Inside ===&lt;br /&gt;
This counterattack is actually a type of dodge/parry masking an Engage maneuver.  When successful this maneuver will result in every 2 net successes added to the current Engage level while also avoiding all damage from the attack.  Counts as a dodge for maneuver penalties (but not bonuses).  This is a very popular maneuver for unarmed combatants to get within grapple/disarm distance.  &lt;br /&gt;
&lt;br /&gt;
=== Spin Slash ===&lt;br /&gt;
The most powerful melee attack maneuver, but extremely inaccurate.  +4 damage, but all defensive maneuvers or counterattacks get +1.&lt;br /&gt;
&lt;br /&gt;
=== Disarm ===&lt;br /&gt;
I have no fucking idea.&lt;br /&gt;
&lt;br /&gt;
=== Engage and Gut ===&lt;br /&gt;
Resolve the Engage first, then the gut.  Target can react to both maneuvers if they choose.  Cannot be used as a counterattack to a disengage maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Parry/Riposte ===&lt;br /&gt;
A highly trained combatant has honed their reflexes to point of not just parrying the incoming attack but responding in kind with the same fluid motion.  Resolve the actions separately, however if the block fails the attack is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).&lt;br /&gt;
&lt;br /&gt;
=== Parry Projectile ===&lt;br /&gt;
For those crouching tiger, hidden dragon moments:  -2 for thrown weapons, -4 for arrows/bolts, -5 for bullets/lasers (presuming a light saber in hand).&lt;br /&gt;
&lt;br /&gt;
== Unarmed Maneuvers ==&lt;br /&gt;
Unarmed maneuvers cover everything from basic brawling to boxing to kung fu to wrestling.  Unarmed maneuvers can both be used while armed and/or against other armed opponents however there can be penalties depending on the maneuver.  Unarmed combat excels once the distance has been closed.  This section includes, attacks, defenses, and counterattacks.&lt;br /&gt;
&lt;br /&gt;
Note:  Damage is in the format of Damage @TN.  Unless otherwise stated unarmed damage is Stun damage.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Damage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Strike || None || Action || Prowess(Unarmed) || 6 || 5x1 @5 || The basic unarmed attack  &lt;br /&gt;
|-&lt;br /&gt;
| Kick || Unarmed: 1, Agility: 2 || Action || Prowess(Unarmed) || 7 || 4x1/1x3 @5 || A slower, more powerful basic unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
| Block || Unarmed: 1, Observe: 2 || Reaction || Prowess(Unarmed) || 5 || 5x1 @5 || The basic unarmed defense.&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Unarmed: 1 || Action || Prowess(Unarmed): -1 || 8 + Run || Special || Ramming Speed!&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Unarmed: 2, Observe: 2 || Action || Special || +2 || Special || Anything other than &amp;quot;hitting them&amp;quot; can be a called shot.&lt;br /&gt;
|-&lt;br /&gt;
| Elbow Strike || Unarmed: 2 || Action || Prowess(Unarmed): -2 || 5 || 5x1 @5 || A faster, harder to defend punch most useful when grappling.&lt;br /&gt;
|-&lt;br /&gt;
| Grapple || Unarmed: 2, Strength: 2 || Action/Reaction || Prowess(Unarmed) || 8 || - || The basic grapple attack, counter to a slip.&lt;br /&gt;
|-&lt;br /&gt;
| Knee Strike || Unarmed: 2, Agility: 2 || Action || Prowess(Unarmed): -2 || 6 || 4x1/1x3 @5 || A faster, harder to defend kick most useful when grappling.&lt;br /&gt;
|-&lt;br /&gt;
| Quick Block || Unarmed: 2, Observe: 2 || Reaction || Prowess(Unarmed): -2 || 3 || 5x1 @5 || Faster, less effective block.&lt;br /&gt;
|-&lt;br /&gt;
| Slip || Unarmed: 2, Agility: 2 || Action/Reaction || Prowess(Unarmed) || 6 || - || The counter to all grapple maneuvers (grapple, takedown, hold, throw).&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Throw || Unarmed: 3, Strength: 2 || Counterattack || Prowess(Unarmed): -Special || 8 || - || Counterattack against charges or leaping maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
| Headbutt || Unarmed: 3, Stamina: 2 || Action || Prowess(Unarmed): -2 || 5 || 5x1 @6 || A fast, brutal assault of the mind.&lt;br /&gt;
|-&lt;br /&gt;
| Leg Check || Unarmed: 3, Agility: 2 || Reaction || Prowess(Unarmed): -1 || 3 || 4x1/1x3 @5 || Fastest way to block a knee strike, kick, or martial kick.&lt;br /&gt;
|-&lt;br /&gt;
| Sweep || Unarmed: 3, Agility: 3 || Action || Focus(Unarmed) || 8 || - || How to get up once taken down.&lt;br /&gt;
|-&lt;br /&gt;
| Takedown || Unarmed: 3, Strength: 3 || Action || Prowess(Unarmed) || 10 || Special || May result in slightly homoerotic positions.&lt;br /&gt;
|-&lt;br /&gt;
| Throw || Unarmed: 3, Strength: 4 || Action || Prowess(Strength) || 11 || Special || Nobody tosses a Dwarf!&lt;br /&gt;
|-&lt;br /&gt;
| Trip Kick || Unarmed: 3, Agility: 1 || Action || Prowess(Unarmed) || 8 || Special || Specialized kick meant to down an opponent.&lt;br /&gt;
|-&lt;br /&gt;
| Catch Strike || Unarmed: 4, Agility: 2 || Counterattack || Prowess(Unarmed): -Special || 7 || - || A block that turns into a grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Hold || Unarmed: 4, Observe: 3 || Action/Reaction || Focus(Unarmed) || 8 || Special || Leg/Arm/Neck lock of some kind.  May involve someone's &amp;quot;rear&amp;quot;, being &amp;quot;naked&amp;quot;, and applying a &amp;quot;choke&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| Martial Block || Unarmed: 4, Stamina: 3 || Reaction || Prowess(Unarmed): +1 || 5 || 5x1 @5 || A strictly superior block for professional martial artists. &lt;br /&gt;
|-&lt;br /&gt;
| Martial Kick || Unarmed: 4, Agility: 3 || Action || Prowess(Unarmed): +1 || 7 || 4x1/1x3 @5 || A strictly superior kick for professional martial artists.  &lt;br /&gt;
|-&lt;br /&gt;
| Martial Strike || Unarmed: 4 || Action || Prowess(Unarmed): +1 || 6 || 5x1 @5 || A strictly superior strike for professional martial artists.&lt;br /&gt;
|-&lt;br /&gt;
| Sprawl || Unarmed: 4, Agility: 2 || Reaction || Prowess(Agility): +2 || 6 || - || A specialized counter against Takedowns and Throws.&lt;br /&gt;
|-&lt;br /&gt;
| Block/Strike || Unarmed: 5, Observe: 3 || Counterattack || -2 (to both) || Block + Strike: -3 || 5x1 @5 || Block and strike in one perfect motion.&lt;br /&gt;
|-&lt;br /&gt;
| Choke Hold || Unarmed: 5, Observe: 3 || Action || Focus(Unarmed) || 10 || Special || Anaconda, Triangle, Rear Naked, etc ...&lt;br /&gt;
|-&lt;br /&gt;
| Disarm || Unarmed: 5, Observe: 3 || Action || Prowess(Unarmed): -1 || 8 || - || Ironically works better on weapons than arms.&lt;br /&gt;
|-&lt;br /&gt;
| Leap Kick || Unarmed: 5, Agility: 4 || Action || Prowess(Agility): -2 || 11 || 2x1/4x3 @6 || A flashy kick.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike || Unarmed: 5, Agility: 3 || Action || Prowess(Unarmed): -2 || 4 || 5x1 @5 || The fastest unarmed attack.&lt;br /&gt;
|-&lt;br /&gt;
| Spinning Kick || Unarmed: 5, Agility: 3 || Action || Prowess(Unarmed): -2 || 9 || 2x1/4x3 @6 || A slower, more violent kick with devastating power.  Also looks awesome.&lt;br /&gt;
|-&lt;br /&gt;
| Unbalance || Unarmed: 5, Observe: 3 || Reaction || Prowess(Unarmed): -1 || 6 || - || A block that can unbalance the attacker.&lt;br /&gt;
|-&lt;br /&gt;
| Block Projectile || Unarmed: 6, Observe: 4 || Reaction || Prowess(Unarmed): -2 || 5 || 5x1 @5 || How to block arrows.&lt;br /&gt;
|-&lt;br /&gt;
| Nerve Strike || Unarmed: 6, Physick: 3 || Action || Focus(Unarmed): -3 || 8 || 5x1 @5 || Disabling strike.&lt;br /&gt;
|-&lt;br /&gt;
| Power Strike || Unarmed: 6 || Action || Prowess(Unarmed): -2 || 8 || 2x1/4x3 @6 || The most powerful strike, built to destroy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strike ===&lt;br /&gt;
The basic unarmed attack&lt;br /&gt;
&lt;br /&gt;
=== Kick ===&lt;br /&gt;
The other basic unarmed attack.  Slower than a punch but hits harder.  Also considered a large weapon for purposes of melee combat range.&lt;br /&gt;
&lt;br /&gt;
=== Block ===&lt;br /&gt;
The basic unarmed defense.  Can be attempted against all strikes and kicks.  Functions as an attack and damage from the block cancels damage from the attack.  Metal bracers/guards add +1 damage.  Attempting to block weapons adds a -2 to the maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Charge ===&lt;br /&gt;
The charge is a sort of clumsy attack where the attacker drives their body weight into the target.  It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run.  The base damage is 4x1 with each run tick action adding +1 damage (up to +4).  Both the attacker and defender can be knocked prone as a result of the charge.  The attacker must simply pass (1 success) a Prowess(Agility) roll, however regardless of if they keep their footing, the maneuver costs 5-successes extra ticks to execute as they recover their balance.  The defender must pass the same roll, but with a penalty equal to the total boxes of normal wounds taken from the charge (in addition to any wound penalties) to avoid being knocked prone.  Similarly the defender is also delayed 5-successes ticks, regardless of whether they go prone or not.  Finally the defender suffers additional damage should they fall equal to margin of failure (this is a separate instance of damage equal to (Margin of Failure)x1.  &lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.&lt;br /&gt;
&lt;br /&gt;
=== Elbow Strike ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Grapple ===&lt;br /&gt;
This maneuver requires the attacker to have both hands free.  Attempting to grapple with only one hand free suffers a -3.  When successfully completed this maneuver locks the two combatants in a standing grapple.  A grapple maneuver can be performed as a reaction to an initiated Slip or Sweep maneuver.  Refer to the grapple rules in the [[Dramatic Encounters]] section for further details.&lt;br /&gt;
&lt;br /&gt;
=== Knee Strike ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Quick Block ===&lt;br /&gt;
Trades efficacy for speed but otherwise functions as a standard block.  &lt;br /&gt;
&lt;br /&gt;
=== Slip ===&lt;br /&gt;
The maneuver requires both hands free.  Attempting to Slip with only 1 hand free suffers a -3 penalty.  It can be performed as a reaction to a grapple or hold maneuver or can be used as an initiated maneuver to reduce the current Grapple level.  Net successes on the maneuver reduce the grapple level.  Slip is used to counter to all grapple maneuvers (grapple, takedown, hold, and throw). &lt;br /&gt;
&lt;br /&gt;
=== Defensive Throw ===&lt;br /&gt;
This is used as an unarmed counter to charge or leaping maneuvers.  The penalty is -2 as a counter to unarmed attacks, -3 for armed.  As with a normal throw the target is thrown (Net successes / 2) meters and the target takes falling damage equal to (Net Successes -2)x1 @5.  If the maneuver resulted in 3 or more net successes the target is also prone. &lt;br /&gt;
&lt;br /&gt;
=== Headbutt ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.  The attacker takes half of the damage done.  Attempting a headbutt with a helmet on incurs an additional -1 penalty on the attack but adds a bonus +1-3 damage (depends on the helmet) that will not also apply to the attacker.  Alternatively headbutting someone wearing a helmet will cause the attacker to take an additional 1-3 damage.  Armor for purposes of reducing damage only applies (to either side) if helmets are worn.  Cannot be blocked (can be evaded).&lt;br /&gt;
&lt;br /&gt;
=== Leg Check  ===&lt;br /&gt;
Can be used to block most types of kicks (anything but a leaping or spinning kick).&lt;br /&gt;
&lt;br /&gt;
=== Sweep ===&lt;br /&gt;
The sweep maneuver is used by the bottom after a successful takedown to attempt to regain their feet.  The top can opt to counter the sweep with a reactive grapple maneuver.  Net successes counter the current Takedown score (potentially standing both combatants up)&lt;br /&gt;
&lt;br /&gt;
=== Takedown === &lt;br /&gt;
The takedown is a special type of grapple that when successful results in the attacker prone on top of the defender.  Grapple bonuses are applied to the takedown, making it much easier to perform if any degree of grapple has been previously attained.  It takes 3 net successes to succeed on the takedown.  Damage is equal to (net successes)x1 @5.  The resuling takedown level is equal to net successes -3.&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
The throw maneuver is by no means efficient but for a strong enough combatant it serves the purpose of serving as a crude takedown.  The target is thrown (Net Successes /2) meters and the damage roll is equal to (Net successes)x1 @5.  On 3 or more successes the target also lands prone.  +2 to any defense/evasion against a throw.&lt;br /&gt;
&lt;br /&gt;
=== Trip Kick ===&lt;br /&gt;
The trip kick is one of the more difficult maneuvers to properly execute however success plants an opponent in the extremely vulnerable position of being immediately adjacent and prone.  The attack and damage is executed as normal, however the target must pass a Prowess(Agility): - (Normal damage taken) to avoid falling.  If they fall they are prone and take additional damage (separate) instance equal to (margin of failure)x1 @5.&lt;br /&gt;
&lt;br /&gt;
=== Catch Strike ===&lt;br /&gt;
The penalty is 0 for a kick, -2 for a punch.  This is a counter to a punch or kick that results in a grapple.  Success on this maneuver results in a grapple of level equal to (Net Successes -1).  Failure (0 successes on the maneuver) results in the full strike damage + Margin of failure.       &lt;br /&gt;
&lt;br /&gt;
=== Hold ===&lt;br /&gt;
This maneuver includes all sorts of arm and leg locks that are designed to either seriously injure or incapacitate the recipient.  Hold attacks are defended with the Slip maneuver.  To perform a hold requires that either combatant have a grapple or takedown (regardless of position/level).  If performed by the dominant grappler yields the grapple position.  If the hold fails then the defender escapes and the two combatants are now adjacent (either prone or standing).  Likewise a failed/blocked hold by the bottom position fighter will worsen their effective grapple/takedown level by the net successes of the defender.  The base damage of the Hold Maneuver is 3x1 and Armor deflection is halved.         &lt;br /&gt;
&lt;br /&gt;
A successful Hold maneuver results in a third type of grapple position (the hold), with a value equal to (net successes) /2, round up, on the attack.  Further successful hold maneuvers will increase this value by (net successes) /2, round up.  This value is reduced by successful slip maneuvers performed when defending the hold, or when the target has tick priority and attempts a slip (the character performing the hold can counter the slip with a Hold reaction).  A person who is in a hold attempting any maneuver besides a Slip suffers -3 penalty.      &lt;br /&gt;
&lt;br /&gt;
Successive hold maneuvers (action or reaction) receive a bonus equal to the current Hold value (this can/will result in traumatic amounts of damage).  &lt;br /&gt;
&lt;br /&gt;
=== Martial Kick ===&lt;br /&gt;
A strictly superior basic kick.&lt;br /&gt;
&lt;br /&gt;
=== Martial Strike ===&lt;br /&gt;
A strictly superior basic strike.&lt;br /&gt;
&lt;br /&gt;
=== Martial Block ===&lt;br /&gt;
A strictly superior basic defense.&lt;br /&gt;
&lt;br /&gt;
=== Sprawl ===&lt;br /&gt;
This maneuver requires the attacker to have both hands free.  Attempting to sprawl with only one hand free suffers a -3 penalty.  The sprawl is a specialized defense specifically designed to stop the Takedown attack.&lt;br /&gt;
&lt;br /&gt;
=== Block/Strike ===&lt;br /&gt;
A highly trained combatant has honed their reflexes to point of not just blocking the incoming attack but responding in kind with the same fluid motion.  Resolve the actions separately, however if the block fails the strike is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).&lt;br /&gt;
&lt;br /&gt;
=== Choke Hold ===&lt;br /&gt;
Resolves exactly as a Hold, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue.  If they run out of Will they immediately pass out.&lt;br /&gt;
&lt;br /&gt;
=== Disarm ===&lt;br /&gt;
The disarm maneuver requires a grapple/takedown/hold.  The maneuver gets a bonus/penalty based on the size of the weapon (XS: -3, S: -1, L: +1, XL: +3).  The target can defend the maneuver with a standard Parry or Evasion however neither is particularly effective within the confines of a grapple.  &lt;br /&gt;
&lt;br /&gt;
=== Leap Kick ===&lt;br /&gt;
The ultimate in acrobatic fight attacks, the leap kick allows the attacker to both cover distance and strike at the same time.  The attacker can cover their Speed / 3 meters with this attack.  If they are performing a running leap then every 2 ticks spent running will add +1 damage and they can cover Speed / 2 meters, however the maneuver suffers another -1 attack penalty for a running leap kick.  No other attacker movement penalties apply to this attack. &lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
This attack comes in so fast that it’s hard to defend.  Defensive maneuvers of any kind suffer a -1 against this strike.  &lt;br /&gt;
&lt;br /&gt;
=== Spinning Kick ===&lt;br /&gt;
The spinning kick is a slower but more powerful version of the standard martial kick.  It’s also very Chuck Norris.&lt;br /&gt;
&lt;br /&gt;
=== Unbalance ===&lt;br /&gt;
This specialized block has the potential to unbalance the target, costing them precious time while they right themselves.  In addition to stopping it, Net successes increase the tick cost of the attack.&lt;br /&gt;
&lt;br /&gt;
=== Block Projectile ===&lt;br /&gt;
The master can effectively block thrown projectiles or even arrows.  If they wish to attempt to block arrows there is an additional -2 penalty. &lt;br /&gt;
&lt;br /&gt;
=== Nerve Strike ===&lt;br /&gt;
Resolves exactly as a martial strike, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue.  If they run out of Will they become immediately incapacitated.  &lt;br /&gt;
&lt;br /&gt;
=== Power Strike ===&lt;br /&gt;
The most powerful strike.  Since it is telegraphed all defenses are +1 against it.&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Actions_and_Maneuvers</id>
		<title>Actions and Maneuvers</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Actions_and_Maneuvers"/>
				<updated>2014-08-17T19:30:23Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: /* Unarmed Maneuvers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
At the core of the dramatic action system in Fatewalker are Actions and Maneuvers.  They have no distinct meaning (action are maneuvers are actions) but it's fun to say Actions AND Maneuvers.  Pretty much anything done within the confines of Ticks is considered an Action and this section hopes to enumerate all of the various kinds of Actions.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common Actions ==&lt;br /&gt;
Common actions include observation, dealing with objects in the environment or even using skills.  &lt;br /&gt;
&lt;br /&gt;
'''Common Actions (require Tick priority)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Tick Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Begin Movement || 2 || Either begin Walking, Running, Crawling, Climbing, or Swimming.  &lt;br /&gt;
|-&lt;br /&gt;
| Sprint || 3+ || Cover the most ground possible, but precludes other actions.  &lt;br /&gt;
|-&lt;br /&gt;
| Go Prone/Stand up || 2/3 || Down/Up. &lt;br /&gt;
|-&lt;br /&gt;
| Jump/Leap || 3/4 || Leap requires prior running (and room)&lt;br /&gt;
|-&lt;br /&gt;
| Other Acrobatics || 4-14 || Rule of thumb is: common sense time to complete Action in ticks + 2&lt;br /&gt;
|-&lt;br /&gt;
| Take Cover || 3/4  || (50/90%) - Requires cover, otherwise just go prone.&lt;br /&gt;
|-&lt;br /&gt;
| Look/Search/Observe || 5/9/2-16 || The various types of combat observation beyond the default situational awareness players enjoy (covered in [[Dramatic Scenes]])&lt;br /&gt;
|- &lt;br /&gt;
| Pickup object || 2/3/4(+1) || Hand or Chest Level/Above Head/Below knees (requires 2 hands) &lt;br /&gt;
|- &lt;br /&gt;
| Drop/Toss/Place Object || 1/2/3 || Dropping leaves object/weapon at feet.  Tossing drops it somewhere else.  Placing it leaves it on or in something within arm's reach. &lt;br /&gt;
|- &lt;br /&gt;
| Ready/Draw Weapon || 2-6 || Time depends on the size of the weapon.   &lt;br /&gt;
|-&lt;br /&gt;
| Use non-Action Skill || 7-20+ || Rule of thumb is: common sense time for Action in ticks + 2&lt;br /&gt;
|-&lt;br /&gt;
| Hold Action || 2 || Cost is minimum time spent “Held”, cannot initiate a preemptive action until at least 2 ticks has transpired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Common Actions (don't require tick priority)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Tick Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Stop Movement || 0 || Character is still in previous position (crawling = prone, swimming = treading, Running/Walking = Standing)&lt;br /&gt;
|- &lt;br /&gt;
| Change Movement || 0 || Character can change from Walking to Running or vice versa  &lt;br /&gt;
|-&lt;br /&gt;
| Continue Movement || 0 || Declares that the character will continue at their current pace for another 6 ticks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Begin Movement ===&lt;br /&gt;
It cost 2 ticks to begin moving from a stationary state.  This does not include standing up/going prone.  If the character is standing and wishes to crawl they must first go prone.  If the character is prone and wishes to do anything BUT crawl they must first stand up.  If they wish to climb they must be within a meter of their intended climbing surface.  Terrain penalties can apply based on the surface the character is climbing/crawling/walking/running/swimming across.  &lt;br /&gt;
&lt;br /&gt;
'''Speeds of Movement'''&lt;br /&gt;
* Walking:  (Speed) meters / 6 ticks&lt;br /&gt;
* Running:  (2xSpeed) meters / 6 ticks&lt;br /&gt;
* Crawling/Swimming:  (Speed / 3) meters / 6 ticks (round up)&lt;br /&gt;
* Climbing:  (Speed / 5) meters / 6 ticks (use fractions)&lt;br /&gt;
&lt;br /&gt;
=== Sprint ===&lt;br /&gt;
Sprinting requires a Prowess(Agility) roll.  Add successes from this roll to base speed and double it to determine the meters / 6 ticks of the rate of movement.  Sprinting is separate from the other forms of movement in that the character cannot initiate other actions while sprinting, it's an exclusive action just like most normal actions.&lt;br /&gt;
&lt;br /&gt;
=== Go Prone/Stand up ===&lt;br /&gt;
Sometimes lowering one's profile is the only form of cover available.&lt;br /&gt;
&lt;br /&gt;
=== Jump/Leap ===&lt;br /&gt;
To perform a jump the character must roll Prowess (Strength), and terrain modifiers can apply.  Every success adds 1 to the base speed (before encumbrance penalties) for the jump just like sprinting.  Running leaps require at least 5m of running distance and suffer a -3 penalty to the roll for each meter short.  The ticks required to cover the run-up distance is not factored into this action.&lt;br /&gt;
&lt;br /&gt;
* Vertical jump height is equal to Speed * 10cm.  &lt;br /&gt;
* Horizontal jump distance is equal to (Speed/3) meters&lt;br /&gt;
* Running lap distance is equal to (Speed/2) + 1 meters.  &lt;br /&gt;
&lt;br /&gt;
=== Other Acrobatics ===&lt;br /&gt;
Player characters are creative monsters.  &lt;br /&gt;
&lt;br /&gt;
=== Take Cover ===&lt;br /&gt;
Cover must be within 2 meters of the character otherwise they need to move there first.&lt;br /&gt;
&lt;br /&gt;
=== Quick Look ===&lt;br /&gt;
Most observation rolls should be done by the GM in secret (assuming a traditional chaotic evil GM).  Quick Look (or listen/feel/taste/smell) can be done to any single thing they are aware of.  Before they roll the player must ask a yes/no question to the GM regarding this thing.  The roll is '''Awareness(Search)''', 2-3 successes is a maybe, 4+ yields a definite yes or no.  Failure simply yields no information although dramatic failure should yield wrong information. &lt;br /&gt;
&lt;br /&gt;
=== Detailed Search ===&lt;br /&gt;
The character makes a focused effort to ascertain information about any single thing they are aware of.  The character must specify what they want to know/find and then they roll '''Focus(Search)'''.  Each success beyond 1 gives them an extra piece of information with 5 successes generally answering all of their questions.  Additional successes may give them more information than they were looking for.  Dramatic failures are the Gm's opportunity for true evil.&lt;br /&gt;
&lt;br /&gt;
=== Observe in Detail === &lt;br /&gt;
The character takes an appreciable amount of time to simply pay attention to what is going on around them.  They are not looking for anything specific, but rather trying to see what they can see.  The roll is '''Awareness(Observe)'''.  Each success beyond 1 generally yields 1 piece of interesting information about what is going on around them.  5 successes will usually provide the character with all obvious and relevant information around them.  Additional successes will reveal hidden information.&lt;br /&gt;
&lt;br /&gt;
=== Pickup Object ===&lt;br /&gt;
This action shouldn't require a roll unless the object is particularly difficult to get a hold of or heavy.  In either exceptional case it should take longer than the listed time.  &lt;br /&gt;
&lt;br /&gt;
=== Drop/Toss/Place Object ===&lt;br /&gt;
This should also be a fairly academic affair not requiring a roll unless the player is attempting to be precise.&lt;br /&gt;
&lt;br /&gt;
=== Ready/Draw Weapon ===&lt;br /&gt;
This action assumes the weapon is either in a sheathe/sling or at the character’s feet.  If the weapon is roughly at hand level the action takes 1 tick less.  If the weapon is stowed away securely or hidden in an inconvenient spot it can take an extra 1-10 ticks to ready.&lt;br /&gt;
* Extra Small: 2&lt;br /&gt;
* Small: 3&lt;br /&gt;
* Medium: 4&lt;br /&gt;
* Large: 5&lt;br /&gt;
* Extra Large: 6  &lt;br /&gt;
&lt;br /&gt;
=== Use non-Action Skill ===&lt;br /&gt;
Whenever a player wishes to execute a non-combat skill in combat time the GM must first decide how long it takes to perform the base skill.  Most non-combat actions will suffer a minor penalty (-1) simply due to the chaos of combat but this is up to the GM’s alignment/menstrual cycle.&lt;br /&gt;
&lt;br /&gt;
=== Hold Action ===&lt;br /&gt;
A character must have been &amp;quot;held&amp;quot; for at least 2 ticks before they can preempt any actions.  Until that point they can always break the hold to initiate any normal action.  Held actions are covered in detail in [[Dramatic Scenes]].  The one caveat to held actions is the character cannot be moving.  &lt;br /&gt;
&lt;br /&gt;
=== Change/Stop/Continue Movement ===&lt;br /&gt;
These actions all have to deal with the fact that every 6 ticks characters in motion must decide if they will stay that way.  All three of these movement actions occur simultaneously for all characters at the beginning of every tick.  If it matters declarations can be made in private but it should not matter outside of a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview of Combat Maneuvers ==&lt;br /&gt;
The term &amp;quot;Combat Maneuvers&amp;quot; refers to all of the following actions in this section.  What separates combat maneuvers from the Common actions above is that maneuvers require a base level of skill to effectively use.  The skill and the level required are listed in the tables below.  If a character does not possess the requisite level of skill they can of course attempt the maneuver but it will be at a penalty equal to the difference between their skill level and the requisite level.  If a skill requires two skills, take the higher penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Evasions ==&lt;br /&gt;
These Evasive actions are the standard means of avoiding as much damage as possible.  Evasions tend to be significantly more expensive than other forms of defensive action, but also offer the best chance of getting out of danger unscathed.   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Dodge || Agility: 1 || Reaction || Prowess (Agility): +3 || 8 || Cancels successes on Melee/Fight attacks&lt;br /&gt;
|-&lt;br /&gt;
| Evade AoE || Agility: 2 || Reaction || Prowess(Agility) || 7/8 || Puts distance between the character and the point of impact.&lt;br /&gt;
|-&lt;br /&gt;
| Sidestep || Observe: 2, Agility: 3 || Reaction || Prowess(Agility) ||	5 || Faster, less effective dodge.&lt;br /&gt;
|-&lt;br /&gt;
| Evasive Running || Agility: 3, Stamina: 3 || Initiated || Prowess(Agility) || 6 || An evasive form of running.&lt;br /&gt;
|-&lt;br /&gt;
| Leaping Dodge || Agility: 4 || Reaction || Prowess(Agility): +1 || 8 || Literally leap out of the way and cover distance with the dodge.&lt;br /&gt;
|-&lt;br /&gt;
| Redirect || Unarmed: 4, Observe: 3, Agility: 3 || Reaction || Prowess(Unarmed) || 7 || Forces the attacker to not only miss but change position.  &lt;br /&gt;
|-&lt;br /&gt;
| Footwork || Agility: 4 || Initiated || Awareness(Agility): -1 || 2 || A special type of combat movement that doesn't cover distance but assists defensive unarmed/armed maneuvers&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Fire || Agility: 5, Observe: 4 || Reaction || Special || Special || Combine with another dodge to have an attack hit a different target.&lt;br /&gt;
|-  &lt;br /&gt;
| Dodge Missile || Agility: 6 || Reaction || Awareness(Agility): -Special || 5 || The premier cruise missile defense mechanism of the 50th century.					&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dodge ===&lt;br /&gt;
Each success cancels one attack success.  '''Defender wins in a tie.'''  The most basic evasive maneuver, the defender attempts to avoid the attack at all costs.  Usually more effective than a parry and does not require a weapon but also typically slower.  &lt;br /&gt;
&lt;br /&gt;
=== Evade AoE ===&lt;br /&gt;
Every success increases distance between the point of impact and the character by one meter. Can automatically gain +2 meters by going prone as part of the action (the action takes one more tick).  Useful only for dodging grenades and other explosives, AoE attacks from projectile weapons cannot usually be dodged.&lt;br /&gt;
&lt;br /&gt;
=== Sidestep ===&lt;br /&gt;
A faster version of the normal dodge, trading efficacy for speed.  This dodge is fast enough that it can be used against thrown weapons with a -3 penalty.&lt;br /&gt;
&lt;br /&gt;
=== Evasive Running ===&lt;br /&gt;
Evasive Running is a special type of running movement (similar to sprinting) where the character is less concerned about anything other than covering distance and evading attacks.  Unlike normal running, Evasive Running is an initiated action and therefore the character cannot perform other actions at the same time.  The speed of Evasive Running is (2 x Base Speed) - 1.  The character makes the roll (running penalties will not apply to the roll, but terrain and all other normal penalties can).  Instead of the normal running target penalty ranged attacks against the character instead suffer (Successes -1) as a penalty and melee attacks suffer half this.  Evasive Running happens in 6 tick increments after which the character has to make another roll.  &lt;br /&gt;
&lt;br /&gt;
=== Leaping Dodge ===&lt;br /&gt;
An acrobatic/cinematic dodge, the character leaps out of the way of an attack and changes their location at the same time.  This maneuver is resolved as both a leap roll (the character can perform any of the leaps), and the dodge roll.    The dodge roll resolves as normal however if they get hit then they may fall as a result and need to make a Prowess(Agility): -(Total Damage Taken) roll.  They only need 1 success to avoid landing prone.&lt;br /&gt;
&lt;br /&gt;
=== Redirect ===&lt;br /&gt;
If the player successfully avoids the attack then they get to force the attacker to change position (usually moving past the defender) by 1 meter per net success (if the attacker scores 2 successes and the dodger scores 4, they can move the attacker 2 meters).  The redirect dodge is particularly effective against Engage, Charge, Grapple, and Takedown attacks, yielding a +3 bonus against them. &lt;br /&gt;
&lt;br /&gt;
=== Footwork ===&lt;br /&gt;
A defensive type of movement (cannot be used with any other movement) requiring an area that’s approximately 3x3 meters.  Successes can be added (once per success) to any parry or evade maneuvers made during the Footwork duration.  Cannot add more than 2 dice to any individual maneuver.  The Footwork maneuver lasts for 20 ticks after which it must be refreshed (doesn't cost 2 ticks to continue to perform it, but a new roll must be made to accrue new defensive bonus dice)&lt;br /&gt;
&lt;br /&gt;
=== Friendly Fire ===&lt;br /&gt;
Friendly fire can be used to modify either a dodge, sidestep, or leaping dodge to cause a hostile target to hit something/one else near the defender.  The dodge roll functions as normal except with a -1 penalty to the roll and +1 tick.  0 net successes results in a normal dodge. however if the defender scores 1 or more then they get to roll Prowess(Observe): + (Net Successes) as the new attack roll against the new target using the attacker's weapon's stats for damage (plus any of the attacker's trait bonuses such as Brute).  Penalties should apply to this new attack roll based on how far out of the way the new target is (it could very well be impossible) and the new target does get to react to the attack, however it will be at a -(Net successes) penalty due to the unexpected attack vector.&lt;br /&gt;
&lt;br /&gt;
=== Dodge Missile ===&lt;br /&gt;
An improved sidestep purely for dodging projectiles.  Can dodge bullets.  No penalty for thrown weapons, -2 for arrows, -4 for bullets/bolts, -6 for Lasers/Photons and pillars of fire from the sky, -8 for Tachyons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ranged Actions ==&lt;br /&gt;
These actions apply to slug-guns and their various post-modern counterparts.  All Ranged maneuvers are Initiated Actions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Basic Aim || Ranged: 0, Observe: 1 || None || 6 || Improves chances of hitting.&lt;br /&gt;
|-&lt;br /&gt;
| Shoot || Ranged: 1 ||	Prowess(Ranged) || Weapon || Caw-Caw, Bang!  Fuck, you're dead!&lt;br /&gt;
|-&lt;br /&gt;
| Reload || Ranged: 1 || Focus(Agility) || Special || Replacing magazines, belts, boxes, shells, cells, whatever.&lt;br /&gt;
|-&lt;br /&gt;
| Aim || Ranged: 2, Observe: 1 || None || 4 || Don't shoot until you see daylight on both sides.&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Ranged: 2, Observe: 2 || Prowess(Ranged): Special || Weapon +2 || Target a specific location/thing smaller than center-mass.&lt;br /&gt;
|-&lt;br /&gt;
| Quick-draw || Ranged: 3, Agility: 3 || Prowess(Agility) || Special || High noon!&lt;br /&gt;
|-&lt;br /&gt;
| Short Burst (3 rounds) || Ranged: 2 || Prowess(Ranged) || 2x Weapon recoil || &amp;quot;Short, controlled bursts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Long Burst (6 rounds) || Ranged: 3 || Prowess(Ranged) || 3x Weapon recoil || &amp;quot;You want some?&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Full Auto (20 rounds) || Ranged: 4 || Prowess(Ranged) || 4x Weapon recoil || &amp;quot;Sarge is dead man, let's get the fuck out of here!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Quick Reload || Ranged: 4, Agility: 3 || Focus(Agility): -1 || Special || Faster than basic reload.&lt;br /&gt;
|-&lt;br /&gt;
| Marksman Shot || Ranged: 5 || +1 || +2 || Aim and shoot in one fluid motion.&lt;br /&gt;
|-&lt;br /&gt;
| Twin Pistols || Ranged: 5, Agility: 4 || Prowess(Ranged): -1 || Weapon + Weapon -4 || Making John Woo proud since 1974&lt;br /&gt;
|-&lt;br /&gt;
| Vitals Shot || Ranged: 6, Observe: 4 || Prowess(Ranged): Special || Weapon +1 || A superior called shot for very specific parts of the human body.					&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Basic Aim ===&lt;br /&gt;
Adds a +1 to any subsequent shoot action.  The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming).  Only 1 basic aim action per shot.  Can be combined with other ranged attack types (called shots, burst fire, etc..) but not aims.&lt;br /&gt;
&lt;br /&gt;
=== Shoot ===&lt;br /&gt;
No explanation necessary, but you will get one anyhow.  A firing pin is a lightweight part, which serves to transfer energy from a spring-loaded hammer to the primer, while a striker is usually heavier, and is directly connected to the spring providing the energy to impact the primer. Striker mechanisms are generally simpler, since they combine the functions of hammer and firing pin in one&lt;br /&gt;
&lt;br /&gt;
=== Reload ===&lt;br /&gt;
Low skilled shooters can intentionally increase the reload time, adding a +1 modifier to the roll for every two extra ticks taken.&lt;br /&gt;
* 0 Successes:  The magazine/round is dropped at the character’s feet.  &lt;br /&gt;
* 1 success increases reload time by 5 ticks.  &lt;br /&gt;
* 2 successes increases reload time by 3 ticks.  &lt;br /&gt;
* 3 successes increases reload time by 1 tick.&lt;br /&gt;
* 4+ uses the base reload time.&lt;br /&gt;
&lt;br /&gt;
=== Aim ===&lt;br /&gt;
Adds a +1 to any subsequent shoot action.  The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming).  The maximum aim bonus is equal to Observe skill.  Can be combined with other ranged attack types (called shots, burst fire, etc..), just not other aims.&lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -2 for Limbs or small objects, -4 for heart (Damage +3), -5 for face (Damage +3), or tiny objects.  A called shot can be combined with bursts or aims but not full auto fire.&lt;br /&gt;
&lt;br /&gt;
=== Quick Draw ===&lt;br /&gt;
A Quick-Draw action requires the character to be in either light or unencumbered.  &lt;br /&gt;
* 0 Successes:  The weapon is dropped/thrown (margin of failure) meters away.&lt;br /&gt;
* 1 Success:  Increases draw time by 2 ticks.  &lt;br /&gt;
* 2 Successes:  Normal draw time.  &lt;br /&gt;
* 3-4 Successes:  Draw time - 1.&lt;br /&gt;
* 5+ Successes: Draw time -2.&lt;br /&gt;
&lt;br /&gt;
=== Short Burst ===&lt;br /&gt;
3 rounds.&lt;br /&gt;
* Short Burst (Searching):  +1 to hit.&lt;br /&gt;
* Short Burst (MDK): -1 to hit, +1 Damage.&lt;br /&gt;
&lt;br /&gt;
=== Long Burst ===&lt;br /&gt;
6 rounds.  Max aim bonus of +2.&lt;br /&gt;
* Long Burst (Searching):  +2 to hit.&lt;br /&gt;
* Long Burst (MDK): -2 to hit, +3 Damage.&lt;br /&gt;
&lt;br /&gt;
=== Full Auto ===&lt;br /&gt;
20 rounds.  Max aim bonus of +1.&lt;br /&gt;
* Full Auto (Searching):  +4 to hit.&lt;br /&gt;
* Full Auto (MDK): -3 to hit, +6 Damage.&lt;br /&gt;
* Full Auto (Cover): Free preemptive shot at -2 for next 12 ticks on anyone acting in cover area.&lt;br /&gt;
&lt;br /&gt;
=== Quick Reload ===&lt;br /&gt;
Allows a highly trained shooter to reload their weapon faster than normal.  Can only be performed with magazine/cell based weapons or revolvers using a faster-loader. &lt;br /&gt;
* 0 Successes:  The magazine/round is dropped at the character’s feet.  &lt;br /&gt;
* 1 Success:  Increases reload time by 3 ticks.  &lt;br /&gt;
* 2 Successes:  Normal reload time.&lt;br /&gt;
* 3-4 Successes:  Decrease reload time by 1 tick.&lt;br /&gt;
* 5+ Successes:  Decrease reload time by 2 ticks.&lt;br /&gt;
&lt;br /&gt;
=== Marksman Shot ===&lt;br /&gt;
This is a very fast and accurate Aim and Shoot action.  Considered a single action (cannot be interrupted like normal aim).  Cannot be combined with other actions except short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Twin Pistols ===&lt;br /&gt;
This maneuver allows the shooter to fire two pistols with the same action.  The shots are resolved separately but it counts as one action.  Offhand penalties still apply to the offhand shot.  An additional -1 penalty will apply to both actions if they are at different targets.  Cannot be combined with Aims or Bursts. &lt;br /&gt;
&lt;br /&gt;
=== Vitals Shot ===&lt;br /&gt;
A highly accurate center-mass (-2) or head (-4) vitals shot (Damage +3).   Combines with Short Bursts and/or Aims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Melee Maneuvers ==&lt;br /&gt;
Melee maneuver require a weapon to be in hand.  This includes maneuver for thrown weapons as well.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Attack || None || Action || Prowess(Weaponry) || - || The basic armed attack . &lt;br /&gt;
|-&lt;br /&gt;
| Throw || None || Action || Prowess(Weaponry) || - || The basic thrown attack.&lt;br /&gt;
|-&lt;br /&gt;
| Parry || Weaponry: 1, Observe: 2 || Reaction || Prowess(Weaponry) || -2 || The basic armed defense.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Block || Weaponry: 1, per shield || Reaction || Prowess(Weaponry): +Special || - || Armed defense with a handheld shield.&lt;br /&gt;
|-&lt;br /&gt;
| Hack || Weaponry: 1, Strength: 2 || Action || Prowess(Weaponry): -1 || +1 || Force &amp;gt; Finesse??&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Weaponry: 2, Observe: 2 || Action || Special || +2 || Anything other than &amp;quot;hitting them&amp;quot; can be a called shot.&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Weaponry: 2 || Action || Prowess(Weaponry): -1 || Special || Ramming Speed!&lt;br /&gt;
|-&lt;br /&gt;
| Quick Parry || Weaponry: 2, Observe: 2 || Reaction || Prowess(Weaponry): -2 || -4 || Faster, less effective parry.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Cover || Weaponry: 2 || Action || - || 2/3 || Taking cover behind your shield.&lt;br /&gt;
|-&lt;br /&gt;
| Stop Charge || Weaponry: 2 || Counterattack || Prowess(Weaponry): -2 || - || Set that spear and hold on for a ride.&lt;br /&gt;
|-&lt;br /&gt;
| Thrust || Weaponry: 2 || Action || Prowess(Weaponry): -1 || -1 || A quick, direct strike, favoring speed over trauma.&lt;br /&gt;
|-&lt;br /&gt;
| Backstab || Weaponry: 3, Observe: 2 || Action || Focus(Weaponry): -1 || +2 || A specialized, indefensible called shot requiring stealth.&lt;br /&gt;
|-&lt;br /&gt;
| Careful Throw || Weaponry: 3, Observe: 2 || Action || Prowess(Weaponry): +1 || +2 || A highly accurate, skillful throw.&lt;br /&gt;
|-&lt;br /&gt;
| Engage/Disengage || Weaponry: 3, Agility: 2 || Action/Reaction || Awareness(Weaponry) || 5 || Gap closing/making.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Bash || Weaponry: 3, per shield || Action || Prowess(Weaponry) || Special || An attack with the shield.&lt;br /&gt;
|-&lt;br /&gt;
| Cobra Strike || Weaponry: 4, Agility: 3 || Action || Prowess(Weaponry): -1 || Ready + Weapon: -2 || Used to draw and throw a weapon instantly.&lt;br /&gt;
|-&lt;br /&gt;
| Gut || Weaponry: 4, Unarmed: 2 || Action || Prowess(Weaponry): Special || - || A nasty, point blank attack that benefits from being close.&lt;br /&gt;
|-&lt;br /&gt;
| Lunge || Weaponry: 4, Agility: 3 || Action || Prowess(Weaponry): -2 || +1 || Covers large distance quickly to deliver force at an unexpected distance.&lt;br /&gt;
|-&lt;br /&gt;
| Power Parry || Weaponry: 4, Observe: 3 || Reaction || Prowess(Weaponry): +2 || - || The strongest parry.&lt;br /&gt;
|-&lt;br /&gt;
| Step Inside || Weaponry: 4, Agility: 3 || Counter attack || Awareness(Weaponry): -1 || 6 || Dodge AND engage in one smooth move.&lt;br /&gt;
|-&lt;br /&gt;
| Spin Slash || Weaponry: 5, Strength: 3 || Action || Prowess(Weaponry): -2 || +2 || The strongest melee attack, also the most reckless.&lt;br /&gt;
|-&lt;br /&gt;
| Disarm || Weaponry: 5, Observe: 3 || Action || Prowess(Weaponry): -2 || +2 || Ironically works better on weapons than arms.&lt;br /&gt;
|-&lt;br /&gt;
| Engage and Gut || Weaponry: 5, Unarmed: 3 || Action || -1 (to both) || Engage + Gut: -2 || A gut with a built-in engage.&lt;br /&gt;
|-&lt;br /&gt;
| Parry/Riposte || Weaponry: 5, Observe: 3 || Counter Attack || -2 (to both) || Parry + Strike: -2 || Parry and Strike in one perfect motion.&lt;br /&gt;
|-&lt;br /&gt;
| Parry Projectile || Weaponry: 6, Observe: 4 || Reaction || Prowess(Weaponry): Special || -4 || A fast parry for arrows and lasers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
The basic armed attack&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
The other basic armed attack.  &lt;br /&gt;
&lt;br /&gt;
=== Parry ===&lt;br /&gt;
The basic armed defense.  A parry is resolved as an Attack maneuver with the weapon in hand.  Damage done on the parry maneuver cancels damage done on the attack being parried.&lt;br /&gt;
&lt;br /&gt;
=== Shield Block ===&lt;br /&gt;
The basic defense using a hand-held shield.  Add the shield's Deflection + Absorb as bonus to the maneuver.  Use the shield's block value and block speed to resolve the parry.  &lt;br /&gt;
&lt;br /&gt;
=== Hack ===&lt;br /&gt;
When might must make right, Hack is the attack.  Hack adds +1 damage to the attack.&lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.&lt;br /&gt;
&lt;br /&gt;
=== Charge ===&lt;br /&gt;
The charge is a sort of clumsy attack where the attacker rushes the defender and puts extra velocity behind the strike.  It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run.  The attack adds +1 damage for every 2 ticks spent running prior to the maneuver (up to +3).  The attack suffers running penalties as well as the built in penalty.      &lt;br /&gt;
&lt;br /&gt;
=== Quick Parry ===&lt;br /&gt;
A quick parry functions exactly as a parry.  &lt;br /&gt;
&lt;br /&gt;
=== Shield Cover ===&lt;br /&gt;
Depending on the size of the shield the cover can be either 50/90% (or both).  The barrier value of the shield is equal to 2x Deflection + Absorb.  Shield cover can be maintained while moving but any actions suffer an additional -2 (in addition to cover penalties).  The shield cannot be used for any other actions while maintaining cover (cannot both get shield cover bonuses AND use it to block or bash).  &lt;br /&gt;
&lt;br /&gt;
=== Stop Charge ===&lt;br /&gt;
A stop charge is a counterattack designed to skewer a charging enemy.  Certain weapons (spear-like-things) have strong bonuses to this maneuver.  As with all counter attacks in a tie both parties take damage.  On success this maneuver will add bonus damage to the attack equivalent to whatever the charge attack's bonus was.  &lt;br /&gt;
&lt;br /&gt;
=== Thrust ===&lt;br /&gt;
A quick, harder to defend attack that sacrifices accuracy for speed.  Evasions against the Thrust get -1.&lt;br /&gt;
&lt;br /&gt;
=== Backstab ===&lt;br /&gt;
The target must be completely unaware that the attacker is behind them.  Counts as a vitals strike (Damage +1, Damage TN: +1)&lt;br /&gt;
&lt;br /&gt;
=== Careful Throw ===&lt;br /&gt;
The equivalent of an &amp;quot;aimed&amp;quot; throw.  &lt;br /&gt;
&lt;br /&gt;
=== Engage/Disengage ===&lt;br /&gt;
Closes the gap, giving smaller weapons an advantage and larger or ranged weapons a disadvantage.  Engage maneuvers can be countered by Disengage maneuvers and vice versa.  Every 2 successes can change the range of melee combat either direction (melee combat starts at the maximum range of Long).  Refer to the Engage/Disengage rules in the [[Dramatic Encounters]] section for further details.&lt;br /&gt;
&lt;br /&gt;
=== Shield Bash ===&lt;br /&gt;
The shield can be used offensively.  It suffers offhand penalties, but otherwise use the shield's stats for the maneuver.  Shield bashes cannot be parried (though they can be shield blocked).&lt;br /&gt;
&lt;br /&gt;
=== Cobra Strike ===&lt;br /&gt;
This is a single draw and strike maneuver with a thrown weapon.  Cannot make the attack faster than the base weapon speed (but can reduce the ready weapon cost to 0).  &lt;br /&gt;
&lt;br /&gt;
=== Gut ===&lt;br /&gt;
A favored maneuver of knife fighters who successfully close within a combatant’s defenses.  This strike is devastating and extremely hard to defend.  Requires a Small or Extra Small weapon.  The attack receives +1 for Engage: 2, +2 for Engage: 3 or Grapple: 1, and + for Grapple: 2.   &lt;br /&gt;
&lt;br /&gt;
=== Lunge ===&lt;br /&gt;
The lunge is used to cover large amounts of melee distance very quickly.  It compromises accuracy in exchange for distance.  This attack covers up to Speed/2 meters + Weapon Length as part of the attack. &lt;br /&gt;
&lt;br /&gt;
=== Power Parry ===&lt;br /&gt;
The most effective parry, at the expense of speed.&lt;br /&gt;
&lt;br /&gt;
=== Step Inside ===&lt;br /&gt;
This counterattack is actually a type of dodge/parry masking an Engage maneuver.  When successful this maneuver will result in every 2 net successes added to the current Engage level while also avoiding all damage from the attack.  Counts as a dodge for maneuver penalties (but not bonuses).  This is a very popular maneuver for unarmed combatants to get within grapple/disarm distance.  &lt;br /&gt;
&lt;br /&gt;
=== Spin Slash ===&lt;br /&gt;
The most powerful melee attack maneuver, but extremely inaccurate.  +4 damage, but all defensive maneuvers or counterattacks get +1.&lt;br /&gt;
&lt;br /&gt;
=== Disarm ===&lt;br /&gt;
I have no fucking idea.&lt;br /&gt;
&lt;br /&gt;
=== Engage and Gut ===&lt;br /&gt;
Resolve the Engage first, then the gut.  Target can react to both maneuvers if they choose.  Cannot be used as a counterattack to a disengage maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Parry/Riposte ===&lt;br /&gt;
A highly trained combatant has honed their reflexes to point of not just parrying the incoming attack but responding in kind with the same fluid motion.  Resolve the actions separately, however if the block fails the attack is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).&lt;br /&gt;
&lt;br /&gt;
=== Parry Projectile ===&lt;br /&gt;
For those crouching tiger, hidden dragon moments:  -2 for thrown weapons, -4 for arrows/bolts, -5 for bullets/lasers (presuming a light saber in hand).&lt;br /&gt;
&lt;br /&gt;
== Unarmed Maneuvers ==&lt;br /&gt;
Unarmed maneuvers cover everything from basic brawling to boxing to kung fu to wrestling.  Unarmed maneuvers can both be used while armed and/or against other armed opponents however there can be penalties depending on the maneuver.  Unarmed combat excels once the distance has been closed.  This section includes, attacks, defenses, and counterattacks.&lt;br /&gt;
&lt;br /&gt;
Note:  Damage is in the format of Damage @TN.  Unless otherwise stated unarmed damage is Stun damage.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Damage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Strike || None || Action || Prowess(Unarmed) || 6 || 5x1 @5 || The basic unarmed attack  &lt;br /&gt;
|-&lt;br /&gt;
| Kick || Unarmed: 1, Agility: 2 || Action || Prowess(Unarmed) || 7 || 4x1/1x3 @5 || A slower, more powerful basic unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
| Block || Unarmed: 1, Observe: 2 || Reaction || Prowess(Unarmed) || 5 || 5x1 @5 || The basic unarmed defense.&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Unarmed: 1 || Action || Prowess(Unarmed): -1 || 8 + Run || Special || Ramming Speed!&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Unarmed: 2, Observe: 2 || Action || Special || +2 || Special || Anything other than &amp;quot;hitting them&amp;quot; can be a called shot.&lt;br /&gt;
|-&lt;br /&gt;
| Elbow Strike || Unarmed: 2 || Action || Prowess(Unarmed): -2 || 5 || 5x1 @5 || A faster, harder to defend punch most useful when grappling.&lt;br /&gt;
|-&lt;br /&gt;
| Grapple || Unarmed: 2, Strength: 2 || Action/Reaction || Prowess(Unarmed) || 8 || - || The basic grapple attack, counter to a slip.&lt;br /&gt;
|-&lt;br /&gt;
| Knee Strike || Unarmed: 2, Agility: 2 || Action || Prowess(Unarmed): -2 || 6 || 4x1/1x3 @5 || A faster, harder to defend kick most useful when grappling.&lt;br /&gt;
|-&lt;br /&gt;
| Quick Block || Unarmed: 2, Observe: 2 || Reaction || Prowess(Unarmed): -2 || 3 || 5x1 @5 || Faster, less effective block.&lt;br /&gt;
|-&lt;br /&gt;
| Slip || Unarmed: 2, Agility: 2 || Action/Reaction || Prowess(Unarmed) || 6 || - || The counter to all grapple maneuvers (grapple, takedown, hold, throw).&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Throw || Unarmed: 3, Strength: 2 || Counterattack || Prowess(Unarmed): -Special || 8 || - || Counterattack against charges or leaping maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
| Headbutt || Unarmed: 3, Stamina: 2 || Action || Prowess(Unarmed): -2 || 5 || 5x1 @6 || A fast, brutal assault of the mind.&lt;br /&gt;
|-&lt;br /&gt;
| Leg Check || Unarmed: 3, Agility: 2 || Reaction || Prowess(Unarmed): -1 || 3 || 4x1/1x3 @5 || Fastest way to block a knee strike, kick, or martial kick.&lt;br /&gt;
|-&lt;br /&gt;
| Sweep || Unarmed: 3, Agility: 3 || Action || Focus(Unarmed) || 8 || - || How to get up once taken down.&lt;br /&gt;
|-&lt;br /&gt;
| Takedown || Unarmed: 3, Strength: 3 || Action || Prowess(Unarmed) || 10 || Special || May result in slightly homoerotic positions.&lt;br /&gt;
|-&lt;br /&gt;
| Throw || Unarmed: 3, Strength: 4 || Action || Prowess(Strength) || 11 || Special || Nobody tosses a Dwarf!&lt;br /&gt;
|-&lt;br /&gt;
| Trip Kick || Unarmed: 3, Agility: 1 || Action || Prowess(Unarmed) || 8 || Special || Specialized kick meant to down an opponent.&lt;br /&gt;
|-&lt;br /&gt;
| Catch Strike || Unarmed: 4, Agility: 2 || Counterattack || Prowess(Unarmed): -Special || 7 || - || A block that turns into a grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Hold || Unarmed: 4, Observe: 3 || Action/Reaction || Focus(Unarmed) || 8 || Special || Leg/Arm/Neck lock of some kind.  May involve someone's &amp;quot;rear&amp;quot;, being &amp;quot;naked&amp;quot;, and applying a &amp;quot;choke&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| Martial Block || Unarmed: 4, Stamina: 3 || Reaction || Prowess(Unarmed): +1 || 5 || 5x1 @5 || A strictly superior block for professional martial artists. &lt;br /&gt;
|-&lt;br /&gt;
| Martial Kick || Unarmed: 4, Agility: 3 || Action || Prowess(Unarmed): +1 || 7 || 4x1/1x3 @5 || A strictly superior kick for professional martial artists.  &lt;br /&gt;
|-&lt;br /&gt;
| Martial Strike || Unarmed: 4 || Action || Prowess(Unarmed): +1 || 6 || 5x1 @5 || A strictly superior strike for professional martial artists.&lt;br /&gt;
|-&lt;br /&gt;
| Sprawl || Unarmed: 4, Agility: 2 || Reaction || Prowess(Agility): +2 || 6 || - || A specialized counter against Takedowns and Throws.&lt;br /&gt;
|-&lt;br /&gt;
| Block/Strike || Unarmed: 5, Observe: 3 || Counterattack || -2 (to both) || Block + Strike: -3 || 5x1 @5 || Block and strike in one perfect motion.&lt;br /&gt;
|-&lt;br /&gt;
| Choke Hold || Unarmed: 5, Observe: 3 || Action || Focus(Unarmed) || 10 || Special || Anaconda, Triangle, Rear Naked, etc ...&lt;br /&gt;
|-&lt;br /&gt;
| Disarm || Unarmed: 5, Observe: 3 || Action || Prowess(Unarmed): -1 || 8 || - || Ironically works better on weapons than arms.&lt;br /&gt;
|-&lt;br /&gt;
| Leap Kick || Unarmed: 5, Agility: 4 || Action || Prowess(Agility): -2 || 11 || 2x1/4x3 @6 || A flashy kick.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike || Unarmed: 5, Agility: 3 || Action || Prowess(Unarmed): -2 || 4 || 5x1 @5 || The fastest unarmed attack.&lt;br /&gt;
|-&lt;br /&gt;
| Spinning Kick || Unarmed: 5, Agility: 3 || Action || Prowess(Unarmed): -2 || 9 || 2x1/4x3 @6 || A slower, more violent kick with devastating power.  Also looks awesome.&lt;br /&gt;
|-&lt;br /&gt;
| Unbalance || Unarmed: 5, Observe: 3 || Reaction || Prowess(Unarmed): -1 || 6 || - || A block that can unbalance the attacker.&lt;br /&gt;
|-&lt;br /&gt;
| Block Projectile || Unarmed: 6, Observe: 4 || Reaction || Prowess(Unarmed): -2 || 5 || 5x1 @5 || How to block arrows.&lt;br /&gt;
|-&lt;br /&gt;
| Nerve Strike || Unarmed: 6, Physick: 3 || Action || Focus(Unarmed): -3 || 8 || 5x1 @5 || Disabling strike.&lt;br /&gt;
|-&lt;br /&gt;
| Power Strike || Unarmed: 6 || Action || Prowess(Unarmed): -2 || 8 || 3x1/3x3 @6 || The most powerful strike, built to destroy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strike ===&lt;br /&gt;
The basic unarmed attack&lt;br /&gt;
&lt;br /&gt;
=== Kick ===&lt;br /&gt;
The other basic unarmed attack.  Slower than a punch but hits harder.  Also considered a large weapon for purposes of melee combat range.&lt;br /&gt;
&lt;br /&gt;
=== Block ===&lt;br /&gt;
The basic unarmed defense.  Can be attempted against all strikes and kicks.  Functions as an attack and damage from the block cancels damage from the attack.  Metal bracers/guards add +1 damage.  Attempting to block weapons adds a -2 to the maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Charge ===&lt;br /&gt;
The charge is a sort of clumsy attack where the attacker drives their body weight into the target.  It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run.  The base damage is 4x1 with each run tick action adding +1 damage (up to +4).  Both the attacker and defender can be knocked prone as a result of the charge.  The attacker must simply pass (1 success) a Prowess(Agility) roll, however regardless of if they keep their footing, the maneuver costs 5-successes extra ticks to execute as they recover their balance.  The defender must pass the same roll, but with a penalty equal to the total boxes of normal wounds taken from the charge (in addition to any wound penalties) to avoid being knocked prone.  Similarly the defender is also delayed 5-successes ticks, regardless of whether they go prone or not.  Finally the defender suffers additional damage should they fall equal to margin of failure (this is a separate instance of damage equal to (Margin of Failure)x1.  &lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.&lt;br /&gt;
&lt;br /&gt;
=== Elbow Strike ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Grapple ===&lt;br /&gt;
This maneuver requires the attacker to have both hands free.  Attempting to grapple with only one hand free suffers a -3.  When successfully completed this maneuver locks the two combatants in a standing grapple.  A grapple maneuver can be performed as a reaction to an initiated Slip or Sweep maneuver.  Refer to the grapple rules in the [[Dramatic Encounters]] section for further details.&lt;br /&gt;
&lt;br /&gt;
=== Knee Strike ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Quick Block ===&lt;br /&gt;
Trades efficacy for speed but otherwise functions as a standard block.  &lt;br /&gt;
&lt;br /&gt;
=== Slip ===&lt;br /&gt;
The maneuver requires both hands free.  Attempting to Slip with only 1 hand free suffers a -3 penalty.  It can be performed as a reaction to a grapple or hold maneuver or can be used as an initiated maneuver to reduce the current Grapple level.  Net successes on the maneuver reduce the grapple level.  Slip is used to counter to all grapple maneuvers (grapple, takedown, hold, and throw). &lt;br /&gt;
&lt;br /&gt;
=== Defensive Throw ===&lt;br /&gt;
This is used as an unarmed counter to charge or leaping maneuvers.  The penalty is -2 as a counter to unarmed attacks, -3 for armed.  As with a normal throw the target is thrown (Net successes / 2) meters and the target takes falling damage equal to (Net Successes -2)x1 @5.  If the maneuver resulted in 3 or more net successes the target is also prone. &lt;br /&gt;
&lt;br /&gt;
=== Headbutt ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.  The attacker takes half of the damage done.  Attempting a headbutt with a helmet on incurs an additional -1 penalty on the attack but adds a bonus +1-3 damage (depends on the helmet) that will not also apply to the attacker.  Alternatively headbutting someone wearing a helmet will cause the attacker to take an additional 1-3 damage.  Armor for purposes of reducing damage only applies (to either side) if helmets are worn.  Cannot be blocked (can be evaded).&lt;br /&gt;
&lt;br /&gt;
=== Leg Check  ===&lt;br /&gt;
Can be used to block most types of kicks (anything but a leaping or spinning kick).&lt;br /&gt;
&lt;br /&gt;
=== Sweep ===&lt;br /&gt;
The sweep maneuver is used by the bottom after a successful takedown to attempt to regain their feet.  The top can opt to counter the sweep with a reactive grapple maneuver.  Net successes counter the current Takedown score (potentially standing both combatants up)&lt;br /&gt;
&lt;br /&gt;
=== Takedown === &lt;br /&gt;
The takedown is a special type of grapple that when successful results in the attacker prone on top of the defender.  Grapple bonuses are applied to the takedown, making it much easier to perform if any degree of grapple has been previously attained.  It takes 3 net successes to succeed on the takedown.  Damage is equal to (net successes)x1 @5.  The resuling takedown level is equal to net successes -3.&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
The throw maneuver is by no means efficient but for a strong enough combatant it serves the purpose of serving as a crude takedown.  The target is thrown (Net Successes /2) meters and the damage roll is equal to (Net successes)x1 @5.  On 3 or more successes the target also lands prone.  +2 to any defense/evasion against a throw.&lt;br /&gt;
&lt;br /&gt;
=== Trip Kick ===&lt;br /&gt;
The trip kick is one of the more difficult maneuvers to properly execute however success plants an opponent in the extremely vulnerable position of being immediately adjacent and prone.  The attack and damage is executed as normal, however the target must pass a Prowess(Agility): - (Normal damage taken) to avoid falling.  If they fall they are prone and take additional damage (separate) instance equal to (margin of failure)x1 @5.&lt;br /&gt;
&lt;br /&gt;
=== Catch Strike ===&lt;br /&gt;
The penalty is 0 for a kick, -2 for a punch.  This is a counter to a punch or kick that results in a grapple.  Success on this maneuver results in a grapple of level equal to (Net Successes -1).  Failure (0 successes on the maneuver) results in the full strike damage + Margin of failure.       &lt;br /&gt;
&lt;br /&gt;
=== Hold ===&lt;br /&gt;
This maneuver includes all sorts of arm and leg locks that are designed to either seriously injure or incapacitate the recipient.  Hold attacks are defended with the Slip maneuver.  To perform a hold requires that either combatant have a grapple or takedown (regardless of position/level).  If performed by the dominant grappler yields the grapple position.  If the hold fails then the defender escapes and the two combatants are now adjacent (either prone or standing).  Likewise a failed/blocked hold by the bottom position fighter will worsen their effective grapple/takedown level by the net successes of the defender.  The base damage of the Hold Maneuver is 3x1 and Armor deflection is halved.         &lt;br /&gt;
&lt;br /&gt;
A successful Hold maneuver results in a third type of grapple position (the hold), with a value equal to (net successes) /2, round up, on the attack.  Further successful hold maneuvers will increase this value by (net successes) /2, round up.  This value is reduced by successful slip maneuvers performed when defending the hold, or when the target has tick priority and attempts a slip (the character performing the hold can counter the slip with a Hold reaction).  A person who is in a hold attempting any maneuver besides a Slip suffers -3 penalty.      &lt;br /&gt;
&lt;br /&gt;
Successive hold maneuvers (action or reaction) receive a bonus equal to the current Hold value (this can/will result in traumatic amounts of damage).  &lt;br /&gt;
&lt;br /&gt;
=== Martial Kick ===&lt;br /&gt;
A strictly superior basic kick.&lt;br /&gt;
&lt;br /&gt;
=== Martial Strike ===&lt;br /&gt;
A strictly superior basic strike.&lt;br /&gt;
&lt;br /&gt;
=== Martial Block ===&lt;br /&gt;
A strictly superior basic defense.&lt;br /&gt;
&lt;br /&gt;
=== Sprawl ===&lt;br /&gt;
This maneuver requires the attacker to have both hands free.  Attempting to sprawl with only one hand free suffers a -3 penalty.  The sprawl is a specialized defense specifically designed to stop the Takedown attack.&lt;br /&gt;
&lt;br /&gt;
=== Block/Strike ===&lt;br /&gt;
A highly trained combatant has honed their reflexes to point of not just blocking the incoming attack but responding in kind with the same fluid motion.  Resolve the actions separately, however if the block fails the strike is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).&lt;br /&gt;
&lt;br /&gt;
=== Choke Hold ===&lt;br /&gt;
Resolves exactly as a Hold, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue.  If they run out of Will they immediately pass out.&lt;br /&gt;
&lt;br /&gt;
=== Disarm ===&lt;br /&gt;
The disarm maneuver requires a grapple/takedown/hold.  The maneuver gets a bonus/penalty based on the size of the weapon (XS: -3, S: -1, L: +1, XL: +3).  The target can defend the maneuver with a standard Parry or Evasion however neither is particularly effective within the confines of a grapple.  &lt;br /&gt;
&lt;br /&gt;
=== Leap Kick ===&lt;br /&gt;
The ultimate in acrobatic fight attacks, the leap kick allows the attacker to both cover distance and strike at the same time.  The attacker can cover their Speed / 3 meters with this attack.  If they are performing a running leap then every 2 ticks spent running will add +1 damage and they can cover Speed / 2 meters, however the maneuver suffers another -1 attack penalty for a running leap kick.  No other attacker movement penalties apply to this attack. &lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
This attack comes in so fast that it’s hard to defend.  Defensive maneuvers of any kind suffer a -1 against this strike.  &lt;br /&gt;
&lt;br /&gt;
=== Spinning Kick ===&lt;br /&gt;
The spinning kick is a slower but more powerful version of the standard martial kick.  It’s also very Chuck Norris.&lt;br /&gt;
&lt;br /&gt;
=== Unbalance ===&lt;br /&gt;
This specialized block has the potential to unbalance the target, costing them precious time while they right themselves.  In addition to stopping it, Net successes increase the tick cost of the attack.&lt;br /&gt;
&lt;br /&gt;
=== Block Projectile ===&lt;br /&gt;
The master can effectively block thrown projectiles or even arrows.  If they wish to attempt to block arrows there is an additional -2 penalty. &lt;br /&gt;
&lt;br /&gt;
=== Nerve Strike ===&lt;br /&gt;
Resolves exactly as a martial strike, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue.  If they run out of Will they become immediately incapacitated.  &lt;br /&gt;
&lt;br /&gt;
=== Power Strike ===&lt;br /&gt;
The most powerful strike.  Since it is telegraphed all defenses are +1 against it.&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Actions_and_Maneuvers</id>
		<title>Actions and Maneuvers</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Actions_and_Maneuvers"/>
				<updated>2014-08-17T19:24:30Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: /* Unarmed Maneuvers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
At the core of the dramatic action system in Fatewalker are Actions and Maneuvers.  They have no distinct meaning (action are maneuvers are actions) but it's fun to say Actions AND Maneuvers.  Pretty much anything done within the confines of Ticks is considered an Action and this section hopes to enumerate all of the various kinds of Actions.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common Actions ==&lt;br /&gt;
Common actions include observation, dealing with objects in the environment or even using skills.  &lt;br /&gt;
&lt;br /&gt;
'''Common Actions (require Tick priority)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Tick Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Begin Movement || 2 || Either begin Walking, Running, Crawling, Climbing, or Swimming.  &lt;br /&gt;
|-&lt;br /&gt;
| Sprint || 3+ || Cover the most ground possible, but precludes other actions.  &lt;br /&gt;
|-&lt;br /&gt;
| Go Prone/Stand up || 2/3 || Down/Up. &lt;br /&gt;
|-&lt;br /&gt;
| Jump/Leap || 3/4 || Leap requires prior running (and room)&lt;br /&gt;
|-&lt;br /&gt;
| Other Acrobatics || 4-14 || Rule of thumb is: common sense time to complete Action in ticks + 2&lt;br /&gt;
|-&lt;br /&gt;
| Take Cover || 3/4  || (50/90%) - Requires cover, otherwise just go prone.&lt;br /&gt;
|-&lt;br /&gt;
| Look/Search/Observe || 5/9/2-16 || The various types of combat observation beyond the default situational awareness players enjoy (covered in [[Dramatic Scenes]])&lt;br /&gt;
|- &lt;br /&gt;
| Pickup object || 2/3/4(+1) || Hand or Chest Level/Above Head/Below knees (requires 2 hands) &lt;br /&gt;
|- &lt;br /&gt;
| Drop/Toss/Place Object || 1/2/3 || Dropping leaves object/weapon at feet.  Tossing drops it somewhere else.  Placing it leaves it on or in something within arm's reach. &lt;br /&gt;
|- &lt;br /&gt;
| Ready/Draw Weapon || 2-6 || Time depends on the size of the weapon.   &lt;br /&gt;
|-&lt;br /&gt;
| Use non-Action Skill || 7-20+ || Rule of thumb is: common sense time for Action in ticks + 2&lt;br /&gt;
|-&lt;br /&gt;
| Hold Action || 2 || Cost is minimum time spent “Held”, cannot initiate a preemptive action until at least 2 ticks has transpired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Common Actions (don't require tick priority)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Tick Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Stop Movement || 0 || Character is still in previous position (crawling = prone, swimming = treading, Running/Walking = Standing)&lt;br /&gt;
|- &lt;br /&gt;
| Change Movement || 0 || Character can change from Walking to Running or vice versa  &lt;br /&gt;
|-&lt;br /&gt;
| Continue Movement || 0 || Declares that the character will continue at their current pace for another 6 ticks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Begin Movement ===&lt;br /&gt;
It cost 2 ticks to begin moving from a stationary state.  This does not include standing up/going prone.  If the character is standing and wishes to crawl they must first go prone.  If the character is prone and wishes to do anything BUT crawl they must first stand up.  If they wish to climb they must be within a meter of their intended climbing surface.  Terrain penalties can apply based on the surface the character is climbing/crawling/walking/running/swimming across.  &lt;br /&gt;
&lt;br /&gt;
'''Speeds of Movement'''&lt;br /&gt;
* Walking:  (Speed) meters / 6 ticks&lt;br /&gt;
* Running:  (2xSpeed) meters / 6 ticks&lt;br /&gt;
* Crawling/Swimming:  (Speed / 3) meters / 6 ticks (round up)&lt;br /&gt;
* Climbing:  (Speed / 5) meters / 6 ticks (use fractions)&lt;br /&gt;
&lt;br /&gt;
=== Sprint ===&lt;br /&gt;
Sprinting requires a Prowess(Agility) roll.  Add successes from this roll to base speed and double it to determine the meters / 6 ticks of the rate of movement.  Sprinting is separate from the other forms of movement in that the character cannot initiate other actions while sprinting, it's an exclusive action just like most normal actions.&lt;br /&gt;
&lt;br /&gt;
=== Go Prone/Stand up ===&lt;br /&gt;
Sometimes lowering one's profile is the only form of cover available.&lt;br /&gt;
&lt;br /&gt;
=== Jump/Leap ===&lt;br /&gt;
To perform a jump the character must roll Prowess (Strength), and terrain modifiers can apply.  Every success adds 1 to the base speed (before encumbrance penalties) for the jump just like sprinting.  Running leaps require at least 5m of running distance and suffer a -3 penalty to the roll for each meter short.  The ticks required to cover the run-up distance is not factored into this action.&lt;br /&gt;
&lt;br /&gt;
* Vertical jump height is equal to Speed * 10cm.  &lt;br /&gt;
* Horizontal jump distance is equal to (Speed/3) meters&lt;br /&gt;
* Running lap distance is equal to (Speed/2) + 1 meters.  &lt;br /&gt;
&lt;br /&gt;
=== Other Acrobatics ===&lt;br /&gt;
Player characters are creative monsters.  &lt;br /&gt;
&lt;br /&gt;
=== Take Cover ===&lt;br /&gt;
Cover must be within 2 meters of the character otherwise they need to move there first.&lt;br /&gt;
&lt;br /&gt;
=== Quick Look ===&lt;br /&gt;
Most observation rolls should be done by the GM in secret (assuming a traditional chaotic evil GM).  Quick Look (or listen/feel/taste/smell) can be done to any single thing they are aware of.  Before they roll the player must ask a yes/no question to the GM regarding this thing.  The roll is '''Awareness(Search)''', 2-3 successes is a maybe, 4+ yields a definite yes or no.  Failure simply yields no information although dramatic failure should yield wrong information. &lt;br /&gt;
&lt;br /&gt;
=== Detailed Search ===&lt;br /&gt;
The character makes a focused effort to ascertain information about any single thing they are aware of.  The character must specify what they want to know/find and then they roll '''Focus(Search)'''.  Each success beyond 1 gives them an extra piece of information with 5 successes generally answering all of their questions.  Additional successes may give them more information than they were looking for.  Dramatic failures are the Gm's opportunity for true evil.&lt;br /&gt;
&lt;br /&gt;
=== Observe in Detail === &lt;br /&gt;
The character takes an appreciable amount of time to simply pay attention to what is going on around them.  They are not looking for anything specific, but rather trying to see what they can see.  The roll is '''Awareness(Observe)'''.  Each success beyond 1 generally yields 1 piece of interesting information about what is going on around them.  5 successes will usually provide the character with all obvious and relevant information around them.  Additional successes will reveal hidden information.&lt;br /&gt;
&lt;br /&gt;
=== Pickup Object ===&lt;br /&gt;
This action shouldn't require a roll unless the object is particularly difficult to get a hold of or heavy.  In either exceptional case it should take longer than the listed time.  &lt;br /&gt;
&lt;br /&gt;
=== Drop/Toss/Place Object ===&lt;br /&gt;
This should also be a fairly academic affair not requiring a roll unless the player is attempting to be precise.&lt;br /&gt;
&lt;br /&gt;
=== Ready/Draw Weapon ===&lt;br /&gt;
This action assumes the weapon is either in a sheathe/sling or at the character’s feet.  If the weapon is roughly at hand level the action takes 1 tick less.  If the weapon is stowed away securely or hidden in an inconvenient spot it can take an extra 1-10 ticks to ready.&lt;br /&gt;
* Extra Small: 2&lt;br /&gt;
* Small: 3&lt;br /&gt;
* Medium: 4&lt;br /&gt;
* Large: 5&lt;br /&gt;
* Extra Large: 6  &lt;br /&gt;
&lt;br /&gt;
=== Use non-Action Skill ===&lt;br /&gt;
Whenever a player wishes to execute a non-combat skill in combat time the GM must first decide how long it takes to perform the base skill.  Most non-combat actions will suffer a minor penalty (-1) simply due to the chaos of combat but this is up to the GM’s alignment/menstrual cycle.&lt;br /&gt;
&lt;br /&gt;
=== Hold Action ===&lt;br /&gt;
A character must have been &amp;quot;held&amp;quot; for at least 2 ticks before they can preempt any actions.  Until that point they can always break the hold to initiate any normal action.  Held actions are covered in detail in [[Dramatic Scenes]].  The one caveat to held actions is the character cannot be moving.  &lt;br /&gt;
&lt;br /&gt;
=== Change/Stop/Continue Movement ===&lt;br /&gt;
These actions all have to deal with the fact that every 6 ticks characters in motion must decide if they will stay that way.  All three of these movement actions occur simultaneously for all characters at the beginning of every tick.  If it matters declarations can be made in private but it should not matter outside of a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview of Combat Maneuvers ==&lt;br /&gt;
The term &amp;quot;Combat Maneuvers&amp;quot; refers to all of the following actions in this section.  What separates combat maneuvers from the Common actions above is that maneuvers require a base level of skill to effectively use.  The skill and the level required are listed in the tables below.  If a character does not possess the requisite level of skill they can of course attempt the maneuver but it will be at a penalty equal to the difference between their skill level and the requisite level.  If a skill requires two skills, take the higher penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Evasions ==&lt;br /&gt;
These Evasive actions are the standard means of avoiding as much damage as possible.  Evasions tend to be significantly more expensive than other forms of defensive action, but also offer the best chance of getting out of danger unscathed.   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Dodge || Agility: 1 || Reaction || Prowess (Agility): +3 || 8 || Cancels successes on Melee/Fight attacks&lt;br /&gt;
|-&lt;br /&gt;
| Evade AoE || Agility: 2 || Reaction || Prowess(Agility) || 7/8 || Puts distance between the character and the point of impact.&lt;br /&gt;
|-&lt;br /&gt;
| Sidestep || Observe: 2, Agility: 3 || Reaction || Prowess(Agility) ||	5 || Faster, less effective dodge.&lt;br /&gt;
|-&lt;br /&gt;
| Evasive Running || Agility: 3, Stamina: 3 || Initiated || Prowess(Agility) || 6 || An evasive form of running.&lt;br /&gt;
|-&lt;br /&gt;
| Leaping Dodge || Agility: 4 || Reaction || Prowess(Agility): +1 || 8 || Literally leap out of the way and cover distance with the dodge.&lt;br /&gt;
|-&lt;br /&gt;
| Redirect || Unarmed: 4, Observe: 3, Agility: 3 || Reaction || Prowess(Unarmed) || 7 || Forces the attacker to not only miss but change position.  &lt;br /&gt;
|-&lt;br /&gt;
| Footwork || Agility: 4 || Initiated || Awareness(Agility): -1 || 2 || A special type of combat movement that doesn't cover distance but assists defensive unarmed/armed maneuvers&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Fire || Agility: 5, Observe: 4 || Reaction || Special || Special || Combine with another dodge to have an attack hit a different target.&lt;br /&gt;
|-  &lt;br /&gt;
| Dodge Missile || Agility: 6 || Reaction || Awareness(Agility): -Special || 5 || The premier cruise missile defense mechanism of the 50th century.					&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dodge ===&lt;br /&gt;
Each success cancels one attack success.  '''Defender wins in a tie.'''  The most basic evasive maneuver, the defender attempts to avoid the attack at all costs.  Usually more effective than a parry and does not require a weapon but also typically slower.  &lt;br /&gt;
&lt;br /&gt;
=== Evade AoE ===&lt;br /&gt;
Every success increases distance between the point of impact and the character by one meter. Can automatically gain +2 meters by going prone as part of the action (the action takes one more tick).  Useful only for dodging grenades and other explosives, AoE attacks from projectile weapons cannot usually be dodged.&lt;br /&gt;
&lt;br /&gt;
=== Sidestep ===&lt;br /&gt;
A faster version of the normal dodge, trading efficacy for speed.  This dodge is fast enough that it can be used against thrown weapons with a -3 penalty.&lt;br /&gt;
&lt;br /&gt;
=== Evasive Running ===&lt;br /&gt;
Evasive Running is a special type of running movement (similar to sprinting) where the character is less concerned about anything other than covering distance and evading attacks.  Unlike normal running, Evasive Running is an initiated action and therefore the character cannot perform other actions at the same time.  The speed of Evasive Running is (2 x Base Speed) - 1.  The character makes the roll (running penalties will not apply to the roll, but terrain and all other normal penalties can).  Instead of the normal running target penalty ranged attacks against the character instead suffer (Successes -1) as a penalty and melee attacks suffer half this.  Evasive Running happens in 6 tick increments after which the character has to make another roll.  &lt;br /&gt;
&lt;br /&gt;
=== Leaping Dodge ===&lt;br /&gt;
An acrobatic/cinematic dodge, the character leaps out of the way of an attack and changes their location at the same time.  This maneuver is resolved as both a leap roll (the character can perform any of the leaps), and the dodge roll.    The dodge roll resolves as normal however if they get hit then they may fall as a result and need to make a Prowess(Agility): -(Total Damage Taken) roll.  They only need 1 success to avoid landing prone.&lt;br /&gt;
&lt;br /&gt;
=== Redirect ===&lt;br /&gt;
If the player successfully avoids the attack then they get to force the attacker to change position (usually moving past the defender) by 1 meter per net success (if the attacker scores 2 successes and the dodger scores 4, they can move the attacker 2 meters).  The redirect dodge is particularly effective against Engage, Charge, Grapple, and Takedown attacks, yielding a +3 bonus against them. &lt;br /&gt;
&lt;br /&gt;
=== Footwork ===&lt;br /&gt;
A defensive type of movement (cannot be used with any other movement) requiring an area that’s approximately 3x3 meters.  Successes can be added (once per success) to any parry or evade maneuvers made during the Footwork duration.  Cannot add more than 2 dice to any individual maneuver.  The Footwork maneuver lasts for 20 ticks after which it must be refreshed (doesn't cost 2 ticks to continue to perform it, but a new roll must be made to accrue new defensive bonus dice)&lt;br /&gt;
&lt;br /&gt;
=== Friendly Fire ===&lt;br /&gt;
Friendly fire can be used to modify either a dodge, sidestep, or leaping dodge to cause a hostile target to hit something/one else near the defender.  The dodge roll functions as normal except with a -1 penalty to the roll and +1 tick.  0 net successes results in a normal dodge. however if the defender scores 1 or more then they get to roll Prowess(Observe): + (Net Successes) as the new attack roll against the new target using the attacker's weapon's stats for damage (plus any of the attacker's trait bonuses such as Brute).  Penalties should apply to this new attack roll based on how far out of the way the new target is (it could very well be impossible) and the new target does get to react to the attack, however it will be at a -(Net successes) penalty due to the unexpected attack vector.&lt;br /&gt;
&lt;br /&gt;
=== Dodge Missile ===&lt;br /&gt;
An improved sidestep purely for dodging projectiles.  Can dodge bullets.  No penalty for thrown weapons, -2 for arrows, -4 for bullets/bolts, -6 for Lasers/Photons and pillars of fire from the sky, -8 for Tachyons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ranged Actions ==&lt;br /&gt;
These actions apply to slug-guns and their various post-modern counterparts.  All Ranged maneuvers are Initiated Actions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Basic Aim || Ranged: 0, Observe: 1 || None || 6 || Improves chances of hitting.&lt;br /&gt;
|-&lt;br /&gt;
| Shoot || Ranged: 1 ||	Prowess(Ranged) || Weapon || Caw-Caw, Bang!  Fuck, you're dead!&lt;br /&gt;
|-&lt;br /&gt;
| Reload || Ranged: 1 || Focus(Agility) || Special || Replacing magazines, belts, boxes, shells, cells, whatever.&lt;br /&gt;
|-&lt;br /&gt;
| Aim || Ranged: 2, Observe: 1 || None || 4 || Don't shoot until you see daylight on both sides.&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Ranged: 2, Observe: 2 || Prowess(Ranged): Special || Weapon +2 || Target a specific location/thing smaller than center-mass.&lt;br /&gt;
|-&lt;br /&gt;
| Quick-draw || Ranged: 3, Agility: 3 || Prowess(Agility) || Special || High noon!&lt;br /&gt;
|-&lt;br /&gt;
| Short Burst (3 rounds) || Ranged: 2 || Prowess(Ranged) || 2x Weapon recoil || &amp;quot;Short, controlled bursts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Long Burst (6 rounds) || Ranged: 3 || Prowess(Ranged) || 3x Weapon recoil || &amp;quot;You want some?&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Full Auto (20 rounds) || Ranged: 4 || Prowess(Ranged) || 4x Weapon recoil || &amp;quot;Sarge is dead man, let's get the fuck out of here!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Quick Reload || Ranged: 4, Agility: 3 || Focus(Agility): -1 || Special || Faster than basic reload.&lt;br /&gt;
|-&lt;br /&gt;
| Marksman Shot || Ranged: 5 || +1 || +2 || Aim and shoot in one fluid motion.&lt;br /&gt;
|-&lt;br /&gt;
| Twin Pistols || Ranged: 5, Agility: 4 || Prowess(Ranged): -1 || Weapon + Weapon -4 || Making John Woo proud since 1974&lt;br /&gt;
|-&lt;br /&gt;
| Vitals Shot || Ranged: 6, Observe: 4 || Prowess(Ranged): Special || Weapon +1 || A superior called shot for very specific parts of the human body.					&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Basic Aim ===&lt;br /&gt;
Adds a +1 to any subsequent shoot action.  The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming).  Only 1 basic aim action per shot.  Can be combined with other ranged attack types (called shots, burst fire, etc..) but not aims.&lt;br /&gt;
&lt;br /&gt;
=== Shoot ===&lt;br /&gt;
No explanation necessary, but you will get one anyhow.  A firing pin is a lightweight part, which serves to transfer energy from a spring-loaded hammer to the primer, while a striker is usually heavier, and is directly connected to the spring providing the energy to impact the primer. Striker mechanisms are generally simpler, since they combine the functions of hammer and firing pin in one&lt;br /&gt;
&lt;br /&gt;
=== Reload ===&lt;br /&gt;
Low skilled shooters can intentionally increase the reload time, adding a +1 modifier to the roll for every two extra ticks taken.&lt;br /&gt;
* 0 Successes:  The magazine/round is dropped at the character’s feet.  &lt;br /&gt;
* 1 success increases reload time by 5 ticks.  &lt;br /&gt;
* 2 successes increases reload time by 3 ticks.  &lt;br /&gt;
* 3 successes increases reload time by 1 tick.&lt;br /&gt;
* 4+ uses the base reload time.&lt;br /&gt;
&lt;br /&gt;
=== Aim ===&lt;br /&gt;
Adds a +1 to any subsequent shoot action.  The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming).  The maximum aim bonus is equal to Observe skill.  Can be combined with other ranged attack types (called shots, burst fire, etc..), just not other aims.&lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -2 for Limbs or small objects, -4 for heart (Damage +3), -5 for face (Damage +3), or tiny objects.  A called shot can be combined with bursts or aims but not full auto fire.&lt;br /&gt;
&lt;br /&gt;
=== Quick Draw ===&lt;br /&gt;
A Quick-Draw action requires the character to be in either light or unencumbered.  &lt;br /&gt;
* 0 Successes:  The weapon is dropped/thrown (margin of failure) meters away.&lt;br /&gt;
* 1 Success:  Increases draw time by 2 ticks.  &lt;br /&gt;
* 2 Successes:  Normal draw time.  &lt;br /&gt;
* 3-4 Successes:  Draw time - 1.&lt;br /&gt;
* 5+ Successes: Draw time -2.&lt;br /&gt;
&lt;br /&gt;
=== Short Burst ===&lt;br /&gt;
3 rounds.&lt;br /&gt;
* Short Burst (Searching):  +1 to hit.&lt;br /&gt;
* Short Burst (MDK): -1 to hit, +1 Damage.&lt;br /&gt;
&lt;br /&gt;
=== Long Burst ===&lt;br /&gt;
6 rounds.  Max aim bonus of +2.&lt;br /&gt;
* Long Burst (Searching):  +2 to hit.&lt;br /&gt;
* Long Burst (MDK): -2 to hit, +3 Damage.&lt;br /&gt;
&lt;br /&gt;
=== Full Auto ===&lt;br /&gt;
20 rounds.  Max aim bonus of +1.&lt;br /&gt;
* Full Auto (Searching):  +4 to hit.&lt;br /&gt;
* Full Auto (MDK): -3 to hit, +6 Damage.&lt;br /&gt;
* Full Auto (Cover): Free preemptive shot at -2 for next 12 ticks on anyone acting in cover area.&lt;br /&gt;
&lt;br /&gt;
=== Quick Reload ===&lt;br /&gt;
Allows a highly trained shooter to reload their weapon faster than normal.  Can only be performed with magazine/cell based weapons or revolvers using a faster-loader. &lt;br /&gt;
* 0 Successes:  The magazine/round is dropped at the character’s feet.  &lt;br /&gt;
* 1 Success:  Increases reload time by 3 ticks.  &lt;br /&gt;
* 2 Successes:  Normal reload time.&lt;br /&gt;
* 3-4 Successes:  Decrease reload time by 1 tick.&lt;br /&gt;
* 5+ Successes:  Decrease reload time by 2 ticks.&lt;br /&gt;
&lt;br /&gt;
=== Marksman Shot ===&lt;br /&gt;
This is a very fast and accurate Aim and Shoot action.  Considered a single action (cannot be interrupted like normal aim).  Cannot be combined with other actions except short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Twin Pistols ===&lt;br /&gt;
This maneuver allows the shooter to fire two pistols with the same action.  The shots are resolved separately but it counts as one action.  Offhand penalties still apply to the offhand shot.  An additional -1 penalty will apply to both actions if they are at different targets.  Cannot be combined with Aims or Bursts. &lt;br /&gt;
&lt;br /&gt;
=== Vitals Shot ===&lt;br /&gt;
A highly accurate center-mass (-2) or head (-4) vitals shot (Damage +3).   Combines with Short Bursts and/or Aims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Melee Maneuvers ==&lt;br /&gt;
Melee maneuver require a weapon to be in hand.  This includes maneuver for thrown weapons as well.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Attack || None || Action || Prowess(Weaponry) || - || The basic armed attack . &lt;br /&gt;
|-&lt;br /&gt;
| Throw || None || Action || Prowess(Weaponry) || - || The basic thrown attack.&lt;br /&gt;
|-&lt;br /&gt;
| Parry || Weaponry: 1, Observe: 2 || Reaction || Prowess(Weaponry) || -2 || The basic armed defense.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Block || Weaponry: 1, per shield || Reaction || Prowess(Weaponry): +Special || - || Armed defense with a handheld shield.&lt;br /&gt;
|-&lt;br /&gt;
| Hack || Weaponry: 1, Strength: 2 || Action || Prowess(Weaponry): -1 || +1 || Force &amp;gt; Finesse??&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Weaponry: 2, Observe: 2 || Action || Special || +2 || Anything other than &amp;quot;hitting them&amp;quot; can be a called shot.&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Weaponry: 2 || Action || Prowess(Weaponry): -1 || Special || Ramming Speed!&lt;br /&gt;
|-&lt;br /&gt;
| Quick Parry || Weaponry: 2, Observe: 2 || Reaction || Prowess(Weaponry): -2 || -4 || Faster, less effective parry.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Cover || Weaponry: 2 || Action || - || 2/3 || Taking cover behind your shield.&lt;br /&gt;
|-&lt;br /&gt;
| Stop Charge || Weaponry: 2 || Counterattack || Prowess(Weaponry): -2 || - || Set that spear and hold on for a ride.&lt;br /&gt;
|-&lt;br /&gt;
| Thrust || Weaponry: 2 || Action || Prowess(Weaponry): -1 || -1 || A quick, direct strike, favoring speed over trauma.&lt;br /&gt;
|-&lt;br /&gt;
| Backstab || Weaponry: 3, Observe: 2 || Action || Focus(Weaponry): -1 || +2 || A specialized, indefensible called shot requiring stealth.&lt;br /&gt;
|-&lt;br /&gt;
| Careful Throw || Weaponry: 3, Observe: 2 || Action || Prowess(Weaponry): +1 || +2 || A highly accurate, skillful throw.&lt;br /&gt;
|-&lt;br /&gt;
| Engage/Disengage || Weaponry: 3, Agility: 2 || Action/Reaction || Awareness(Weaponry) || 5 || Gap closing/making.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Bash || Weaponry: 3, per shield || Action || Prowess(Weaponry) || Special || An attack with the shield.&lt;br /&gt;
|-&lt;br /&gt;
| Cobra Strike || Weaponry: 4, Agility: 3 || Action || Prowess(Weaponry): -1 || Ready + Weapon: -2 || Used to draw and throw a weapon instantly.&lt;br /&gt;
|-&lt;br /&gt;
| Gut || Weaponry: 4, Unarmed: 2 || Action || Prowess(Weaponry): Special || - || A nasty, point blank attack that benefits from being close.&lt;br /&gt;
|-&lt;br /&gt;
| Lunge || Weaponry: 4, Agility: 3 || Action || Prowess(Weaponry): -2 || +1 || Covers large distance quickly to deliver force at an unexpected distance.&lt;br /&gt;
|-&lt;br /&gt;
| Power Parry || Weaponry: 4, Observe: 3 || Reaction || Prowess(Weaponry): +2 || - || The strongest parry.&lt;br /&gt;
|-&lt;br /&gt;
| Step Inside || Weaponry: 4, Agility: 3 || Counter attack || Awareness(Weaponry): -1 || 6 || Dodge AND engage in one smooth move.&lt;br /&gt;
|-&lt;br /&gt;
| Spin Slash || Weaponry: 5, Strength: 3 || Action || Prowess(Weaponry): -2 || +2 || The strongest melee attack, also the most reckless.&lt;br /&gt;
|-&lt;br /&gt;
| Disarm || Weaponry: 5, Observe: 3 || Action || Prowess(Weaponry): -2 || +2 || Ironically works better on weapons than arms.&lt;br /&gt;
|-&lt;br /&gt;
| Engage and Gut || Weaponry: 5, Unarmed: 3 || Action || -1 (to both) || Engage + Gut: -2 || A gut with a built-in engage.&lt;br /&gt;
|-&lt;br /&gt;
| Parry/Riposte || Weaponry: 5, Observe: 3 || Counter Attack || -2 (to both) || Parry + Strike: -2 || Parry and Strike in one perfect motion.&lt;br /&gt;
|-&lt;br /&gt;
| Parry Projectile || Weaponry: 6, Observe: 4 || Reaction || Prowess(Weaponry): Special || -4 || A fast parry for arrows and lasers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
The basic armed attack&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
The other basic armed attack.  &lt;br /&gt;
&lt;br /&gt;
=== Parry ===&lt;br /&gt;
The basic armed defense.  A parry is resolved as an Attack maneuver with the weapon in hand.  Damage done on the parry maneuver cancels damage done on the attack being parried.&lt;br /&gt;
&lt;br /&gt;
=== Shield Block ===&lt;br /&gt;
The basic defense using a hand-held shield.  Add the shield's Deflection + Absorb as bonus to the maneuver.  Use the shield's block value and block speed to resolve the parry.  &lt;br /&gt;
&lt;br /&gt;
=== Hack ===&lt;br /&gt;
When might must make right, Hack is the attack.  Hack adds +1 damage to the attack.&lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.&lt;br /&gt;
&lt;br /&gt;
=== Charge ===&lt;br /&gt;
The charge is a sort of clumsy attack where the attacker rushes the defender and puts extra velocity behind the strike.  It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run.  The attack adds +1 damage for every 2 ticks spent running prior to the maneuver (up to +3).  The attack suffers running penalties as well as the built in penalty.      &lt;br /&gt;
&lt;br /&gt;
=== Quick Parry ===&lt;br /&gt;
A quick parry functions exactly as a parry.  &lt;br /&gt;
&lt;br /&gt;
=== Shield Cover ===&lt;br /&gt;
Depending on the size of the shield the cover can be either 50/90% (or both).  The barrier value of the shield is equal to 2x Deflection + Absorb.  Shield cover can be maintained while moving but any actions suffer an additional -2 (in addition to cover penalties).  The shield cannot be used for any other actions while maintaining cover (cannot both get shield cover bonuses AND use it to block or bash).  &lt;br /&gt;
&lt;br /&gt;
=== Stop Charge ===&lt;br /&gt;
A stop charge is a counterattack designed to skewer a charging enemy.  Certain weapons (spear-like-things) have strong bonuses to this maneuver.  As with all counter attacks in a tie both parties take damage.  On success this maneuver will add bonus damage to the attack equivalent to whatever the charge attack's bonus was.  &lt;br /&gt;
&lt;br /&gt;
=== Thrust ===&lt;br /&gt;
A quick, harder to defend attack that sacrifices accuracy for speed.  Evasions against the Thrust get -1.&lt;br /&gt;
&lt;br /&gt;
=== Backstab ===&lt;br /&gt;
The target must be completely unaware that the attacker is behind them.  Counts as a vitals strike (Damage +1, Damage TN: +1)&lt;br /&gt;
&lt;br /&gt;
=== Careful Throw ===&lt;br /&gt;
The equivalent of an &amp;quot;aimed&amp;quot; throw.  &lt;br /&gt;
&lt;br /&gt;
=== Engage/Disengage ===&lt;br /&gt;
Closes the gap, giving smaller weapons an advantage and larger or ranged weapons a disadvantage.  Engage maneuvers can be countered by Disengage maneuvers and vice versa.  Every 2 successes can change the range of melee combat either direction (melee combat starts at the maximum range of Long).  Refer to the Engage/Disengage rules in the [[Dramatic Encounters]] section for further details.&lt;br /&gt;
&lt;br /&gt;
=== Shield Bash ===&lt;br /&gt;
The shield can be used offensively.  It suffers offhand penalties, but otherwise use the shield's stats for the maneuver.  Shield bashes cannot be parried (though they can be shield blocked).&lt;br /&gt;
&lt;br /&gt;
=== Cobra Strike ===&lt;br /&gt;
This is a single draw and strike maneuver with a thrown weapon.  Cannot make the attack faster than the base weapon speed (but can reduce the ready weapon cost to 0).  &lt;br /&gt;
&lt;br /&gt;
=== Gut ===&lt;br /&gt;
A favored maneuver of knife fighters who successfully close within a combatant’s defenses.  This strike is devastating and extremely hard to defend.  Requires a Small or Extra Small weapon.  The attack receives +1 for Engage: 2, +2 for Engage: 3 or Grapple: 1, and + for Grapple: 2.   &lt;br /&gt;
&lt;br /&gt;
=== Lunge ===&lt;br /&gt;
The lunge is used to cover large amounts of melee distance very quickly.  It compromises accuracy in exchange for distance.  This attack covers up to Speed/2 meters + Weapon Length as part of the attack. &lt;br /&gt;
&lt;br /&gt;
=== Power Parry ===&lt;br /&gt;
The most effective parry, at the expense of speed.&lt;br /&gt;
&lt;br /&gt;
=== Step Inside ===&lt;br /&gt;
This counterattack is actually a type of dodge/parry masking an Engage maneuver.  When successful this maneuver will result in every 2 net successes added to the current Engage level while also avoiding all damage from the attack.  Counts as a dodge for maneuver penalties (but not bonuses).  This is a very popular maneuver for unarmed combatants to get within grapple/disarm distance.  &lt;br /&gt;
&lt;br /&gt;
=== Spin Slash ===&lt;br /&gt;
The most powerful melee attack maneuver, but extremely inaccurate.  +4 damage, but all defensive maneuvers or counterattacks get +1.&lt;br /&gt;
&lt;br /&gt;
=== Disarm ===&lt;br /&gt;
I have no fucking idea.&lt;br /&gt;
&lt;br /&gt;
=== Engage and Gut ===&lt;br /&gt;
Resolve the Engage first, then the gut.  Target can react to both maneuvers if they choose.  Cannot be used as a counterattack to a disengage maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Parry/Riposte ===&lt;br /&gt;
A highly trained combatant has honed their reflexes to point of not just parrying the incoming attack but responding in kind with the same fluid motion.  Resolve the actions separately, however if the block fails the attack is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).&lt;br /&gt;
&lt;br /&gt;
=== Parry Projectile ===&lt;br /&gt;
For those crouching tiger, hidden dragon moments:  -2 for thrown weapons, -4 for arrows/bolts, -5 for bullets/lasers (presuming a light saber in hand).&lt;br /&gt;
&lt;br /&gt;
== Unarmed Maneuvers ==&lt;br /&gt;
Unarmed maneuvers cover everything from basic brawling to boxing to kung fu to wrestling.  Unarmed maneuvers can both be used while armed and/or against other armed opponents however there can be penalties depending on the maneuver.  Unarmed combat excels once the distance has been closed.  This section includes, attacks, defenses, and counterattacks.&lt;br /&gt;
&lt;br /&gt;
Note:  Damage is in the format of Damage @TN.  Unless otherwise stated unarmed damage is Stun damage.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Damage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Strike || None || Action || Prowess(Unarmed) || 6 || 5x1 @5 || The basic unarmed attack  &lt;br /&gt;
|-&lt;br /&gt;
| Kick || Unarmed: 1, Agility: 2 || Action || Prowess(Unarmed) || 7 || 4x1/1x3 @5 || A slower, more powerful basic unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
| Block || Unarmed: 1, Observe: 2 || Reaction || Prowess(Unarmed) || 5 || 5x1 @5 || The basic unarmed defense.&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Unarmed: 1 || Action || Prowess(Unarmed): -1 || 8 + Run || Special || Ramming Speed!&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Unarmed: 2, Observe: 2 || Action || Special || +2 || Special || Anything other than &amp;quot;hitting them&amp;quot; can be a called shot.&lt;br /&gt;
|-&lt;br /&gt;
| Elbow Strike || Unarmed: 2 || Action || Prowess(Unarmed): -2 || 5 || 5x1 @5 || A faster, harder to defend punch most useful when grappling.&lt;br /&gt;
|-&lt;br /&gt;
| Grapple || Unarmed: 2, Strength: 2 || Action/Reaction || Prowess(Unarmed) || 8 || - || The basic grapple attack, counter to a slip.&lt;br /&gt;
|-&lt;br /&gt;
| Knee Strike || Unarmed: 2, Agility: 2 || Action || Prowess(Unarmed): -2 || 6 || 4x1/1x3 @5 || A faster, harder to defend kick most useful when grappling.&lt;br /&gt;
|-&lt;br /&gt;
| Quick Block || Unarmed: 2, Observe: 2 || Reaction || Prowess(Unarmed): -2 || 3 || 5x1 @5 || Faster, less effective block.&lt;br /&gt;
|-&lt;br /&gt;
| Slip || Unarmed: 2, Agility: 2 || Action/Reaction || Prowess(Unarmed) || 6 || - || The counter to all grapple maneuvers (grapple, takedown, hold, throw).&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Throw || Unarmed: 3, Strength: 2 || Counterattack || Prowess(Unarmed): -Special || 8 || - || Counterattack against charges or leaping maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
| Headbutt || Unarmed: 3, Stamina: 2 || Action || Prowess(Unarmed): -2 || 5 || 5x1 @6 || A fast, brutal assault of the mind.&lt;br /&gt;
|-&lt;br /&gt;
| Leg Check || Unarmed: 3, Agility: 2 || Reaction || Prowess(Unarmed): -1 || 3 || 4x1/1x3 @5 || Fastest way to block a knee strike, kick, or martial kick.&lt;br /&gt;
|-&lt;br /&gt;
| Sweep || Unarmed: 3, Agility: 3 || Action || Focus(Unarmed) || 8 || - || How to get up once taken down.&lt;br /&gt;
|-&lt;br /&gt;
| Takedown || Unarmed: 3, Strength: 3 || Action || Prowess(Unarmed) || 10 || Special || May result in slightly homoerotic positions.&lt;br /&gt;
|-&lt;br /&gt;
| Throw || Unarmed: 3, Strength: 4 || Action || Prowess(Strength) || 11 || Special || Nobody tosses a Dwarf!&lt;br /&gt;
|-&lt;br /&gt;
| Trip Kick || Unarmed: 3, Agility: 1 || Action || Prowess(Unarmed) || 8 || Special || Specialized kick meant to down an opponent.&lt;br /&gt;
|-&lt;br /&gt;
| Catch Strike || Unarmed: 4, Agility: 2 || Counterattack || Prowess(Unarmed): -Special || 7 || - || A block that turns into a grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Hold || Unarmed: 4, Observe: 3 || Action/Reaction || Focus(Unarmed) || 8 || Special || Leg/Arm/Neck lock of some kind.  May involve someone's &amp;quot;rear&amp;quot;, being &amp;quot;naked&amp;quot;, and applying a &amp;quot;choke&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| Martial Block || Unarmed: 4, Stamina: 3 || Reaction || Prowess(Unarmed): +1 || 5 || 5x1 @5 || A strictly superior block for professional martial artists. &lt;br /&gt;
|-&lt;br /&gt;
| Martial Kick || Unarmed: 4, Agility: 3 || Action || Prowess(Unarmed): +1 || 7 || 4x1/1x3 @5 || A strictly superior kick for professional martial artists.  &lt;br /&gt;
|-&lt;br /&gt;
| Martial Strike || Unarmed: 4 || Action || Prowess(Unarmed): +1 || 6 || 5x1 @5 || A strictly superior strike for professional martial artists.&lt;br /&gt;
|-&lt;br /&gt;
| Sprawl || Unarmed: 4, Agility: 2 || Reaction || Prowess(Agility): +2 || 6 || - || A specialized counter against Takedowns and Throws.&lt;br /&gt;
|-&lt;br /&gt;
| Block/Strike || Unarmed: 5, Observe: 3 || Counterattack || -2 (to both) || Block + Strike: -3 || 5x1 @5 || Block and strike in one perfect motion.&lt;br /&gt;
|-&lt;br /&gt;
| Choke Hold || Unarmed: 5, Observe: 3 || Action || Focus(Unarmed) || 10 || Special || Anaconda, Triangle, Rear Naked, etc ...&lt;br /&gt;
|-&lt;br /&gt;
| Disarm || Unarmed: 5, Observe: 3 || Action || Prowess(Unarmed): -1 || 8 || - || Ironically works better on weapons than arms.&lt;br /&gt;
|-&lt;br /&gt;
| Leap Kick || Unarmed: 5, Agility: 4 || Action || Prowess(Agility): -2 || 11 || 2x1/4x3 @6 || A flashy kick.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike || Unarmed: 5, Agility: 3 || Action || Prowess(Unarmed): -2 || 4 || 5x1 @5 || The fastest unarmed attack.&lt;br /&gt;
|-&lt;br /&gt;
| Spinning Kick || Unarmed: 5, Agility: 3 || Action || Prowess(Unarmed): -2 || 9 || 2x1/4x3 @6 || A slower, more violent kick with devastating power.  Also looks awesome.&lt;br /&gt;
|-&lt;br /&gt;
| Unbalance || Unarmed: 5, Observe: 3 || Reaction || Prowess(Unarmed): -1 || 6 || - || A block that can unbalance the attacker.&lt;br /&gt;
|-&lt;br /&gt;
| Block Projectile || Unarmed: 6, Observe: 4 || Reaction || Prowess(Unarmed): -2 || 5 || 5x1 @5 || How to block arrows.&lt;br /&gt;
|-&lt;br /&gt;
| Nerve Strike || Unarmed: 6, Physick: 3 || Action || Focus(Unarmed): -3 || 8 || 5x1 @5 || Disabling strike.&lt;br /&gt;
|-&lt;br /&gt;
| Power Strike || Unarmed: 6 || Action || Prowess(Unarmed): -2 || 8 || 3x1/3x3 @6 || The most powerful strike, built to destroy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strike ===&lt;br /&gt;
The basic unarmed attack&lt;br /&gt;
&lt;br /&gt;
=== Kick ===&lt;br /&gt;
The other basic unarmed attack.  Slower than a punch but hits harder.  Also considered a large weapon for purposes of melee combat range.&lt;br /&gt;
&lt;br /&gt;
=== Block ===&lt;br /&gt;
The basic unarmed defense.  Can be attempted against all strikes and kicks.  Functions as an attack and damage from the block cancels damage from the attack.  Metal bracers/guards add +1 damage.  Attempting to block weapons adds a -2 to the maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Charge ===&lt;br /&gt;
The charge is a sort of clumsy attack where the attacker drives their body weight into the target.  It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run.  The base damage is 4x1 with each run tick action adding +1 damage (up to +4).  Both the attacker and defender can be knocked prone as a result of the charge.  The attacker must simply pass (1 success) a Prowess(Agility) roll, however regardless of if they keep their footing, the maneuver costs 5-successes extra ticks to execute as they recover their balance.  The defender must pass the same roll, but with a penalty equal to the total boxes of normal wounds taken from the charge (in addition to any wound penalties) to avoid being knocked prone.  Similarly the defender is also delayed 5-successes ticks, regardless of whether they go prone or not.  Finally the defender suffers additional damage should they fall equal to margin of failure (this is a separate instance of damage equal to (Margin of Failure)x1.  &lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.&lt;br /&gt;
&lt;br /&gt;
=== Elbow Strike ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Grapple ===&lt;br /&gt;
This maneuver requires the attacker to have both hands free.  Attempting to grapple with only one hand free suffers a -3.  When successfully completed this maneuver locks the two combatants in a standing grapple.  A grapple maneuver can be performed as a reaction to an initiated Slip or Sweep maneuver.  Refer to the grapple rules in the [[Dramatic Encounters]] section for further details.&lt;br /&gt;
&lt;br /&gt;
=== Knee Strike ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Quick Block ===&lt;br /&gt;
Trades efficacy for speed but otherwise functions as a standard block.  &lt;br /&gt;
&lt;br /&gt;
=== Slip ===&lt;br /&gt;
The maneuver requires both hands free.  Attempting to Slip with only 1 hand free suffers a -3 penalty.  It can be performed as a reaction to a grapple or hold maneuver or can be used as an initiated maneuver to reduce the current Grapple level.  Net successes on the maneuver reduce the grapple level.  Slip is used to counter to all grapple maneuvers (grapple, takedown, hold, and throw). &lt;br /&gt;
&lt;br /&gt;
=== Defensive Throw ===&lt;br /&gt;
This is used as an unarmed counter to charge or leaping maneuvers.  The penalty is -2 as a counter to unarmed attacks, -3 for armed.  As with a normal throw the target is thrown (Net successes / 2) meters and the target takes falling damage equal to (Net Successes -2)x1 @5.  If the maneuver resulted in 3 or more net successes the target is also prone. &lt;br /&gt;
&lt;br /&gt;
=== Headbutt ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.  The attacker takes half of the damage done.  Attempting a headbutt with a helmet on incurs an additional -1 penalty on the attack but adds a bonus +1-3 damage (depends on the helmet) that will not also apply to the attacker.  Alternatively headbutting someone wearing a helmet will cause the attacker to take an additional 1-3 damage.  Armor for purposes of reducing damage only applies (to either side) if helmets are worn.  Cannot be blocked (can be evaded).&lt;br /&gt;
&lt;br /&gt;
=== Leg Check  ===&lt;br /&gt;
Can be used to block most types of kicks (anything but a leaping or spinning kick).&lt;br /&gt;
&lt;br /&gt;
=== Sweep ===&lt;br /&gt;
The sweep maneuver is used by the bottom after a successful takedown to attempt to regain their feet.  The top can opt to counter the sweep with a reactive grapple maneuver.  Net successes counter the current Takedown score (potentially standing both combatants up)&lt;br /&gt;
&lt;br /&gt;
=== Takedown === &lt;br /&gt;
The takedown is a special type of grapple that when successful results in the attacker prone on top of the defender.  Grapple bonuses are applied to the takedown, making it much easier to perform if any degree of grapple has been previously attained.  It takes 3 net successes to succeed on the takedown.  Damage is equal to (net successes)x1 @5.  The resuling takedown level is equal to net successes -3.&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
The throw maneuver is by no means efficient but for a strong enough combatant it serves the purpose of serving as a crude takedown.  The target is thrown (Net Successes /2) meters and the damage roll is equal to (Net successes)x1 @5.  On 3 or more successes the target also lands prone.  +2 to any defense/evasion against a throw.&lt;br /&gt;
&lt;br /&gt;
=== Trip Kick ===&lt;br /&gt;
The trip kick is one of the more difficult maneuvers to properly execute however success plants an opponent in the extremely vulnerable position of being immediately adjacent and prone.  The attack and damage is executed as normal, however the target must pass a Prowess(Agility): - (Normal damage taken) to avoid falling.  If they fall they are prone and take additional damage (separate) instance equal to (margin of failure)x1 @5.&lt;br /&gt;
&lt;br /&gt;
=== Catch Strike ===&lt;br /&gt;
The penalty is 0 for a kick, -2 for a punch.  This is a counter to a punch or kick that results in a grapple.  Success on this maneuver results in a grapple of level equal to (Net Successes -1).  Failure (0 successes on the maneuver) results in the full strike damage + Margin of failure.       &lt;br /&gt;
&lt;br /&gt;
=== Hold ===&lt;br /&gt;
This maneuver includes all sorts of arm and leg locks that are designed to either seriously injure or incapacitate the recipient.  Hold attacks are defended with the Slip maneuver.  To perform a hold requires that either combatant have a grapple or takedown (regardless of position/level).  If performed by the dominant grappler yields the grapple position.  If the hold fails then the defender escapes and the two combatants are now adjacent (either prone or standing).  Likewise a failed/blocked hold by the bottom position fighter will worsen their effective grapple/takedown level by the net successes of the defender.  The base damage of the Hold Maneuver is 3x1 and Armor deflection is halved.         &lt;br /&gt;
&lt;br /&gt;
A successful Hold maneuver results in a third type of grapple position (the hold), with a value equal to (net successes) /2, round up, on the attack.  Further successful hold maneuvers will increase this value by (net successes) /2, round up.  This value is reduced by successful slip maneuvers performed when defending the hold, or when the target has tick priority and attempts a slip (the character performing the hold can counter the slip with a Hold reaction).  A person who is in a hold attempting any maneuver besides a Slip suffers -3 penalty.      &lt;br /&gt;
&lt;br /&gt;
Successive hold maneuvers (action or reaction) receive a bonus equal to the current Hold value (this can/will result in traumatic amounts of damage).  &lt;br /&gt;
&lt;br /&gt;
=== Martial Kick ===&lt;br /&gt;
A strictly superior basic kick.&lt;br /&gt;
&lt;br /&gt;
=== Martial Strike ===&lt;br /&gt;
A strictly superior basic strike.&lt;br /&gt;
&lt;br /&gt;
=== Martial Block ===&lt;br /&gt;
A strictly superior basic defense.&lt;br /&gt;
&lt;br /&gt;
=== Sprawl ===&lt;br /&gt;
This maneuver requires the attacker to have both hands free.  Attempting to sprawl with only one hand free suffers a -3 penalty.  The sprawl is a specialized defense specifically designed to stop the Takedown attack.&lt;br /&gt;
&lt;br /&gt;
=== Block/Strike ===&lt;br /&gt;
A highly trained combatant has honed their reflexes to point of not just blocking the incoming attack but responding in kind with the same fluid motion.  Resolve the actions separately, however if the block fails the strike is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).&lt;br /&gt;
&lt;br /&gt;
=== Choke Hold ===&lt;br /&gt;
Resolves exactly as a Hold, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue.  If they run out of Will they immediately pass out.&lt;br /&gt;
&lt;br /&gt;
=== Disarm ===&lt;br /&gt;
The disarm maneuver requires a grapple/takedown/hold.  The maneuver gets a bonus/penalty based on the size of the weapon (XS: -3, S: -1, L: +1, XL: +3).  The target can defend the maneuver with a standard Parry or Evasion however neither is particularly effective within the confines of a grapple.  &lt;br /&gt;
&lt;br /&gt;
=== Leap Kick ===&lt;br /&gt;
The ultimate in acrobatic fight attacks, the leap kick allows the attacker to both cover distance and strike at the same time.  The attacker can cover their Speed / 3 meters with this attack.  If they are performing a running leap then every 2 ticks spent running will add +1 damage and they can cover Speed / 2 meters, however the maneuver suffers another -1 attack penalty for a running leap kick.  No other attacker movement penalties apply to this attack. &lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
This attack comes in so fast that it’s hard to defend.  Defensive maneuvers of any kind suffer a -1 against this strike.  &lt;br /&gt;
&lt;br /&gt;
=== Spinning Kick ===&lt;br /&gt;
The spinning kick is a slower but more powerful version of the standard martial kick.  It’s also very Chuck Norris.&lt;br /&gt;
&lt;br /&gt;
=== Unbalance ===&lt;br /&gt;
This specialized block has the potential to unbalance the target, costing them precious time while they right themselves.  In addition to stopping it, Net successes increase the tick cost of the attack.&lt;br /&gt;
&lt;br /&gt;
=== Block Projectile ===&lt;br /&gt;
The master can effectively block thrown projectiles or even arrows.  If they wish to attempt to block arrows there is an additional -2 penalty. &lt;br /&gt;
&lt;br /&gt;
=== Nerve Strike ===&lt;br /&gt;
Resolves exactly as a martial strike, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue.  If they run out of Will they become immediately incapacitated.  &lt;br /&gt;
&lt;br /&gt;
=== Power Strike ===&lt;br /&gt;
The most powerful strike.&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Actions_and_Maneuvers</id>
		<title>Actions and Maneuvers</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Actions_and_Maneuvers"/>
				<updated>2014-08-17T16:49:44Z</updated>
		
		<summary type="html">&lt;p&gt;Kurtis: /* Melee Maneuvers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
At the core of the dramatic action system in Fatewalker are Actions and Maneuvers.  They have no distinct meaning (action are maneuvers are actions) but it's fun to say Actions AND Maneuvers.  Pretty much anything done within the confines of Ticks is considered an Action and this section hopes to enumerate all of the various kinds of Actions.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common Actions ==&lt;br /&gt;
Common actions include observation, dealing with objects in the environment or even using skills.  &lt;br /&gt;
&lt;br /&gt;
'''Common Actions (require Tick priority)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Tick Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Begin Movement || 2 || Either begin Walking, Running, Crawling, Climbing, or Swimming.  &lt;br /&gt;
|-&lt;br /&gt;
| Sprint || 3+ || Cover the most ground possible, but precludes other actions.  &lt;br /&gt;
|-&lt;br /&gt;
| Go Prone/Stand up || 2/3 || Down/Up. &lt;br /&gt;
|-&lt;br /&gt;
| Jump/Leap || 3/4 || Leap requires prior running (and room)&lt;br /&gt;
|-&lt;br /&gt;
| Other Acrobatics || 4-14 || Rule of thumb is: common sense time to complete Action in ticks + 2&lt;br /&gt;
|-&lt;br /&gt;
| Take Cover || 3/4  || (50/90%) - Requires cover, otherwise just go prone.&lt;br /&gt;
|-&lt;br /&gt;
| Look/Search/Observe || 5/9/2-16 || The various types of combat observation beyond the default situational awareness players enjoy (covered in [[Dramatic Scenes]])&lt;br /&gt;
|- &lt;br /&gt;
| Pickup object || 2/3/4(+1) || Hand or Chest Level/Above Head/Below knees (requires 2 hands) &lt;br /&gt;
|- &lt;br /&gt;
| Drop/Toss/Place Object || 1/2/3 || Dropping leaves object/weapon at feet.  Tossing drops it somewhere else.  Placing it leaves it on or in something within arm's reach. &lt;br /&gt;
|- &lt;br /&gt;
| Ready/Draw Weapon || 2-6 || Time depends on the size of the weapon.   &lt;br /&gt;
|-&lt;br /&gt;
| Use non-Action Skill || 7-20+ || Rule of thumb is: common sense time for Action in ticks + 2&lt;br /&gt;
|-&lt;br /&gt;
| Hold Action || 2 || Cost is minimum time spent “Held”, cannot initiate a preemptive action until at least 2 ticks has transpired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Common Actions (don't require tick priority)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Tick Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Stop Movement || 0 || Character is still in previous position (crawling = prone, swimming = treading, Running/Walking = Standing)&lt;br /&gt;
|- &lt;br /&gt;
| Change Movement || 0 || Character can change from Walking to Running or vice versa  &lt;br /&gt;
|-&lt;br /&gt;
| Continue Movement || 0 || Declares that the character will continue at their current pace for another 6 ticks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Begin Movement ===&lt;br /&gt;
It cost 2 ticks to begin moving from a stationary state.  This does not include standing up/going prone.  If the character is standing and wishes to crawl they must first go prone.  If the character is prone and wishes to do anything BUT crawl they must first stand up.  If they wish to climb they must be within a meter of their intended climbing surface.  Terrain penalties can apply based on the surface the character is climbing/crawling/walking/running/swimming across.  &lt;br /&gt;
&lt;br /&gt;
'''Speeds of Movement'''&lt;br /&gt;
* Walking:  (Speed) meters / 6 ticks&lt;br /&gt;
* Running:  (2xSpeed) meters / 6 ticks&lt;br /&gt;
* Crawling/Swimming:  (Speed / 3) meters / 6 ticks (round up)&lt;br /&gt;
* Climbing:  (Speed / 5) meters / 6 ticks (use fractions)&lt;br /&gt;
&lt;br /&gt;
=== Sprint ===&lt;br /&gt;
Sprinting requires a Prowess(Agility) roll.  Add successes from this roll to base speed and double it to determine the meters / 6 ticks of the rate of movement.  Sprinting is separate from the other forms of movement in that the character cannot initiate other actions while sprinting, it's an exclusive action just like most normal actions.&lt;br /&gt;
&lt;br /&gt;
=== Go Prone/Stand up ===&lt;br /&gt;
Sometimes lowering one's profile is the only form of cover available.&lt;br /&gt;
&lt;br /&gt;
=== Jump/Leap ===&lt;br /&gt;
To perform a jump the character must roll Prowess (Strength), and terrain modifiers can apply.  Every success adds 1 to the base speed (before encumbrance penalties) for the jump just like sprinting.  Running leaps require at least 5m of running distance and suffer a -3 penalty to the roll for each meter short.  The ticks required to cover the run-up distance is not factored into this action.&lt;br /&gt;
&lt;br /&gt;
* Vertical jump height is equal to Speed * 10cm.  &lt;br /&gt;
* Horizontal jump distance is equal to (Speed/3) meters&lt;br /&gt;
* Running lap distance is equal to (Speed/2) + 1 meters.  &lt;br /&gt;
&lt;br /&gt;
=== Other Acrobatics ===&lt;br /&gt;
Player characters are creative monsters.  &lt;br /&gt;
&lt;br /&gt;
=== Take Cover ===&lt;br /&gt;
Cover must be within 2 meters of the character otherwise they need to move there first.&lt;br /&gt;
&lt;br /&gt;
=== Quick Look ===&lt;br /&gt;
Most observation rolls should be done by the GM in secret (assuming a traditional chaotic evil GM).  Quick Look (or listen/feel/taste/smell) can be done to any single thing they are aware of.  Before they roll the player must ask a yes/no question to the GM regarding this thing.  The roll is '''Awareness(Search)''', 2-3 successes is a maybe, 4+ yields a definite yes or no.  Failure simply yields no information although dramatic failure should yield wrong information. &lt;br /&gt;
&lt;br /&gt;
=== Detailed Search ===&lt;br /&gt;
The character makes a focused effort to ascertain information about any single thing they are aware of.  The character must specify what they want to know/find and then they roll '''Focus(Search)'''.  Each success beyond 1 gives them an extra piece of information with 5 successes generally answering all of their questions.  Additional successes may give them more information than they were looking for.  Dramatic failures are the Gm's opportunity for true evil.&lt;br /&gt;
&lt;br /&gt;
=== Observe in Detail === &lt;br /&gt;
The character takes an appreciable amount of time to simply pay attention to what is going on around them.  They are not looking for anything specific, but rather trying to see what they can see.  The roll is '''Awareness(Observe)'''.  Each success beyond 1 generally yields 1 piece of interesting information about what is going on around them.  5 successes will usually provide the character with all obvious and relevant information around them.  Additional successes will reveal hidden information.&lt;br /&gt;
&lt;br /&gt;
=== Pickup Object ===&lt;br /&gt;
This action shouldn't require a roll unless the object is particularly difficult to get a hold of or heavy.  In either exceptional case it should take longer than the listed time.  &lt;br /&gt;
&lt;br /&gt;
=== Drop/Toss/Place Object ===&lt;br /&gt;
This should also be a fairly academic affair not requiring a roll unless the player is attempting to be precise.&lt;br /&gt;
&lt;br /&gt;
=== Ready/Draw Weapon ===&lt;br /&gt;
This action assumes the weapon is either in a sheathe/sling or at the character’s feet.  If the weapon is roughly at hand level the action takes 1 tick less.  If the weapon is stowed away securely or hidden in an inconvenient spot it can take an extra 1-10 ticks to ready.&lt;br /&gt;
* Extra Small: 2&lt;br /&gt;
* Small: 3&lt;br /&gt;
* Medium: 4&lt;br /&gt;
* Large: 5&lt;br /&gt;
* Extra Large: 6  &lt;br /&gt;
&lt;br /&gt;
=== Use non-Action Skill ===&lt;br /&gt;
Whenever a player wishes to execute a non-combat skill in combat time the GM must first decide how long it takes to perform the base skill.  Most non-combat actions will suffer a minor penalty (-1) simply due to the chaos of combat but this is up to the GM’s alignment/menstrual cycle.&lt;br /&gt;
&lt;br /&gt;
=== Hold Action ===&lt;br /&gt;
A character must have been &amp;quot;held&amp;quot; for at least 2 ticks before they can preempt any actions.  Until that point they can always break the hold to initiate any normal action.  Held actions are covered in detail in [[Dramatic Scenes]].  The one caveat to held actions is the character cannot be moving.  &lt;br /&gt;
&lt;br /&gt;
=== Change/Stop/Continue Movement ===&lt;br /&gt;
These actions all have to deal with the fact that every 6 ticks characters in motion must decide if they will stay that way.  All three of these movement actions occur simultaneously for all characters at the beginning of every tick.  If it matters declarations can be made in private but it should not matter outside of a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview of Combat Maneuvers ==&lt;br /&gt;
The term &amp;quot;Combat Maneuvers&amp;quot; refers to all of the following actions in this section.  What separates combat maneuvers from the Common actions above is that maneuvers require a base level of skill to effectively use.  The skill and the level required are listed in the tables below.  If a character does not possess the requisite level of skill they can of course attempt the maneuver but it will be at a penalty equal to the difference between their skill level and the requisite level.  If a skill requires two skills, take the higher penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Evasions ==&lt;br /&gt;
These Evasive actions are the standard means of avoiding as much damage as possible.  Evasions tend to be significantly more expensive than other forms of defensive action, but also offer the best chance of getting out of danger unscathed.   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Dodge || Agility: 1 || Reaction || Prowess (Agility): +3 || 8 || Cancels successes on Melee/Fight attacks&lt;br /&gt;
|-&lt;br /&gt;
| Evade AoE || Agility: 2 || Reaction || Prowess(Agility) || 7/8 || Puts distance between the character and the point of impact.&lt;br /&gt;
|-&lt;br /&gt;
| Sidestep || Observe: 2, Agility: 3 || Reaction || Prowess(Agility) ||	5 || Faster, less effective dodge.&lt;br /&gt;
|-&lt;br /&gt;
| Evasive Running || Agility: 3, Stamina: 3 || Initiated || Prowess(Agility) || 6 || An evasive form of running.&lt;br /&gt;
|-&lt;br /&gt;
| Leaping Dodge || Agility: 4 || Reaction || Prowess(Agility): +1 || 8 || Literally leap out of the way and cover distance with the dodge.&lt;br /&gt;
|-&lt;br /&gt;
| Redirect || Unarmed: 4, Observe: 3, Agility: 3 || Reaction || Prowess(Unarmed) || 7 || Forces the attacker to not only miss but change position.  &lt;br /&gt;
|-&lt;br /&gt;
| Footwork || Agility: 4 || Initiated || Awareness(Agility): -1 || 2 || A special type of combat movement that doesn't cover distance but assists defensive unarmed/armed maneuvers&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Fire || Agility: 5, Observe: 4 || Reaction || Special || Special || Combine with another dodge to have an attack hit a different target.&lt;br /&gt;
|-  &lt;br /&gt;
| Dodge Missile || Agility: 6 || Reaction || Awareness(Agility): -Special || 5 || The premier cruise missile defense mechanism of the 50th century.					&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dodge ===&lt;br /&gt;
Each success cancels one attack success.  '''Defender wins in a tie.'''  The most basic evasive maneuver, the defender attempts to avoid the attack at all costs.  Usually more effective than a parry and does not require a weapon but also typically slower.  &lt;br /&gt;
&lt;br /&gt;
=== Evade AoE ===&lt;br /&gt;
Every success increases distance between the point of impact and the character by one meter. Can automatically gain +2 meters by going prone as part of the action (the action takes one more tick).  Useful only for dodging grenades and other explosives, AoE attacks from projectile weapons cannot usually be dodged.&lt;br /&gt;
&lt;br /&gt;
=== Sidestep ===&lt;br /&gt;
A faster version of the normal dodge, trading efficacy for speed.  This dodge is fast enough that it can be used against thrown weapons with a -3 penalty.&lt;br /&gt;
&lt;br /&gt;
=== Evasive Running ===&lt;br /&gt;
Evasive Running is a special type of running movement (similar to sprinting) where the character is less concerned about anything other than covering distance and evading attacks.  Unlike normal running, Evasive Running is an initiated action and therefore the character cannot perform other actions at the same time.  The speed of Evasive Running is (2 x Base Speed) - 1.  The character makes the roll (running penalties will not apply to the roll, but terrain and all other normal penalties can).  Instead of the normal running target penalty ranged attacks against the character instead suffer (Successes -1) as a penalty and melee attacks suffer half this.  Evasive Running happens in 6 tick increments after which the character has to make another roll.  &lt;br /&gt;
&lt;br /&gt;
=== Leaping Dodge ===&lt;br /&gt;
An acrobatic/cinematic dodge, the character leaps out of the way of an attack and changes their location at the same time.  This maneuver is resolved as both a leap roll (the character can perform any of the leaps), and the dodge roll.    The dodge roll resolves as normal however if they get hit then they may fall as a result and need to make a Prowess(Agility): -(Total Damage Taken) roll.  They only need 1 success to avoid landing prone.&lt;br /&gt;
&lt;br /&gt;
=== Redirect ===&lt;br /&gt;
If the player successfully avoids the attack then they get to force the attacker to change position (usually moving past the defender) by 1 meter per net success (if the attacker scores 2 successes and the dodger scores 4, they can move the attacker 2 meters).  The redirect dodge is particularly effective against Engage, Charge, Grapple, and Takedown attacks, yielding a +3 bonus against them. &lt;br /&gt;
&lt;br /&gt;
=== Footwork ===&lt;br /&gt;
A defensive type of movement (cannot be used with any other movement) requiring an area that’s approximately 3x3 meters.  Successes can be added (once per success) to any parry or evade maneuvers made during the Footwork duration.  Cannot add more than 2 dice to any individual maneuver.  The Footwork maneuver lasts for 20 ticks after which it must be refreshed (doesn't cost 2 ticks to continue to perform it, but a new roll must be made to accrue new defensive bonus dice)&lt;br /&gt;
&lt;br /&gt;
=== Friendly Fire ===&lt;br /&gt;
Friendly fire can be used to modify either a dodge, sidestep, or leaping dodge to cause a hostile target to hit something/one else near the defender.  The dodge roll functions as normal except with a -1 penalty to the roll and +1 tick.  0 net successes results in a normal dodge. however if the defender scores 1 or more then they get to roll Prowess(Observe): + (Net Successes) as the new attack roll against the new target using the attacker's weapon's stats for damage (plus any of the attacker's trait bonuses such as Brute).  Penalties should apply to this new attack roll based on how far out of the way the new target is (it could very well be impossible) and the new target does get to react to the attack, however it will be at a -(Net successes) penalty due to the unexpected attack vector.&lt;br /&gt;
&lt;br /&gt;
=== Dodge Missile ===&lt;br /&gt;
An improved sidestep purely for dodging projectiles.  Can dodge bullets.  No penalty for thrown weapons, -2 for arrows, -4 for bullets/bolts, -6 for Lasers/Photons and pillars of fire from the sky, -8 for Tachyons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ranged Actions ==&lt;br /&gt;
These actions apply to slug-guns and their various post-modern counterparts.  All Ranged maneuvers are Initiated Actions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Basic Aim || Ranged: 0, Observe: 1 || None || 6 || Improves chances of hitting.&lt;br /&gt;
|-&lt;br /&gt;
| Shoot || Ranged: 1 ||	Prowess(Ranged) || Weapon || Caw-Caw, Bang!  Fuck, you're dead!&lt;br /&gt;
|-&lt;br /&gt;
| Reload || Ranged: 1 || Focus(Agility) || Special || Replacing magazines, belts, boxes, shells, cells, whatever.&lt;br /&gt;
|-&lt;br /&gt;
| Aim || Ranged: 2, Observe: 1 || None || 4 || Don't shoot until you see daylight on both sides.&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Ranged: 2, Observe: 2 || Prowess(Ranged): Special || Weapon +2 || Target a specific location/thing smaller than center-mass.&lt;br /&gt;
|-&lt;br /&gt;
| Quick-draw || Ranged: 3, Agility: 3 || Prowess(Agility) || Special || High noon!&lt;br /&gt;
|-&lt;br /&gt;
| Short Burst (3 rounds) || Ranged: 2 || Prowess(Ranged) || 2x Weapon recoil || &amp;quot;Short, controlled bursts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Long Burst (6 rounds) || Ranged: 3 || Prowess(Ranged) || 3x Weapon recoil || &amp;quot;You want some?&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Full Auto (20 rounds) || Ranged: 4 || Prowess(Ranged) || 4x Weapon recoil || &amp;quot;Sarge is dead man, let's get the fuck out of here!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Quick Reload || Ranged: 4, Agility: 3 || Focus(Agility): -1 || Special || Faster than basic reload.&lt;br /&gt;
|-&lt;br /&gt;
| Marksman Shot || Ranged: 5 || +1 || +2 || Aim and shoot in one fluid motion.&lt;br /&gt;
|-&lt;br /&gt;
| Twin Pistols || Ranged: 5, Agility: 4 || Prowess(Ranged): -1 || Weapon + Weapon -4 || Making John Woo proud since 1974&lt;br /&gt;
|-&lt;br /&gt;
| Vitals Shot || Ranged: 6, Observe: 4 || Prowess(Ranged): Special || Weapon +1 || A superior called shot for very specific parts of the human body.					&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Basic Aim ===&lt;br /&gt;
Adds a +1 to any subsequent shoot action.  The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming).  Only 1 basic aim action per shot.  Can be combined with other ranged attack types (called shots, burst fire, etc..) but not aims.&lt;br /&gt;
&lt;br /&gt;
=== Shoot ===&lt;br /&gt;
No explanation necessary, but you will get one anyhow.  A firing pin is a lightweight part, which serves to transfer energy from a spring-loaded hammer to the primer, while a striker is usually heavier, and is directly connected to the spring providing the energy to impact the primer. Striker mechanisms are generally simpler, since they combine the functions of hammer and firing pin in one&lt;br /&gt;
&lt;br /&gt;
=== Reload ===&lt;br /&gt;
Low skilled shooters can intentionally increase the reload time, adding a +1 modifier to the roll for every two extra ticks taken.&lt;br /&gt;
* 0 Successes:  The magazine/round is dropped at the character’s feet.  &lt;br /&gt;
* 1 success increases reload time by 5 ticks.  &lt;br /&gt;
* 2 successes increases reload time by 3 ticks.  &lt;br /&gt;
* 3 successes increases reload time by 1 tick.&lt;br /&gt;
* 4+ uses the base reload time.&lt;br /&gt;
&lt;br /&gt;
=== Aim ===&lt;br /&gt;
Adds a +1 to any subsequent shoot action.  The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming).  The maximum aim bonus is equal to Observe skill.  Can be combined with other ranged attack types (called shots, burst fire, etc..), just not other aims.&lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -2 for Limbs or small objects, -4 for heart (Damage +3), -5 for face (Damage +3), or tiny objects.  A called shot can be combined with bursts or aims but not full auto fire.&lt;br /&gt;
&lt;br /&gt;
=== Quick Draw ===&lt;br /&gt;
A Quick-Draw action requires the character to be in either light or unencumbered.  &lt;br /&gt;
* 0 Successes:  The weapon is dropped/thrown (margin of failure) meters away.&lt;br /&gt;
* 1 Success:  Increases draw time by 2 ticks.  &lt;br /&gt;
* 2 Successes:  Normal draw time.  &lt;br /&gt;
* 3-4 Successes:  Draw time - 1.&lt;br /&gt;
* 5+ Successes: Draw time -2.&lt;br /&gt;
&lt;br /&gt;
=== Short Burst ===&lt;br /&gt;
3 rounds.&lt;br /&gt;
* Short Burst (Searching):  +1 to hit.&lt;br /&gt;
* Short Burst (MDK): -1 to hit, +1 Damage.&lt;br /&gt;
&lt;br /&gt;
=== Long Burst ===&lt;br /&gt;
6 rounds.  Max aim bonus of +2.&lt;br /&gt;
* Long Burst (Searching):  +2 to hit.&lt;br /&gt;
* Long Burst (MDK): -2 to hit, +3 Damage.&lt;br /&gt;
&lt;br /&gt;
=== Full Auto ===&lt;br /&gt;
20 rounds.  Max aim bonus of +1.&lt;br /&gt;
* Full Auto (Searching):  +4 to hit.&lt;br /&gt;
* Full Auto (MDK): -3 to hit, +6 Damage.&lt;br /&gt;
* Full Auto (Cover): Free preemptive shot at -2 for next 12 ticks on anyone acting in cover area.&lt;br /&gt;
&lt;br /&gt;
=== Quick Reload ===&lt;br /&gt;
Allows a highly trained shooter to reload their weapon faster than normal.  Can only be performed with magazine/cell based weapons or revolvers using a faster-loader. &lt;br /&gt;
* 0 Successes:  The magazine/round is dropped at the character’s feet.  &lt;br /&gt;
* 1 Success:  Increases reload time by 3 ticks.  &lt;br /&gt;
* 2 Successes:  Normal reload time.&lt;br /&gt;
* 3-4 Successes:  Decrease reload time by 1 tick.&lt;br /&gt;
* 5+ Successes:  Decrease reload time by 2 ticks.&lt;br /&gt;
&lt;br /&gt;
=== Marksman Shot ===&lt;br /&gt;
This is a very fast and accurate Aim and Shoot action.  Considered a single action (cannot be interrupted like normal aim).  Cannot be combined with other actions except short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Twin Pistols ===&lt;br /&gt;
This maneuver allows the shooter to fire two pistols with the same action.  The shots are resolved separately but it counts as one action.  Offhand penalties still apply to the offhand shot.  An additional -1 penalty will apply to both actions if they are at different targets.  Cannot be combined with Aims or Bursts. &lt;br /&gt;
&lt;br /&gt;
=== Vitals Shot ===&lt;br /&gt;
A highly accurate center-mass (-2) or head (-4) vitals shot (Damage +3).   Combines with Short Bursts and/or Aims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Melee Maneuvers ==&lt;br /&gt;
Melee maneuver require a weapon to be in hand.  This includes maneuver for thrown weapons as well.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Attack || None || Action || Prowess(Weaponry) || - || The basic armed attack . &lt;br /&gt;
|-&lt;br /&gt;
| Throw || None || Action || Prowess(Weaponry) || - || The basic thrown attack.&lt;br /&gt;
|-&lt;br /&gt;
| Parry || Weaponry: 1, Observe: 2 || Reaction || Prowess(Weaponry) || -2 || The basic armed defense.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Block || Weaponry: 1, per shield || Reaction || Prowess(Weaponry): +Special || - || Armed defense with a handheld shield.&lt;br /&gt;
|-&lt;br /&gt;
| Hack || Weaponry: 1, Strength: 2 || Action || Prowess(Weaponry): -1 || +1 || Force &amp;gt; Finesse??&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Weaponry: 2, Observe: 2 || Action || Special || +2 || Anything other than &amp;quot;hitting them&amp;quot; can be a called shot.&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Weaponry: 2 || Action || Prowess(Weaponry): -1 || Special || Ramming Speed!&lt;br /&gt;
|-&lt;br /&gt;
| Quick Parry || Weaponry: 2, Observe: 2 || Reaction || Prowess(Weaponry): -2 || -4 || Faster, less effective parry.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Cover || Weaponry: 2 || Action || - || 2/3 || Taking cover behind your shield.&lt;br /&gt;
|-&lt;br /&gt;
| Stop Charge || Weaponry: 2 || Counterattack || Prowess(Weaponry): -2 || - || Set that spear and hold on for a ride.&lt;br /&gt;
|-&lt;br /&gt;
| Thrust || Weaponry: 2 || Action || Prowess(Weaponry): -1 || -1 || A quick, direct strike, favoring speed over trauma.&lt;br /&gt;
|-&lt;br /&gt;
| Backstab || Weaponry: 3, Observe: 2 || Action || Focus(Weaponry): -1 || +2 || A specialized, indefensible called shot requiring stealth.&lt;br /&gt;
|-&lt;br /&gt;
| Careful Throw || Weaponry: 3, Observe: 2 || Action || Prowess(Weaponry): +1 || +2 || A highly accurate, skillful throw.&lt;br /&gt;
|-&lt;br /&gt;
| Engage/Disengage || Weaponry: 3, Agility: 2 || Action/Reaction || Awareness(Weaponry) || 5 || Gap closing/making.&lt;br /&gt;
|-&lt;br /&gt;
| Shield Bash || Weaponry: 3, per shield || Action || Prowess(Weaponry) || Special || An attack with the shield.&lt;br /&gt;
|-&lt;br /&gt;
| Cobra Strike || Weaponry: 4, Agility: 3 || Action || Prowess(Weaponry): -1 || Ready + Weapon: -2 || Used to draw and throw a weapon instantly.&lt;br /&gt;
|-&lt;br /&gt;
| Gut || Weaponry: 4, Unarmed: 2 || Action || Prowess(Weaponry): Special || - || A nasty, point blank attack that benefits from being close.&lt;br /&gt;
|-&lt;br /&gt;
| Lunge || Weaponry: 4, Agility: 3 || Action || Prowess(Weaponry): -2 || +1 || Covers large distance quickly to deliver force at an unexpected distance.&lt;br /&gt;
|-&lt;br /&gt;
| Power Parry || Weaponry: 4, Observe: 3 || Reaction || Prowess(Weaponry): +2 || - || The strongest parry.&lt;br /&gt;
|-&lt;br /&gt;
| Step Inside || Weaponry: 4, Agility: 3 || Counter attack || Awareness(Weaponry): -1 || 6 || Dodge AND engage in one smooth move.&lt;br /&gt;
|-&lt;br /&gt;
| Spin Slash || Weaponry: 5, Strength: 3 || Action || Prowess(Weaponry): -2 || +2 || The strongest melee attack, also the most reckless.&lt;br /&gt;
|-&lt;br /&gt;
| Disarm || Weaponry: 5, Observe: 3 || Action || Prowess(Weaponry): -2 || +2 || Ironically works better on weapons than arms.&lt;br /&gt;
|-&lt;br /&gt;
| Engage and Gut || Weaponry: 5, Unarmed: 3 || Action || -1 (to both) || Engage + Gut: -2 || A gut with a built-in engage.&lt;br /&gt;
|-&lt;br /&gt;
| Parry/Riposte || Weaponry: 5, Observe: 3 || Counter Attack || -2 (to both) || Parry + Strike: -2 || Parry and Strike in one perfect motion.&lt;br /&gt;
|-&lt;br /&gt;
| Parry Projectile || Weaponry: 6, Observe: 4 || Reaction || Prowess(Weaponry): Special || -4 || A fast parry for arrows and lasers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
The basic armed attack&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
The other basic armed attack.  &lt;br /&gt;
&lt;br /&gt;
=== Parry ===&lt;br /&gt;
The basic armed defense.  A parry is resolved as an Attack maneuver with the weapon in hand.  Damage done on the parry maneuver cancels damage done on the attack being parried.&lt;br /&gt;
&lt;br /&gt;
=== Shield Block ===&lt;br /&gt;
The basic defense using a hand-held shield.  Add the shield's Deflection + Absorb as bonus to the maneuver.  Use the shield's block value and block speed to resolve the parry.  &lt;br /&gt;
&lt;br /&gt;
=== Hack ===&lt;br /&gt;
When might must make right, Hack is the attack.  Hack adds +1 damage to the attack.&lt;br /&gt;
&lt;br /&gt;
=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.&lt;br /&gt;
&lt;br /&gt;
=== Charge ===&lt;br /&gt;
The charge is a sort of clumsy attack where the attacker rushes the defender and puts extra velocity behind the strike.  It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run.  The attack adds +1 damage for every 2 ticks spent running prior to the maneuver (up to +3).  The attack suffers running penalties as well as the built in penalty.      &lt;br /&gt;
&lt;br /&gt;
=== Quick Parry ===&lt;br /&gt;
A quick parry functions exactly as a parry.  &lt;br /&gt;
&lt;br /&gt;
=== Shield Cover ===&lt;br /&gt;
Depending on the size of the shield the cover can be either 50/90% (or both).  The barrier value of the shield is equal to 2x Deflection + Absorb.  Shield cover can be maintained while moving but any actions suffer an additional -2 (in addition to cover penalties).  The shield cannot be used for any other actions while maintaining cover (cannot both get shield cover bonuses AND use it to block or bash).  &lt;br /&gt;
&lt;br /&gt;
=== Stop Charge ===&lt;br /&gt;
A stop charge is a counterattack designed to skewer a charging enemy.  Certain weapons (spear-like-things) have strong bonuses to this maneuver.  As with all counter attacks in a tie both parties take damage.  On success this maneuver will add bonus damage to the attack equivalent to whatever the charge attack's bonus was.  &lt;br /&gt;
&lt;br /&gt;
=== Thrust ===&lt;br /&gt;
A quick, harder to defend attack that sacrifices accuracy for speed.  Evasions against the Thrust get -1.&lt;br /&gt;
&lt;br /&gt;
=== Backstab ===&lt;br /&gt;
The target must be completely unaware that the attacker is behind them.  Counts as a vitals strike (Damage +1, Damage TN: +1)&lt;br /&gt;
&lt;br /&gt;
=== Careful Throw ===&lt;br /&gt;
The equivalent of an &amp;quot;aimed&amp;quot; throw.  &lt;br /&gt;
&lt;br /&gt;
=== Engage/Disengage ===&lt;br /&gt;
Closes the gap, giving smaller weapons an advantage and larger or ranged weapons a disadvantage.  Engage maneuvers can be countered by Disengage maneuvers and vice versa.  Every 2 successes can change the range of melee combat either direction (melee combat starts at the maximum range of Long).  Refer to the Engage/Disengage rules in the [[Dramatic Encounters]] section for further details.&lt;br /&gt;
&lt;br /&gt;
=== Shield Bash ===&lt;br /&gt;
The shield can be used offensively.  It suffers offhand penalties, but otherwise use the shield's stats for the maneuver.  Shield bashes cannot be parried (though they can be shield blocked).&lt;br /&gt;
&lt;br /&gt;
=== Cobra Strike ===&lt;br /&gt;
This is a single draw and strike maneuver with a thrown weapon.  Cannot make the attack faster than the base weapon speed (but can reduce the ready weapon cost to 0).  &lt;br /&gt;
&lt;br /&gt;
=== Gut ===&lt;br /&gt;
A favored maneuver of knife fighters who successfully close within a combatant’s defenses.  This strike is devastating and extremely hard to defend.  Requires a Small or Extra Small weapon.  The attack receives +1 for Engage: 2, +2 for Engage: 3 or Grapple: 1, and + for Grapple: 2.   &lt;br /&gt;
&lt;br /&gt;
=== Lunge ===&lt;br /&gt;
The lunge is used to cover large amounts of melee distance very quickly.  It compromises accuracy in exchange for distance.  This attack covers up to Speed/2 meters + Weapon Length as part of the attack. &lt;br /&gt;
&lt;br /&gt;
=== Power Parry ===&lt;br /&gt;
The most effective parry, at the expense of speed.&lt;br /&gt;
&lt;br /&gt;
=== Step Inside ===&lt;br /&gt;
This counterattack is actually a type of dodge/parry masking an Engage maneuver.  When successful this maneuver will result in every 2 net successes added to the current Engage level while also avoiding all damage from the attack.  Counts as a dodge for maneuver penalties (but not bonuses).  This is a very popular maneuver for unarmed combatants to get within grapple/disarm distance.  &lt;br /&gt;
&lt;br /&gt;
=== Spin Slash ===&lt;br /&gt;
The most powerful melee attack maneuver, but extremely inaccurate.  +4 damage, but all defensive maneuvers or counterattacks get +1.&lt;br /&gt;
&lt;br /&gt;
=== Disarm ===&lt;br /&gt;
I have no fucking idea.&lt;br /&gt;
&lt;br /&gt;
=== Engage and Gut ===&lt;br /&gt;
Resolve the Engage first, then the gut.  Target can react to both maneuvers if they choose.  Cannot be used as a counterattack to a disengage maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Parry/Riposte ===&lt;br /&gt;
A highly trained combatant has honed their reflexes to point of not just parrying the incoming attack but responding in kind with the same fluid motion.  Resolve the actions separately, however if the block fails the attack is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).&lt;br /&gt;
&lt;br /&gt;
=== Parry Projectile ===&lt;br /&gt;
For those crouching tiger, hidden dragon moments:  -2 for thrown weapons, -4 for arrows/bolts, -5 for bullets/lasers (presuming a light saber in hand).&lt;br /&gt;
&lt;br /&gt;
== Unarmed Maneuvers ==&lt;br /&gt;
Unarmed maneuvers cover everything from basic brawling to boxing to kung fu to wrestling.  Unarmed maneuvers can both be used while armed and/or against other armed opponents however there can be penalties depending on the maneuver.  Unarmed combat excels once the distance has been closed.  This section includes, attacks, defenses, and counterattacks.&lt;br /&gt;
&lt;br /&gt;
Note:  Damage is in the format of Damage @TN.  Unless otherwise stated unarmed damage is Stun damage.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Maneuver !! Requisite Skill !! Type !! Roll !! Tick Cost !! Damage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Strike || None || Action || Prowess(Unarmed) || 6 || 5x1 @5 || The basic unarmed attack  &lt;br /&gt;
|-&lt;br /&gt;
| Kick || Unarmed: 1, Agility: 2 || Action || Prowess(Unarmed) || 7 || 4x1/1x3 @5 || A slower, more powerful basic unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
| Block || Unarmed: 1, Observe: 2 || Reaction || Prowess(Unarmed) || 5 || - || The basic unarmed defense.&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Unarmed: 1 || Action || Prowess(Unarmed): -1 || 8 + Run || Special || Ramming Speed!&lt;br /&gt;
|-&lt;br /&gt;
| Called Shot || Unarmed: 2, Observe: 2 || Action || Special || +2 || Special || Anything other than &amp;quot;hitting them&amp;quot; can be a called shot.&lt;br /&gt;
|-&lt;br /&gt;
| Elbow Strike || Unarmed: 2 || Action || Prowess(Unarmed): -2 || 5 || 5x1 @5 || A faster, harder to defend punch most useful when grappling.&lt;br /&gt;
|-&lt;br /&gt;
| Grapple || Unarmed: 2, Strength: 2 || Action/Reaction || Prowess(Unarmed) || 8 || - || The basic grapple attack, counter to a slip.&lt;br /&gt;
|-&lt;br /&gt;
| Knee Strike || Unarmed: 2, Agility: 2 || Action || Prowess(Unarmed): -2 || 6 || 4x1/1x3 @5 || A faster, harder to defend kick most useful when grappling.&lt;br /&gt;
|-&lt;br /&gt;
| Quick Block || Unarmed: 2, Observe: 2 || Reaction || Prowess(Unarmed): -2 || 3 || - || Faster, less effective block.&lt;br /&gt;
|-&lt;br /&gt;
| Slip || Unarmed: 2, Agility: 2 || Action/Reaction || Prowess(Unarmed) || 6 || - || The counter to all grapple maneuvers (grapple, takedown, hold, throw).&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Throw || Unarmed: 3, Strength: 2 || Counterattack || Prowess(Unarmed): -Special || 8 || - || Counterattack against charges or leaping maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
| Headbutt || Unarmed: 3, Stamina: 2 || Action || Prowess(Unarmed): -2 || 5 || 5x1 @6 || A fast, brutal assault of the mind.&lt;br /&gt;
|-&lt;br /&gt;
| Leg Check || Unarmed: 3, Agility: 2 || Reaction || Prowess(Unarmed): -1 || 3 || - || Fastest way to block a knee strike, kick, or martial kick.&lt;br /&gt;
|-&lt;br /&gt;
| Sweep || Unarmed: 3, Agility: 3 || Action || Focus(Unarmed) || 8 || - || How to get up once taken down.&lt;br /&gt;
|-&lt;br /&gt;
| Takedown || Unarmed: 3, Strength: 3 || Action || Prowess(Unarmed) || 10 || Special || May result in slightly homoerotic positions.&lt;br /&gt;
|-&lt;br /&gt;
| Throw || Unarmed: 3, Strength: 4 || Action || Prowess(Strength) || 11 || Special || Nobody tosses a Dwarf!&lt;br /&gt;
|-&lt;br /&gt;
| Trip Kick || Unarmed: 3, Agility: 1 || Action || Prowess(Unarmed) || 8 || Special || Specialized kick meant to down an opponent.&lt;br /&gt;
|-&lt;br /&gt;
| Catch Strike || Unarmed: 4, Agility: 2 || Counterattack || Prowess(Unarmed): -Special || 7 || - || A block that turns into a grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Hold || Unarmed: 4, Observe: 3 || Action/Reaction || Focus(Unarmed) || 8 || Special || Leg/Arm/Neck lock of some kind.  May involve someone's &amp;quot;rear&amp;quot;, being &amp;quot;naked&amp;quot;, and applying a &amp;quot;choke&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| Martial Block || Unarmed: 4, Stamina: 3 || Reaction || Prowess(Unarmed): +1 || 5 || - || A strictly superior block for professional martial artists. &lt;br /&gt;
|-&lt;br /&gt;
| Martial Kick || Unarmed: 4, Agility: 3 || Action || Prowess(Unarmed): +1 || 7 || 4x1/1x3 @5 || A strictly superior kick for professional martial artists.  &lt;br /&gt;
|-&lt;br /&gt;
| Martial Strike || Unarmed: 4 || Action || Prowess(Unarmed): +1 || 6 || 5x1 @5 || A strictly superior strike for professional martial artists.&lt;br /&gt;
|-&lt;br /&gt;
| Sprawl || Unarmed: 4, Agility: 2 || Reaction || Prowess(Agility): +2 || 6 || - || A specialized counter against Takedowns and Throws.&lt;br /&gt;
|-&lt;br /&gt;
| Block/Strike || Unarmed: 5, Observe: 3 || Counterattack || -2 (to both) || Block + Strike: -3 || 5x1 @5 || Block and strike in one perfect motion.&lt;br /&gt;
|-&lt;br /&gt;
| Block Weapon || Unarmed: 5 || Reaction || Prowess(Unarmed): -Special || 5 || - || How to block weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Choke Hold || Unarmed: 5, Observe: 3 || Action || Focus(Unarmed) || 10 || Special || Anaconda, Triangle, Rear Naked, etc ...&lt;br /&gt;
|-&lt;br /&gt;
| Disarm || Unarmed: 5, Observe: 3 || Action || Prowess(Unarmed): -1 || 8 || - || Ironically works better on weapons than arms.&lt;br /&gt;
|-&lt;br /&gt;
| Leap Kick || Unarmed: 5, Agility: 4 || Action || Prowess(Agility): -2 || 11 || 2x1/4x3 @6 || A flashy kick.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike || Unarmed: 5, Agility: 3 || Action || Prowess(Unarmed): -2 || 4 || 5x1 @5 || The fastest unarmed attack.&lt;br /&gt;
|-&lt;br /&gt;
| Spinning Kick || Unarmed: 5, Agility: 3 || Action || Prowess(Unarmed): -2 || 9 || 2x1/4x3 @6 || A slower, more violent kick with devastating power.  Also looks awesome.&lt;br /&gt;
|-&lt;br /&gt;
| Unbalance || Unarmed: 5, Observe: 3 || Reaction || Prowess(Unarmed): -1 || 6 || - || A block that can unbalance the attacker.&lt;br /&gt;
|-&lt;br /&gt;
| Block Projectile || Unarmed: 6, Observe: 4 || Reaction || Prowess(Unarmed): -2 || 5 || - || How to block arrows.&lt;br /&gt;
|-&lt;br /&gt;
| Nerve Strike || Unarmed: 6, Physick: 3 || Action || Focus(Unarmed): -3 || 8 || 5x1 @5 || Disabling strike.&lt;br /&gt;
|-&lt;br /&gt;
| Power Strike || Unarmed: 6 || Action || Prowess(Unarmed): -2 || 8 || 3x1/3x3 @6 || The most powerful strike, built to destroy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strike ===&lt;br /&gt;
The basic unarmed attack&lt;br /&gt;
&lt;br /&gt;
=== Kick ===&lt;br /&gt;
The other basic unarmed attack.  Slower than a punch but hits harder.  Also considered a large weapon for purposes of melee combat range.&lt;br /&gt;
&lt;br /&gt;
=== Block ===&lt;br /&gt;
The basic unarmed defense.  Can be attempted against all strikes and kicks.&lt;br /&gt;
&lt;br /&gt;
=== Charge ===&lt;br /&gt;
The charge is a sort of clumsy attack where the attacker drives their body weight into the target.  It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run.  The base damage is 4x1 with each run tick action adding +1 damage (up to +4).  Both the attacker and defender can be knocked prone as a result of the charge.  The attacker must simply pass (1 success) a Prowess(Agility) roll, however regardless of if they keep their footing, the maneuver costs 5-successes extra ticks to execute as they recover their balance.  The defender must pass the same roll, but with a penalty equal to the total boxes of normal wounds taken from the charge (in addition to any wound penalties) to avoid being knocked prone.  Similarly the defender is also delayed 5-successes ticks, regardless of whether they go prone or not.  Finally the defender suffers additional damage should they fall equal to margin of failure (this is a separate instance of damage equal to (Margin of Failure)x1.  &lt;br /&gt;
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=== Called Shot ===&lt;br /&gt;
A called shot is used to attack specific parts of a body or target.  The penalty on the attack is based on the size of the target.  -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.&lt;br /&gt;
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=== Elbow Strike ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.&lt;br /&gt;
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=== Grapple ===&lt;br /&gt;
This maneuver requires the attacker to have both hands free.  Attempting to grapple with only one hand free suffers a -3.  When successfully completed this maneuver locks the two combatants in a standing grapple.  A grapple maneuver can be performed as a reaction to an initiated Slip or Sweep maneuver.  Refer to the grapple rules in the [[Dramatic Encounters]] section for further details.&lt;br /&gt;
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=== Knee Strike ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.&lt;br /&gt;
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=== Quick Block ===&lt;br /&gt;
Trades efficacy for speed but otherwise functions as a standard block.  &lt;br /&gt;
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=== Slip ===&lt;br /&gt;
The maneuver requires both hands free.  Attempting to Slip with only 1 hand free suffers a -3 penalty.  It can be performed as a reaction to a grapple or hold maneuver or can be used as an initiated maneuver to reduce the current Grapple level.  Net successes on the maneuver reduce the grapple level.  Slip is used to counter to all grapple maneuvers (grapple, takedown, hold, and throw). &lt;br /&gt;
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=== Defensive Throw ===&lt;br /&gt;
This is used as an unarmed counter to charge or leaping maneuvers.  The penalty is -2 as a counter to unarmed attacks, -3 for armed.  As with a normal throw the target is thrown (Net successes / 2) meters and the target takes falling damage equal to (Net Successes -2)x1 @5.  If the maneuver resulted in 3 or more net successes the target is also prone. &lt;br /&gt;
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=== Headbutt ===&lt;br /&gt;
Grapple and Takedown bonuses/penalties apply to this maneuver.  The attacker takes half of the damage done.  Attempting a headbutt with a helmet on incurs an additional -1 penalty on the attack but adds a bonus +1-3 damage (depends on the helmet) that will not also apply to the attacker.  Alternatively headbutting someone wearing a helmet will cause the attacker to take an additional 1-3 damage.  Armor for purposes of reducing damage only applies (to either side) if helmets are worn.  Cannot be blocked (can be evaded).&lt;br /&gt;
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=== Leg Check  ===&lt;br /&gt;
Can be used to block most types of kicks (anything but a leaping or spinning kick).&lt;br /&gt;
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=== Sweep ===&lt;br /&gt;
The sweep maneuver is used by the bottom after a successful takedown to attempt to regain their feet.  The top can opt to counter the sweep with a reactive grapple maneuver.  Net successes counter the current Takedown score (potentially standing both combatants up)&lt;br /&gt;
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=== Takedown === &lt;br /&gt;
The takedown is a special type of grapple that when successful results in the attacker prone on top of the defender.  Grapple bonuses are applied to the takedown, making it much easier to perform if any degree of grapple has been previously attained.  It takes 3 net successes to succeed on the takedown.  Damage is equal to (net successes)x1 @5.  The resuling takedown level is equal to net successes -3.&lt;br /&gt;
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=== Throw ===&lt;br /&gt;
The throw maneuver is by no means efficient but for a strong enough combatant it serves the purpose of serving as a crude takedown.  The target is thrown (Net Successes /2) meters and the damage roll is equal to (Net successes)x1 @5.  On 3 or more successes the target also lands prone.  +2 to any defense/evasion against a throw.&lt;br /&gt;
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=== Trip Kick ===&lt;br /&gt;
The trip kick is one of the more difficult maneuvers to properly execute however success plants an opponent in the extremely vulnerable position of being immediately adjacent and prone.  The attack and damage is executed as normal, however the target must pass a Prowess(Agility): - (Normal damage taken) to avoid falling.  If they fall they are prone and take additional damage (separate) instance equal to (margin of failure)x1 @5.&lt;br /&gt;
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=== Catch Strike ===&lt;br /&gt;
The penalty is 0 for a kick, -2 for a punch.  This is a counter to a punch or kick that results in a grapple.  Success on this maneuver results in a grapple of level equal to (Net Successes -1).  Failure (0 successes on the maneuver) results in the full strike damage + Margin of failure.       &lt;br /&gt;
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=== Hold ===&lt;br /&gt;
This maneuver includes all sorts of arm and leg locks that are designed to either seriously injure or incapacitate the recipient.  Hold attacks are defended with the Slip maneuver.  To perform a hold requires that either combatant have a grapple or takedown (regardless of position/level).  If performed by the dominant grappler yields the grapple position.  If the hold fails then the defender escapes and the two combatants are now adjacent (either prone or standing).  Likewise a failed/blocked hold by the bottom position fighter will worsen their effective grapple/takedown level by the net successes of the defender.  The base damage of the Hold Maneuver is 3x1 and Armor deflection is halved.         &lt;br /&gt;
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A successful Hold maneuver results in a third type of grapple position (the hold), with a value equal to (net successes) /2, round up, on the attack.  Further successful hold maneuvers will increase this value by (net successes) /2, round up.  This value is reduced by successful slip maneuvers performed when defending the hold, or when the target has tick priority and attempts a slip (the character performing the hold can counter the slip with a Hold reaction).  A person who is in a hold attempting any maneuver besides a Slip suffers -3 penalty.      &lt;br /&gt;
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Successive hold maneuvers (action or reaction) receive a bonus equal to the current Hold value (this can/will result in traumatic amounts of damage).  &lt;br /&gt;
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=== Martial Kick ===&lt;br /&gt;
A strictly superior basic kick.&lt;br /&gt;
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=== Martial Strike ===&lt;br /&gt;
A strictly superior basic strike.&lt;br /&gt;
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=== Martial Block ===&lt;br /&gt;
A strictly superior basic defense.&lt;br /&gt;
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=== Sprawl ===&lt;br /&gt;
This maneuver requires the attacker to have both hands free.  Attempting to sprawl with only one hand free suffers a -3 penalty.  The sprawl is a specialized defense specifically designed to stop the Takedown attack.&lt;br /&gt;
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=== Block/Strike ===&lt;br /&gt;
A highly trained combatant has honed their reflexes to point of not just blocking the incoming attack but responding in kind with the same fluid motion.  Resolve the actions separately, however if the block fails the strike is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).&lt;br /&gt;
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=== Block Weapon ===&lt;br /&gt;
The base penalty to the block is -1 for XS/S, -2 for M, -3 for L, and -4 for XL weapons.  Can be performed as a Catch Strike for an additional -1 penalty.  &lt;br /&gt;
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=== Choke Hold ===&lt;br /&gt;
Resolves exactly as a Hold, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue.  If they run out of Will they immediately pass out.&lt;br /&gt;
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=== Disarm ===&lt;br /&gt;
The disarm maneuver requires a grapple/takedown/hold.  The maneuver gets a bonus/penalty based on the size of the weapon (XS: -3, S: -1, L: +1, XL: +3).  The target can defend the maneuver with a standard Parry or Evasion however neither is particularly effective within the confines of a grapple.  &lt;br /&gt;
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=== Leap Kick ===&lt;br /&gt;
The ultimate in acrobatic fight attacks, the leap kick allows the attacker to both cover distance and strike at the same time.  The attacker can cover their Speed / 3 meters with this attack.  If they are performing a running leap then every 2 ticks spent running will add +1 damage and they can cover Speed / 2 meters, however the maneuver suffers another -1 attack penalty for a running leap kick.  No other attacker movement penalties apply to this attack. &lt;br /&gt;
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=== Lightning Strike ===&lt;br /&gt;
This attack comes in so fast that it’s hard to defend.  Defensive maneuvers of any kind suffer a -1 against this strike.  &lt;br /&gt;
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=== Spinning Kick ===&lt;br /&gt;
The spinning kick is a slower but more powerful version of the standard martial kick.  It’s also very Chuck Norris.&lt;br /&gt;
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=== Unbalance ===&lt;br /&gt;
This specialized block has the potential to unbalance the target, costing them precious time while they right themselves.  In addition to stopping it, Net successes increase the tick cost of the attack.&lt;br /&gt;
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=== Block Projectile ===&lt;br /&gt;
The master can effectively block thrown projectiles or even arrows.  If they wish to attempt to parry arrows there is an additional -2 penalty.  As with the Block Weapon maneuver, having appropriate hand/wrist protection reduces the penalty by one.   &lt;br /&gt;
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=== Nerve Strike ===&lt;br /&gt;
Resolves exactly as a martial strike, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue.  If they run out of Will they become immediately incapacitated.  &lt;br /&gt;
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=== Power Strike ===&lt;br /&gt;
The most powerful strike.&lt;/div&gt;</summary>
		<author><name>Kurtis</name></author>	</entry>

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