Single Petal Studios

All Classes
Additional Preparation
Type: Passive, Cumulative
AP: None MP: 1
You may prepare an additional action each turn. This maneuver can be taken multiple times.
Attack Pattern Analysis
Type: Passive
AP: None MP: 1
When you make attempt to parry, you may add your Intellect Attribute Modifier to the attack roll.
Attack Pattern Explained
Type: Command
AP: 4 MP: 1
When you learn this maneuver select either Intelligence or Wisdom. WillBlades may select Willpower.
Select a target that you can perceive. You can instruct all characters who can perceive them and you of any details you notice in their combat style. This allows those characters to add your selected Attribute Modifier to their defense and parry from any attacks made by that target for one (1) cycle.
Aura of Confidence
Type: Aura
AP: None MP: 1
While this Aura is active, all Allies receive a plus one (+1) bonus on non-attack Trade Rolls.
Blade Dance
Type: Basic
AP: 1 MP: 1
Whenever you make a successful melee attack, you may use this maneuver to move one (1) square.
Blast Back
Type: Basic
AP: 1 MP: 1
Whenever you make an attack with a Heavy Ranged Weapon, you may use this maneuver to simultaneously move backwards one (1) square. This movement must be in the opposite direction the attack was made.
Bonus Aura
Type: Passive, Cumulative
AP: None MP: 1
You may have an additional active Aura maneuver.
Special: You may take this maneuver multiple times, each time the MP cost is increased by one (1).
Brutish Fighter
Type: Passive
AP: None MP: 1
When making unarmed attacks, you may replace your Dexterity Attribute Modifier on Attack Rolls with your Strength Attribute Modifier.
Butchery
Type: Basic
AP: 1 MP: 2
You may use this maneuver when making a targeted strike. If your targeted strike would injure a character, it instead dismembers them.
Calming Aura
Type: Aura
AP: None MP: 1
While this Aura is active, all allies within the aura gain a plus two (+2) bonus on any Parry Attack Rolls.
Charismatic
Type: Passive, Cumulative (Serum)
AP: None MP: 2
Increase your Sociability Modifier by one (1).
Special: This maneuver can be taken multiple times by SuperSoldiers. Each time it is taken, increase the MP cost by one (1).
Chokehold Expert
Type: Basic, Passive
AP: None MP: 2
You gain plus two (+2) to make targeted strikes to choke an opponent. Additionally, upon making a successful choke, if your opponent fails a contested grab Attribute Roll against you, you may spend four (4) AP to force them prone.
Cower
Type: Instant
AP: 4 MP: 1
This maneuver may be used when attack is made against you while you are adjacent to an ally. The ally must be willing to defend you.
You gain plus six (+6) to your defense against the attack. If the attack does not overcome your defense but does overcome your allies’ defense (or parry roll), the ally takes damage instead. You may not use this maneuver against an attack you attempted to parry.
Cybernetic Affinity
Type: Passive, Cumulative (Serum)
AP: None MP: 2
Reduce the attribute penalty of one (1) cybernetic by one (1) to a minimum of zero (0).
Special: This maneuver can be taken multiple times by SuperSoldiers.
Dancing Parry
Type: Basic
AP: 0 MP: 2
Whenever you successfully parry, you may use this maneuver to move one (1) square.
Deadly Reputation
Type: Aura
AP: None MP: 2
When you gain this maneuver choose an Attribute. Enemies within your aura receive a minus one (-1) penalty to all Trade and Attribute Rolls while within the range of your aura unless they can succeed on a Willpower Attribute Roll. The Difficulty of this roll is equal to ten (10) plus your character level plus the chosen Attribute Modifier.
Do it Now!
Type: Command
AP: 2 MP: 2
Select an allied character and a non-movement non-instant action or maneuver that character is capable of performing. The character may perform that action immediately as if it were an instant action. The character must have the necessary AP needed to complete the action.
Eulogist
Type: Passive
AP: None MP: 1
After a combat in which a fellow crew member dies, you know how to give a proper eulogy. Reduce the morale penalty of the death by half.
Expedited Aura
Type: Aura
AP: None MP: 2
While this Aura is active, all allies within the aura may spend one (1) less AP on Trade Rolls, but receive a minus three (-3) penalty to the roll.
Focusing Aura
Type: Aura
AP: None MP: 1
While this aura is active, allies within range may spend six (6) AP to receive a plus three (+3) bonus to their next Trade Roll. This Aura does not effect Assumed Trade Rolls.
Fortify the Mind
Type: Passive, Cumulative
AP: None MP: 1
Whenever you need to make a Wisdom Attribute Roll to defend from a Willed Maneuver, you may add one (1) to the roll.
This maneuver may be taken multiple times..
Hearty
Type: Passive, Cumulative (Serum)
AP: None MP: 2
Increase your Constitution Modifier by one (1).
Special: This maneuver can be taken multiple times for Super Soldiers. Each time it is taken for the same attribute, increase the MP cost by one (1).
Hypertrophy
Type: Passive, Cumulative (Serum)
AP: None MP: 2*
Increase your Strength Modifier by one (1).
Special: This maneuver can be taken multiple times for Super Soldiers. Each time it is taken for the same attribute, increase the MP cost by one (1). This maneuver begins with an MP cost of one (1) for Super Soldiers.
Influential Commander
Type: Passive
AP: None MP: 1
If you are the Captain of a SolarLink, whenever you utilize a Command Maneuver that grants an allied crew member a bonus equal to your Intellect or Sociability, double the bonus granted to the crew member.
Knife Pin
Type: Basic
AP: 1 MP: 1
When making a targeted attack with a melee weapon capable of stabbing against an opponent who is adjacent to a solid surface, you may choose to pin them in place. If the targeted attack is successful, the opponent cannot move away from the square in which they are pinned.
You choose whether the opponent is affected by the damage and effects of a targeted attack, but they are pinned either way. If you leave your weapons range from the opponent, you must abandon your weapon to keep them pinned. Opponents may break free by using four (4) AP to make a Strength Attribute Roll with difficulty equal to the result of the targeted damage roll.
Knockback
Type: Basic
AP: 1 MP: 1
When you deal successful damage with a unarmed attack, you may begin a push attempt immediately after. This push attempt cannot be parried.
Knowledgeable
Type: Passive, Cumulative (Serum)
AP: None MP: 2*
Increase your Intellect Modifier by one (1).
Special: This maneuver can be taken multiple times for Super Soldiers. Each time it is taken for the same attribute, increase the MP cost by one (1). This maneuver begins with an MP cost of one (1) for Super Soldiers.
Lethal Assassin
Type: Passive, Cumulative
AP: None MP: 1
When you make a Targeted Strike gain plus one (+1) to the attack roll. You may take this maneuver multiple times, each time the bonus increases by another plus one (+1).
Master Butcher
Type: Passive
AP: None MP: 2
When you make a Target Strike against a body part that can be dismembered, you may elect to dismember it without having to injure it first.
Master of the Blade
Type: Passive, Willed
AP: None MP: 1
When making a parry with a mirror blade against a ranged attack roll, the parry roll only needs to be greater than the attacker’s attack roll in order to parry the attack back at them.
Meditative
Type: Passive, Cumulative (Serum), Cumulative (Willed)
AP: None MP: 2*
Increase your Wisdom Modifier by one (1).
Special: This maneuver can be taken multiple times for Super Soldiers and Willblades. Each time it is taken, increase the MP cost by one (1). This maneuver begins with an MP cost of one (1) for Willblades.
Nerve Point Strike
Type: Basic
AP: 6 MP: 1
You may make an unarmed strike against the opponent that forgoes damage and instead immediately results in an Injury that lasts for one (1) hour.
Nimbleness
Type: Passive, Cumulative (Serum)
AP: None MP: 2
Increase your Celerity Modifier by one (1).
Special: This maneuver can be taken multiple times for Super Soldiers. Each time it is taken for the same attribute, increase the MP cost by one (1).
Note Target
Type: Passive
AP: None MP: 1
When you learn this Maneuver, select Wisdom or Intellect. At the start of your turn you may note an enemy target, until the start of your turn on the next cycle, you gain a bonus to your Defense from attacks made by that enemy equal to the selected Attribute.
Overwhelming Will
Type: Passive, Cumulative (Willed)
AP: None MP: 2
Increase your Willpower Modifier by one (1).
Special: This maneuver can be taken multiple times by Willblades. Each time it is taken, increase the MP cost by one (1).
Patheticness
Type: Aura
AP: None MP: 1
While this aura is active, each time an enemy attacks you in a cycle they receive a cumulative minus one (-1) penalty to their Attack Roll for each prior attack. For example, the first attack made at you is made at a minus zero (-0) penalty, the next at minus one (-1), and the next at minus two (-2). This cumulative count is reset at the end of your turn on the cycle.
Perfected Precision
Type: Passive, Cumulative (Serum)
AP: None MP: 2*
Increase your Dexterity Modifier by one (1).
Special: This maneuver can be taken multiple times for Super Soldiers. Each time it is taken for the same attribute, increase the MP cost by one (1). This maneuver begins with an MP cost of one (1) for Super Soldiers.
Rapid Hacker
Type: Passive, Cumulative
AP: None MP: 1
When making a Trade(Hacker) roll for the purpose of hacking, reduce the AP cost by one (1) to a minimum of one (1). This maneuver may be taken multiple times.
Resist!
Type: Command
AP: 4 MP: 2
Select a target who can perceive you that is suffering from a penalty from a Willed Maneuver or Action that occurred within the past ten (10) minutes. They may re-roll the Attribute Roll to resist the effect, if so, the penalty is removed. A character can only receive a re-roll from this maneuver once in a ten (10) minute period. This maneuver can not be used to re-roll the same penalty instance.
Riposte
Type: Basic
AP: See Text MP: 2
When you make a successful parry against an attack made with a melee weapon, you may make an attack using your parry attack roll against the source of the melee attack against you. This does not require any additional AP beyond that needed to make the parry.
This attack may then itself be parried (and Riposte’) by the original attacker provided they have sufficient AP to do so.
Roll With the Blow
Type: Instant
AP: 1 MP: 1
Whenever you receive damage from an attack that deals physical damage, you may spend one (1) AP to reduce that damage by one (1). You may not use this maneuver if you attempted to parry that attack.
Serrate
Type: Basic
AP: 1 MP: 1
After making a successful attack roll with a melee weapon, you may inflict Open Wounds on the target. The target may make a Constitution Attribute Roll equal to the damage dealt to prevent Open Wounds from occurring.
Slippery Fellow
Type: Basic
AP: 1 MP: 1
When moving into an opponent’s square with basic movement, if they make a parry attack roll against you to prevent your movement, you may make a special parry to avoid the attack completely and continue moving. This parry is made like a normal attack roll, except it automatically gains a plus three (+3) bonus. This parry roll may use Dexterity, Celerity, Intellect, Wisdom, or Willpower as its attribute, determined at the time of use.
Space Swimmer
Type: Passive
AP: None MP: 2
You are extremely adept at moving in zero gravity. The AP necessary to push off, alter drift direction, and reduce momentum are halved. The AP needed to crawl along surfaces in zero gravity is reduce by one (1).
Supernatural Luck
Type: Instant, Cumulative
AP: 1 MP: 2
Whenever you make a roll, but before you know whether the effect of the roll, you may re-roll the roll. You may use this ability once per Solar Cycle. For each additional time you take this maneuver, you may re-roll an additional time.
Supernatural Parry
Type: Passive, Cumulative(The Will)
AP: None
MP: 2
Reduce the additional AP cost to parry by one (1) to a minimum of zero (0).
Sweeping Trip
Type: Basic
AP: 6 MP: 1
When wielding a rigid melee weapon up to two (2) meters long, a character can make an attempt to trip all characters in melee range. Choose one enemy to trip first and then proceed by making trip attempts that Rotate About you as a pivot. If a character succeeds at resisting the Trip Attempt, this maneuver ends.
Target Enemy
Type: Command
AP: 4 MP: 1
When you learn this maneuver select either Intelligence or Wisdom. WillBlades may select Willpower. Select a target that you can perceive. You can instruct all characters who can perceive that same target how to better harm them, they may add your selected Attribute Roll Modifier to attack rolls made against the target for one (1) cycle.
Texan Reload
Type: Instant
AP: 12 MP: 2
Immediately after making an attack with a ranged weapon that utilizes Energy Cores, you may spend twelve (12) AP to reload the same weapon with an Energy Core (as opposed to taking one (1) minute).
Two Weapon Proficiency
Type: Passive
AP: See Text MP: 2
When fighting with two-weapons, the attack penalty decreases to minus one (-1).
Violent Aura
Type: Aura
AP: None MP: 2
While this aura is active, any allies within range of the aura may take a minus two (-2) penalty to any melee attack roll to receive a plus one (+1) bonus to the damage if that attack is successful.
War Master
Type: Basic
AP: See Text MP: 3
Using this maneuver allows you to copy another targets maneuvers in combat. Select a Basic or Instant maneuver that is not any other type that you observed within the current combat. You may use that maneuver as if you had learned it as long as the MP cost of the maneuver is equal to or less than your Intellect Attribute Bonus.
Weapon Specific Training
Type: Passive, Cumulative
AP: None MP: 1
Select a single weapon (Ex. M6Z Blaster), gain plus one (+1) to attack rolls made with that weapon. You may take this maneuver multiple times, either for a different weapon or the same weapon.
Well.... Actually....
Type: Passive
AP: None MP: 1
Whenever an ally fails a Trade Roll using a Trade that you also have you may use this maneuver. You gain a plus two (+2) bonus to make the same Trade Roll. The circumstances for the Trade Roll must be relatively identical.
Examples:
-When used as an attack roll, the same Trade and weapon must be used.
-If used to make a return to function repair, the Trades must be the same Trade and used on the same SolarLink Component.
Whip Swing
Type: Basic
AP: See Text MP: 1
Immediately after moving at least (1) square while wielding a flexible whiplike weapon you may swing around a stationary object.
To perform this maneuver, select a heavy stationary object and spend AP equal to the AP needed to make an attack with your wielded weapon. You may Rotate About the stationary object until you spend one (1) AP to break to whip swing or reach the opposite side of the object. This movement costs PAP, allowing you to perform other actions while swinging, as long as they can be performed one-handed.
Wisdom To Attribute
Type: Cumulative
AP: None MP:1
Select an attribute besides Wisdom. Whenever you make a roll where you add the selected attribute to a roll, add your Wisdom Modifier as well. This maneuver may be taken multiple times. Each time it is the MP cost increases by one (1). Select a new attribute that has not been previously selected to add your Wisdom Attribute Modifier to.
Who Shoots First?
Type: Instant
AP: None MP: 1
This maneuver may only be used once in the first turn of the cycle before you have acted. If a character you are aware of is making a ranged attack against you, you may make a ranged attack against them first. You must make this decision before knowing the result of the attack roll against you. The AP to make this attack is deducted from the AP you receive at the start of your turn. You must be wielding a ranged weapon to use this maneuver.
Willed Maneuvers
Decision Fatigue
Type: Willed
AP: 4 MP: 1
Select a target character and make a Willpower Attribute Roll. They make a Constitution Attribute Roll with difficulty equal to your Willpower Attribute Roll. If they fail, they gain one (1) Tiredness.
Force of The Will
Type: Aura, Willed
AP: None MP: 2
While this Aura is active, all characters within range of the Aura must make a Willpower Attribute Roll at the start of their turn. The difficulty of this roll is equal to ten (10), plus your level, and Willpower Attribute Modifier.
On a failed roll, the character receives a minus one (-1) penalty to their Willpower Attribute Modifier. On a success, the character becomes immune to this effect for one (1) hour.
Forced Passivity
Type: Willed
AP: 4 MP: 1
You mentally attack a character, deterring their willingness for combat. Select a target within ten (10) meters. You and the target make opposing Willpower Attribute Rolls. If you win on the opposed roll, the target drops one position in the initiative order. No allies of the target may delay their turn to after the targets turn until the end of your next turn.
Master of the Blade
Type: Passive, Willed
AP: None MP: 1
When making a parry with a mirror blade against a ranged attack roll, the parry roll only needs to be greater than the attacker’s attack roll in order to parry the attack back at them.
Meditative Recovery
Type: Willed, Cumulative(Willed)
AP: 6 MP: 2
At the start of your turn in the cycle, you may forgo taking any actions for the remainder of your turn in the cycle to instead recovery one (1) HP or close one Open Wound. This does not consume the remaining AP of your turn, and you may use instant maneuvers after your turn. This maneuver does not work if you are suffering from Dismemberment or if you are incapable of taking actions.
This maneuver may only be used two (2) times per Solar Cycle. This maneuver may be taken multiple times. Each additional time this maneuver is taken increases the number of times this maneuver can be used in a Solar Cycle by two (2).
Meditative Strike
Type: Willed
AP: 6 MP: 2
When wielding a rigid melee weapon, you can focus on making a debilitating strike. Against a target with DHP, you may replace your dmg roll with one (1) DHP damage instead. If the target does not have DHP, you deal two (2) additional damage instead.
Mental Command
Type: Command, Willed
AP: 12 MP: 3
You can issue a command to a target which they then obey. You and the target make opposing Willpower Attribute Rolls. If your result is higher, you may issue a command that the target must follow. The command must not be something that would cause the target to knowingly harm themselves or anyone they would consider an ally. If the target succeeds on the Willpower Attribute Roll, they cannot be affected by your Mental Command for one (1) Solar Cycle.
Mental Crush
Type: Willed, Cumulative(Willed)
AP: 6 MP: 1
You may attempt to directly attack a character’s mind. Select a target within ten (10) meters and make a Willpower Attribute Roll. The target must make a Wisdom Attribute Roll against the result of your roll. If they fail, they receive a minus one (-1) penalty to either their Intellect, Wisdom, Willpower, or Sociability (your choice). The target is aware of the direction of the mental attack. If the target succeeds on the Wisdom Attribute Roll, they may not be effected by your mental crush for one (1) Solar Cycle.
This maneuver can be taken multiple times. Each time the damage dealt and the MP cost increases by one (1).
Split Bolt
Type: The Will
AP: None MP: 1
Whenever you parry a ranged attack that deals damage with a Mirrorblade, you may choose to split the bolt to hit multiple targets. For each additional target, reduce the damage dealt by the parried attack by one (1) damage die. If the damage is in DDMG, convert the damage to DMG and subtract two (2) per additional target. A single parry roll is used to determine the success against all targets.
Supernatural Instinct
Type: Passive, The Will
AP: None MP: 1
You are considered always prepared for combat. When participating in ground combat, you gain AP at the start of the first cycle. This AP does not affect your turn order, but allows you to perform instant maneuvers before your turn in the cycle. You do not regain AP at the start of your turn in the first cycle.
Will To Attribute
Type: Willed, Cumulative(Willed)
AP: None MP:1
Select an attribute besides Willpower. Whenever you make a roll where you add the selected attribute to a roll, add your willpower modifier as well.
This maneuver may be taken multiple times by WillBlades. Each time it is the MP cost increases by one (1). Select a new attribute that has not been previously selected to add your Willpower Attribute Modifier to.
Serum Maneuvers
Acidic Skin
Type: Cumulative(Serum), Passive
AP: None MP: 1
You excrete a corrosive substance from your skin. Whenever a character hits you with a melee attack without a weapon, they receive one (1) chemical damage. Additionally, any unarmed attacks you make deal one (1) chemical damage. This maneuver may be taken multiple times, each time the chemical damage and MP cost increases by one (1).
Bully Target
Type: Serum, Passive
AP: None MP: 1
Each time you make an attack against the same target you previously you gain plus one (+1) to the Attack Roll. This stacks cumulatively as long as you continue to attack the same target.
Efficient Liver
Type: Cumulative(Serum), Passive
AP: None MP: 1
Increase the number of injections you can take before suffering penalties by one (1). This maneuver can be taken multiple times.
Momentum
Type: Serum, Instant
AP: 4 MP: 1
You may increase your position on the Turn Order by one. You may not use this maneuver if an ally as delayed their turn to after yours in the Turn Order.
Push Beyond
Type: Serum, Instant, Cumulative
AP: 4 MP: 1
When you first take this Maneuver, choose Strength or Dexterity. Once per Solar Cycle you may use this maneuver to gain a plus one (+1) bonus to whichever you selected between Strength and Dexterity. Additionally, you gain plus one (+1) to Constitution and Willpower. These effects last for four (4) cycles.
You may take this maneuver multiple times, doing so increases the bonus to each Attribute by one (1) and the duration by two (2) cycles. Each time increase the MP cost increases by one (1).
Surge
Type: Instant, Serum
AP: 4* MP: 2
You may use this maneuver even if you have no AP remaining. You immediately act as though it is your turn, regaining AP minus the AP needed to use this maneuver. This may even be used in the middle of another characters turn (which resumes once you are done acting). This does not change your turn in the Turn Order, but you do not regain AP the next time it is your turn in the Turn Order. Each time you use the maneuver within the same Solar Cycle, the AP cost increases by one (1).
Stand Alone
Type: Serum, Aura
AP: None MP: 1
When you learn this maneuver, select Offense or Defense. While this Aura is active, you become more powerful if there are more enemies surrounding you than allies. On your turn, subtract the number of allies within your aura range from the number of enemies. If you chose offense, you gain a plus one (+1) bonus to attack rolls equal to the difference between enemies and allies. If you choise Defense, you gain plus one (+1) Defense equal to the difference between enemies and allies divided by two (2).
Unnatural Resistance
Type: Passive, Cumulative(Serum)
AP: None MP: 1
Choose one of the following damage types: Chemical, Electric, Physical, Thermal(Hot), or Thermal(Cold). You gain Resistance one (1) against that damage type. You may take this maneuver multiple times. Each time you do, increase the MP Cost and the Resistance to a selected damage type by one (1).
Special: Thermal(Hot) resistance gained from this maneuver is subject to Coverage restrictions.