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Actions
Actions simply refer to anything a character does. When an activity is so easy as to be second nature to an individual, the action is called a trivial action. Trivial actions never require a Attribute Roll, Trade Roll, or Maneuver to be completed under normal circumstances. Instead, the character simply completes the action. If an action is not trivial, characters need to either succeed on an Attribute or Trade Roll, or use a Maneuver to perform the action.
Certain circumstances may cause an action to cease being trivial. For example, a character walking across an icy surface is not a trivial action. In which case, the GM may request a Trade Roll or Maneuver for the action to be performed.
Regardless of whether an action is trivial or not, characters must have sufficient Action Points (AP) to perform the action. If the AP needed to complete an action is not located within a rulebook, the GM determines what AP is needed to complete the action. Characters then spend the necessary AP to perform the action before beginning the action. If the action is non-trivial and the character fails the necessary Trade Roll to perform the action, the AP spent is wasted instead.
Basic Actions
Some actions are incredibly simple that all characters can perform them. While some are detailed here, this does not include all basic actions. These actions are generally trivial to all characters, though their effectiveness my vary.
Walking and Crawling
Walking is one of the most basic actions a character can perform. Unless specified otherwise, all characters can walk. Walking is performed simply by moving a character to an adjacent square (~1 meter). In combat, with the exception of the first square moved, each square a character moves requires one (1) AP to move in a cardinal direction or one and a half (1.5) AP to move diagonally.
The first square a character moves in a series of consecutive moves costs an additional one (1) AP. For example, if a character moves two (2) meters in a cardinal direction, then performs another action before moving back those same two (2) meters, the character will spend a total of six (6) AP on movement.
If a character has fallen prone, they may instead opt to crawl. Crawling requires two (2) AP per square moved in a cardinal direction, or three (3) AP to move diagonally. A character may get up from a prone position by spending six (6) AP. Similar to walking, starting a crawling movement increases the AP cost by one (1).
Jumping
A character in most situations can’t fail to perform a jump, but the distance a character travels is determined through a Strength Attribute Roll or relevant Trade Roll. For example, Trade(Long Jump) could be used in place of the Attribute Roll. The distance covered in a jump depends on whether the character is jumping vertically or horizontally, and if they had a running start.
For a horizontal jump performed without any prior movement, an Attribute Roll of eleven (11) allows a character to jump one (1) meter. This distance increases by one (1) meter for every four (4) points above eleven (11) a character rolls. If, before the jump, the character moved two (2) meters in an uninterrupted straight line, an Attribute Roll of nine (9) allows the character to jump one (1) meter. This distance increases by one (1) meter for every two (2) points above nine (9) a character rolls.
For jumping vertically, an Attribute Roll of seven (7) allows a character to jump a quarter (0.25) of a meter. For every two (2) points above seven (7) a character rolls, they increase their jump height by another quarter (0.25). For example, an Attribute Roll of thirteen (13) results in a jump height of one (1) meter.
When jumping, a character needs to use AP corresponding to the distance they are traveling. For every one (1) meter travelled in the jump, the character must spend one (1) AP. If they run out of AP in their turn, they are mid-jump while other characters perform their turn. At the start of their next jump they must complete the jump first, before performing any other action.
If a character, for some reason, needs to make a specific jump covering a set height and distance (such as jumping through a hoop), determine the required Attribute Roll for the height and distance separately. Whichever Attribute Roll is lower is divided by two (rounded down to a minimum of one (1)) and then added to the larger required Attribute Roll. The combined value determines the Attribute Roll difficulty.
Maneuvers
Maneuvers are learned or trained actions that a character knows. Maneuvers do not require a Trade Rolle to perform, though a Trade Roll may be used to determine their effectiveness. Additionally, some maneuvers may allow a targeted character to make an Attribute or Trade roll to resist the effects of a maneuver. Using a maneuver is almost identical to using a trivial action. If applicable, the character using the maneuver first spends the necessary AP for the maneuver. Afterwards, the character will follow the instructions of the maneuver. Each maneuver will have it’s own instructions on how it is used.
At the start of the game and during level up characters gain a number of Maneuver Points (MP) which they can then spend on Maneuvers. All classes except Workers gain nine (9) MP at the start of the game. On level up, each class gains three (3) MP. Maneuver Points are spent unlocking Maneuvers. Different maneuvers cost a different amount of MP, some of which are higher than the number of points that can be gained per level. Players begin the game with some default maneuvers such as attacking, tripping, and pushing.
Specific actions not listed in this SRD can still be trained as a maneuver with GM approval. Players and GMs should work together to determine the appropriate MP to unlock a maneuver and the AP and rules needed to use a maneuver when coming up with new ones.
Maneuver Types
There are a few different maneuver types. These types affect how the maneuvers work, who can learn the maneuvers, and in what situations they can be applied. Maneuvers may also have more than one type, in which case the rules of both maneuver types apply. The maneuver types are Aura, Basic, Command, Cumulative, Instant, Passive, Serum, TerraLink, TerraSuit, and Willed.
Basic Maneuvers
Basic maneuvers are maneuvers that don’t fit into any other category. Basic maneuvers have no general restrictions on who can learn them. Instead, they are only restricted in use by the text within the maneuver description. While they have no general restriction, they are usually useless when piloting a spacecraft. Basic maneuvers can be taken by any character class.
Aura Maneuvers
Aura maneuvers are maneuvers that affect an area around a character. Most aura maneuvers require six (6) AP to activate and extend out to five (5) meters. Characters may only have one (1) aura maneuver active at a time. If a character is designated as the Captain of a SolarLink, they may extend their aura to all allies within the SolarLink as well as all allies involved in Space Combat within one thousand (1,000) Main Astronomical Units (MAU).
Characters must be able to “sense” the presence of the character providing an aura to receive the aura’s benefits. This can be by seeing, hearing, or feeling the character providing the aura. For example, a character with an earpiece can hear a Captain and receive their aura bonus.
Command Maneuvers
Command maneuvers are maneuvers that instruct a character to perform an action. The character often receives some bonus to perform that action. Generally, a character does not have to perform the command if they do not wish to. Commands can effect a distance up to the distance the character receiving the command can hear. In order to be affected by Command Maneuver, characters must be able to hear the character issuing the Command. Additionally, the character using the Command Maneuver must be able to see to character they are issuing the Command to.
Similar to Auras, Command maneuvers that target allies may be extended by the Captain to cover all allies within a SolarLink or all allies involved in Space Combat up to one thousand (1,000) MAU away.
Cumulative Maneuvers
Cumulative maneuvers can be taken more than once. Each time a Cumulative maneuver is taken it provides additional benefit. The MP cost may change depending on the number of times the maneuver has been learned.
Instant Maneuvers
Instant maneuvers can be performed at any time, even during another character’s turn. Most instant maneuvers have a condition in order to apply them. If multiple Instant maneuvers are activated in response to each other, they are resolved in reverse order.
Passive Maneuvers
Passive maneuvers require no AP to perform. Instead, they are active from the moment they are learned. There is no limit on the number of Passive Maneuvers a character can have active at once.
Serum Maneuvers
Serum maneuvers are exclusive to the SuperSoldier class. They are typically passive stat bonuses that represent their enhanced physical abilities. If a maneuver is listed as Cumulative(Serum), then the maneuver is available to all classes, but can only be taken cumulatively by SuperSoldiers.
TerraLink and TerraSuit Maneuvers
TerraLink and TerraSuit maneuvers can only be utilized in Space Combat. TerraLink maneuvers can only be used while piloting a TerraLink or similar vehicle. Similarly, TerraSuit maneuvers can only be used while piloting a TerraSuit or similar vehicle.
Willed Maneuvers
Willed maneuvers are exclusive to WillBlades. There maneuvers represent a WillBlades ability to control destiny and other characters through sheer willpower. If a maneuver is listed as Cumulative(Willed), then the maneuver is available to all classes, but can only be taken cumulatively by WillBlades.
Starting Maneuvers
While most maneuvers are learned, some maneuvers are immediately known by all characters. These are distinct from trivial actions for the purpose of how they interact with abilities that respond to maneuvers. The automatically known maneuvers of all characters includes Attacking, Grabbing, Parrying, Preparing, Pushing, and Tripping. All of these maneuvers can be performed without “failing” but they may still be completely ineffective.
Attacking
Attacking is the most common combat option outside of moving. Attacking is fully covered in the Ground Combat and Space Combat sections. Characters may attack an object, location, or character they can sense (primarily by sight) and have line of effect towards. The object, location, or character being attacked by the character is called the “target”.
Attacking characters spend the AP necessary to make an attack, followed by the appropriate Trade or Attribute Roll. If the result of the roll is higher than the targets Defense, the attack is a success. Which allows the character to then roll damage against the target. If the result of the roll is lower than the targets Defense, the attack does nothing.
Grabbing
Grabbing can be done in order to restrain an opponent or choke them. To grab an opponent, you must first make an unarmed attack roll. If successful, the character forgoes unarmed damage in favor of grabbing hold of their opponent.
On either character’s turn, they may attempt to break the grab. Both characters must spend four (4) AP to contest the grab and make a strength Attribute Roll. The character with the higher Attribute Roll can decide to break the grab, maintain the grab, or drag their opponent with them while maintaining the grab. If either character elects not to contest the grab, the other character decides what occurs and the AP cost is reduced to two (2). If neither character elects to contest the grab, the grab immediately ends.
While characters are involved in a grab, they receive a minus two (-2) penalty to attacks made with ranged weapons and a minus four (-4) to attacks made with melee weapons. If a character elects to drag another character, each square moved requires an additional one (1) AP. Characters that are prone cannot drag other characters.
Characters may elect to choke an opponent they are grabbing. Doing so requires an unarmed target strike against the opponent’s neck. If successful, the opponent begins to suffocate. At the start of the opponents’ turn, they make a Constitution Attribute Roll as if breathable air has dropped by ten percent (10%). Each cycle, this percentage increases by ten percent (10%). If they remain conscious, they can contest the grab. Successfully contesting the grab allows the character to end the grab, which immediately ends any choking.
Parrying
Parrying is an Instant Maneuver available to all characters. Parrying is declared in response to a known attack being made against the character. To parry, the character makes a melee attack roll with a weapon they are holding. If the parry attack roll or the characters defense is higher than the attack roll of the incoming attack, the attack is blocked and does no damage. Parrying requires two (2) more AP than the amount of AP attacking with the melee weapon would require.
Parries can be performed even when an opponent makes an attack without a weapon, such as when an opponent attempts to make an unarmed attack against or grab a character. Parrying unarmed attacks can be done either with a melee weapon or with a similar unarmed attack. In both cases, parrying prevents the opponents unarmed attack. If an unarmed attack is parried using a melee weapon, the parrying character deals damage to the unarmed attacker based on their weapon damage.
Preparing
Characters can prepare almost any action or Maneuver as an instant action. Preparing an action allows a character to define a specific criterion which results in the character reacting with a pre-planned action or Maneuver. For example, a pre-planned action may take the form of “If a (specific) character runs in the direction of the door, I will shoot at the door open panel.” In general, almost any stationary action or Maneuver may be prepared, However, it is not recommended that GMs allow characters to prepare general movement (walking). This is because it results in oddities where characters can make themselves invalid targets in trivial ways.
To prepare an action or Maneuver requires two (2) AP. When the predefined event occurs, the character must also have sufficient AP to perform the action. If the triggering event occurs, the character with the prepared action may choose not to perform their prepared action if they choose. This is especially important if circumstances change from when they declared the prepared action, to when it occurs.
When resolving a prepared action, the effect of the prepared action occurs first. For example, a character may define their prepared action as “I will shoot at the (specific) character if the (specific) character begins to shoot at me”. If the specified character then shoots, the characters prepared action occurs first and they make their attack roll first.
Pushing
Pushing is useful for when a character needs to move another character, usually an enemy. To perform a push, a character must be adjacent to the character they want to push. Like other unarmed maneuvers, pushing may be parried.
To begin a push costs four (4) AP. The character attempting to push and the character being pushed both make opposing Strength Attribute Rolls. If the character attempting the push rolls higher than the character being pushed, the character being pushed is moved into the square across from the pushing character. The pushing character can choose to occupy the original square of the pushed character.
For every three (3) higher the pushing character rolls over the pushed character, they may move the pushed character an additional square. This does not increase the amount of squares the pushing character can move into. If a character is pushed into a wall, they receive one (1) physical damage per square they would have travelled. For example, if a character performing a push rolls a sixteen (16) and the character being pushed rolls a thirteen (13), the character being pushed would receive two (2) physical damage if a wall was immediately behind them.