Actions and Maneuvers

From TheMatrix
Revision as of 15:20, 3 August 2014 by Kurtis (Talk | contribs)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Overview

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.

Common Actions

Common actions include observation, dealing with objects in the environment or even using skills.

Common Actions (require Tick priority)

Action Tick Cost Description
Begin Movement 2 Either begin Walking, Running, Crawling, Climbing, or Swimming.
Sprint 3+ Cover the most ground possible, but precludes other actions.
Go Prone/Stand up 2/3 Down/Up.
Jump/Leap 3/4 Leap requires prior running (and room)
Other Acrobatics 4-14 Rule of thumb is: common sense time to complete Action in ticks + 2
Take Cover 3/4 (50/90%) - Requires cover, otherwise just go prone.
Look/Search/Observe 5/9/2-16 The various types of combat observation
Pickup object 2/3/4(+1) Hand or Chest Level/Above Head/Below knees (requires 2 hands)
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.
Use non-Action Skill 7-20+ Rule of thumb is: common sense time for Action in ticks + 2
Combat Maneuver per maneuver See Appendix “Kicking Ass and Taking Names”
Hold Action 2 Cost is minimum time spent “Held”, cannot initiate a preemptive action until at least 2 ticks has transpired.


Special Common Actions (don't require tick priority)

Action Tick Cost Description
Stop Movement 1 Character is still in previous position (crawling = prone, swimming = treading)
Change Movement 1/ Rate change Character can change from Walking to Running or vice versa
Continue Movement 0 Declares that the character will continue at their current pace for another 6 ticks.

Begin Movement

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.

Speeds of Movement

  • Walking: (Speed) meters / 6 ticks
  • Running: (2xSpeed) meters / 6 ticks
  • Crawling/Swimming: (Speed / 3) meters / 6 ticks (round up)
  • Climbing: (Speed / 5) meters / 6 ticks (use fractions)


It costs 1 interval to go Prone, to begin crawling if already prone, or to change upright movement state (Standing/Walking/Running/Sprinting). It costs 2 to stand up if prone/crawling or stop from a dead sprint or go to a full sprint from stopped. Walking allows a character to cover their current speed (after encumbrance and wound penalties) per interval. Running allows them to cover twice this distance. Sprinting requires an Agility (Vigor) roll. Add successes from this roll to base speed and double it to determine the number of feet the character can sprint per interval. Bad terrain/conditions can reduce base speed (-1 for rough/uneven ground, -2 for wet/loose ground, -3 for oil/ice) and apply the same penalties to any sprint rolls.