Actions and Maneuvers

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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 beyond the default situational awareness players enjoy (covered in Dramatic Scenes)
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.
Ready/Draw Weapon 2-6 Time depends on the size of the weapon.
Use non-Action Skill 7-20+ Rule of thumb is: common sense time for Action in ticks + 2
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 0 Character is still in previous position (crawling = prone, swimming = treading, Running/Walking = Standing)
Change Movement 0 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)

Sprint

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.

Go Prone/Stand up

Sometimes lowering one's profile is the only form of cover available.

Jump/Leap

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.

  • Vertical jump height is equal to Speed * 10cm.
  • Horizontal jump distance is equal to (Speed/3) meters
  • Running lap distance is equal to (Speed/2) + 1 meters.

Other Acrobatics

Player characters are creative monsters.

Take Cover

Cover must be within 2 meters of the character otherwise they need to move there first.

Quick Look

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.

Detailed Search

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.

Observe in Detail

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.

Pickup Object

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.

Drop/Toss/Place Object

This should also be a fairly academic affair not requiring a roll unless the player is attempting to be precise.

Ready/Draw Weapon

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.

  • Extra Small: 2
  • Small: 3
  • Medium: 4
  • Large: 5
  • Extra Large: 6

Use non-Action Skill

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.

Hold Action

A character must have been "held" 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.

Change/Stop/Continue Movement

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.


Overview of Combat Maneuvers

The term "Combat Maneuvers" 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.


Evasions

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.

Maneuver Requisite Skill Type Roll Tick Cost Effects
Dodge Agility: 1 Reaction Prowess (Agility): +3 8 Cancels successes on Melee/Fight attacks
Evade AoE Agility: 2 Reaction Prowess(Agility) 7/8 Puts distance between the character and the point of impact.
Sidestep Observe: 2, Agility: 3 Reaction Prowess(Agility) 5 Faster, less effective dodge.
Evasive Running Agility: 3, Stamina: 3 Initiated Prowess(Agility) 6 An evasive form of running.
Leaping Dodge Agility: 4 Reaction Prowess(Agility): +1 8 Literally leap out of the way and cover distance with the dodge.
Redirect Unarmed: 4, Observe: 3, Agility: 3 Reaction Prowess(Unarmed) 7 Forces the attacker to not only miss but change position.
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
Friendly Fire Agility: 5, Observe: 4 Reaction Special Special Combine with another dodge to have an attack hit a different target.
Dodge Missile Agility: 6 Reaction Awareness(Agility): -Special 5 The premier cruise missile defense mechanism of the 50th century.

Dodge

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.

Evade AoE

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.

Sidestep

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.

Evasive Running

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.

Leaping Dodge

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.

Redirect

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.

Footwork

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)

Friendly Fire

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.

Dodge Missile

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.


Ranged Actions

These actions apply to slug-guns and their various post-modern counterparts. All Ranged maneuvers are Initiated Actions.

Maneuver Requisite Skill Roll Tick Cost Effects
Basic Aim Ranged: 0, Observe: 1 None 6 Improves chances of hitting.
Shoot Ranged: 1 Prowess(Ranged) Weapon Caw-Caw, Bang! Fuck, you're dead!
Reload Ranged: 1 Focus(Agility) Special Replacing magazines, belts, boxes, shells, cells, whatever.
Aim Ranged: 2, Observe: 1 None 4 Don't shoot until you see daylight on both sides.
Called Shot Ranged: 2, Observe: 2 Prowess(Ranged): Special Weapon +2 Target a specific location/thing smaller than center-mass.
Quick-draw Ranged: 3, Agility: 3 Prowess(Agility) Special High noon!
Short Burst (3 rounds) Ranged: 2 Prowess(Ranged) 2x Weapon recoil "Short, controlled bursts"
Long Burst (6 rounds) Ranged: 3 Prowess(Ranged) 3x Weapon recoil "You want some?"
Full Auto (20 rounds) Ranged: 4 Prowess(Ranged) 4x Weapon recoil "Sarge is dead man, let's get the fuck out of here!"
Quick Reload Ranged: 4, Agility: 3 Focus(Agility): -1 Special Faster than basic reload.
Marksman Shot Ranged: 5 +1 +2 Aim and shoot in one fluid motion.
Twin Pistols Ranged: 5, Agility: 4 Prowess(Ranged): -1 Weapon + Weapon -4 Making John Woo proud since 1974
Vitals Shot Ranged: 6, Observe: 4 Prowess(Ranged): Special Weapon +1 A superior called shot for very specific parts of the human body.

Basic Aim

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.

Shoot

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

Reload

Low skilled shooters can intentionally increase the reload time, adding a +1 modifier to the roll for every two extra ticks taken.

  • 0 Successes: The magazine/round is dropped at the character’s feet.
  • 1 success increases reload time by 5 ticks.
  • 2 successes increases reload time by 3 ticks.
  • 3 successes increases reload time by 1 tick.
  • 4+ uses the base reload time.

Aim

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.

Called Shot

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.

Quick Draw

A Quick-Draw action requires the character to be in either light or unencumbered.

  • 0 Successes: The weapon is dropped/thrown (margin of failure) meters away.
  • 1 Success: Increases draw time by 2 ticks.
  • 2 Successes: Normal draw time.
  • 3-4 Successes: Draw time - 1.
  • 5+ Successes: Draw time -2.

Short Burst

3 rounds.

  • Short Burst (Searching): +1 to hit.
  • Short Burst (MDK): -1 to hit, +1 Damage.

Long Burst

6 rounds. Max aim bonus of +2.

  • Long Burst (Searching): +2 to hit.
  • Long Burst (MDK): -2 to hit, +3 Damage.

Full Auto

20 rounds. Max aim bonus of +1.

  • Full Auto (Searching): +4 to hit.
  • Full Auto (MDK): -3 to hit, +6 Damage.
  • Full Auto (Cover): Free preemptive shot at -2 for next 12 ticks on anyone acting in cover area.

Quick Reload

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.

  • 0 Successes: The magazine/round is dropped at the character’s feet.
  • 1 Success: Increases reload time by 3 ticks.
  • 2 Successes: Normal reload time.
  • 3-4 Successes: Decrease reload time by 1 tick.
  • 5+ Successes: Decrease reload time by 2 ticks.

Marksman Shot

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.

Twin Pistols

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.

Vitals Shot

A highly accurate center-mass (-2) or head (-4) vitals shot (Damage +3). Combines with Short Bursts and/or Aims.


Unarmed Actions

Unarmed actions cover everything from basic brawling to boxing to kung fu. Unarmed maneuvers can both be used while armed and/or against other armed opponents. Unarmed combat excels once the distance has been closed. This section includes both attacks and defenses.


Note: Damage is in the format of Damage @TN. Unless otherwise stated unarmed damage is Stun damage.

Maneuver Requisite Skill Type Roll Tick Cost Damage Effects
Strike None Action Prowess(Unarmed) 6 5x1 @5 The basic unarmed attack
Kick Unarmed: 1, Agility: 2 Action Prowess(Unarmed) 7 4x1/1x3 @5 A slower, more powerful basic unarmed attack
Block Unarmed: 1, Observe: 2 Reaction Prowess(Unarmed) 5 - The basic unarmed defense.
Charge Unarmed: 1 Action Prowess(Unarmed) 8 + Run Special Ramming Speed!
Called Shot Unarmed: 2, Observe: 2 Action Special +2 Special Anything other than "hitting them" can be a called shot.
Elbow Strike Unarmed: 2 Action Prowess(Unarmed): -2 5 5x1 @5 A faster, harder to defend punch most useful when grappling.
Grapple Unarmed: 2, Strength: 2 Action/Reaction Prowess(Unarmed) 8 - The basic grapple attack, counter to a slip.
Knee Strike Unarmed: 2, Agility: 2 Action Prowess(Unarmed): -2 6 4x1/1x3 @5 A faster, harder to defend kick most useful when grappling.
Quick Block Unarmed: 2, Observe: 2 Reaction Prowess(Unarmed): -2 3 - Faster, less effective block.
Slip Unarmed: 2, Agility: 2 Action/Reaction Prowess(Unarmed) 6 - The counter to all grapple maneuvers (grapple, takedown, hold, throw).
Defensive Throw Unarmed: 3, Strength: 2 Counterattack Prowess(Unarmed): -Special 8 - Counterattack against charges or leaping maneuvers.
Headbutt Unarmed: 3, Stamina: 2 Action Prowess(Unarmed): -2 5 5x1 @7 A fast, brutal assault of the mind.
Leg Check Unarmed: 3, Agility: 2 Reaction Prowess(Unarmed): -1 3 - Fastest way to block a knee strike, kick, or martial kick.
Sweep Unarmed: 3, Agility: 3 Action Focus(Unarmed) 8 - How to get up once taken down.
Takedown Unarmed: 3, Strength: 3 Action Prowess(Unarmed) 10 Special May result in slightly homoerotic positions.
Throw Unarmed: 3, Strength: 4 Action Prowess(Strength) 11 Special Nobody tosses a Dwarf!
Trip Kick Unarmed: 3, Agility: 1 Action Prowess(Unarmed) 8 Special Specialized kick meant to down an opponent.
Catch Strike Unarmed: 4, Agility: 2 Counterattack Prowess(Unarmed): -Special 7 - A block that turns into a grapple.
Hold Unarmed: 4, Observe: 3 Action Focus(Unarmed) 8 Special Leg/Arm/Neck lock of some kind. May involve someone's "rear", being "naked", and applying a "choke".
Martial Kick Unarmed: 4, Agility: 3 Action Prowess(Unarmed) 7 4x1/2x3 @6 A strictly superior kick for professional martial artists.
Martial Strike Unarmed: 4 Action Prowess(Unarmed) 6 5x1/1x3 @6 A strictly superior strike for professional martial artists.
Power Block Unarmed: 4, Stamina: 3 Reaction Prowess(Unarmed): +2 6 - The strongest block.
Sprawl Unarmed: 4, Agility: 2 Reaction Prowess(Agility): +2 6 - A specialized counter against Takedowns and Throws.
Block/Strike Unarmed: 5, Observe: 3 Counterattack Prowess(Unarmed): -3 6 5x1 @6 Block and strike in one perfect motion.
Block Weapon Unarmed: 5 Reaction Prowess(Unarmed): -Special 5 - How to block weapons.
Choke Hold Unarmed: 5, Observe: 3 Action Focus(Unarmed) 10 Special Anaconda, Triangle, Rear Naked, etc ...
Disarm Unarmed: 5, Observe: 3 Action Prowess(Unarmed): -1 8 - Ironically works better on weapons than arms.
Leap Kick Unarmed: 5, Agility: 4 Action Prowess(Agility): -2 11 2x1/4x3 @6 A flashy kick that can cover distance equal to speed /2 meters.
Lightning Strike Unarmed: 5, Agility: 3 Action Prowess(Unarmed): -2 4 5x1 @6 The fastest unarmed attack.
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.
Unbalance Unarmed: 5, Observe: 3 Reaction Prowess(Unarmed): -1 6 - A block that can unbalance the attacker.
Block Projectile Unarmed: 6, Observe: 4 Reaction Prowess(Unarmed): -Special 5 - How to block arrows.
Nerve Strike Unarmed: 6, Physick: 3 Action Focus(Unarmed): -3 8 Special Disabling strike.
Power Strike Unarmed: 6 Action Prowess(Unarmed): -2 8 3x1/3x3 @6 The most powerful strike, built to destroy.