
While you can use all forms of Maneuver naturally, you cannot use any Special Maneuvers until you have gained access to them through an effect. Special Maneuvers typically grant more options in combat, and can be gained through various sources.
Special Maneuvers
Absorb Maneuver [1/Round]: You consume, wrap around, or otherwise engulf a target and make them part of yourself.
–Maneuver Type: Standard Maneuver
–Action Cost: 2 Actions
–KP Cost: N/A
–Exploitable: If you fail the initial Clash, this triggers the Exploit Maneuver from the target.
–Effect: Target a Character within your Melee Range. Make a Clash (Strike vs Strike/Dodge) against them. If you win, make a second Clash (Corporeal) against that Character. If you lose this Clash, that Character suffers from the Shaken Combat Condition until the end of their next turn. If you win, that Character is removed from the Combat Encounter and you gain a stack of the Absorption Awakening as a Level 2 Temporary Awakening with that Character as the Absorbed Character.
Analysis Maneuver [1/Round]: Study your opponents and find the perfect vital point to strike.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: Target an Opponent. They become Analyzed until the end of your next turn. Increase your Combat Rolls against Analyzed Opponents by 1(T)+1/4 (rounded up) of your Scholarship Modifier.
Attack Absorption Maneuver: You consume an enemy’s attack, taking its energy for your own.
–Maneuver Type: Out-of-Sequence Maneuver
–Action Cost: N/A
–KP Cost: N/A
–Effect: If you use the Parry option of the Defend Maneuver to successfully avoid an Attacking Maneuver of the Energy or Magic Foundation, you may absorb that Attacking Maneuver. Your Opponent makes an Urgent Wound Roll for their Attacking Maneuver as if you were hit, and you regain Ki Points equal to 1/2 of the Dice Score.
If you regain Ki Points that equal or exceed 1/5 of your Maximum Ki Points through this effect, you may use the Power Up Maneuver as an Out-of-Sequence Maneuver.
Bite Attack [1/Round]: Sink your fangs into your opponent!
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: 2(T)
–Exploitable: N/A
–Effect: Target an Opponent with an Attacking Maneuver of the Simple Profile and Physical Foundation. This Attacking Maneuver is Direct.
Block Maneuver: You are able to block an incoming attack with your shield.
–Maneuver Type: Counter Maneuver
–Action Cost: 1 Counter Action
–KP Cost: N/A
–Effect: When you are hit by an Attacking Maneuver, you may use this Counter Maneuver. Make a Strike Roll with your Shield-Category Weapon against the Dice Score Strike Roll rolled for that Attacking Maneuver. If you win, the Weapon used for this Maneuver is hit instead of you.
Brace Maneuver [1/Round]: Prepare yourself to withstand the weather.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: All adjacent Opponents.
–Effect: Ignore the effects of any Battle Weathers until the start of your next turn. You can only ignore the effects of certain Weather Tiers if you have enough ranks in the Survival Skill:
- Natural. 2+ Skill Ranks in Survival.
- Unnatural. 4+ Skill Ranks in Survival.
- Cataclysmic. 5+ Skill Ranks in Survival.
Dirty Trick Maneuver [1/Round]: Refusing to accept failure, you’ll cheat, lie, and connive your way to victory, whether by throwing dirt in your opponent’s eyes, declaring the presence of a powerful figure, or emotionally manipulating an ally by killing their family and making it look like the enemy did it.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: When you use this Special Maneuver, target a Character within a Sphere AoE (centered on you). Make a Clash (Bluff vs Intuition) against that Character. If you win, apply one of the following effects:
- Pocket Sand: Your target gains the Blinded Combat Condition until the end of your turn.
- Made ya look!: Your target gains the Guard Down Combat Condition until the end of your turn or until they are hit by an Attacking Maneuver (whichever comes first).
- It’s Such a Tragedy!: Your target gains the Compelled Combat Condition until the end of their turn against a target of your choice. Additionally, if you scored a Critical Result or your target scored a Botch Result in your Clash, they must either use the Transformation Maneuver or Power Up Maneuver during their next turn. You can only use this effect once per Combat Encounter.
Eject Maneuver [1/Encounter]: Escape from your vehicle in a hurry!
–Maneuver Type: Instant Maneuver
–Action Cost: N/A
–KP Cost: N/A
–Effect: Immediately leave a Vehicle/Battle Jacket and move a number of Squares away from the Vehicle/Battle Jacket in a straight line equal to your number of Skill Ranks in Piloting. If that Vehicle/Battle Jacket was targeted for an Attacking Maneuver when you used this effect, and you were the Pilot, carry out that Attacking Maneuver against the Vehicle/Battle Jacket as if you were still the Pilot.
Feint Maneuver [1/Round]: Draw your opponent’s attention away from your true intentions before you strike!
–Maneuver Type: Instant Maneuver
–Action Cost: N/A
–KP Cost: 2(T)
–Effect: Target an Opponent within your Melee Range. Make a Clash (Bluff vs Intuition/Perception) against that Opponent. If you win, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. Increase the Strike and Wound Rolls for this Attacking Maneuver by 1(T) and your Opponent cannot use the Defend Maneuver in response to this Attacking Maneuver, but this Attacking Maneuver cannot possess an AoE and you cannot Ki Wager more than 1/4 (rounded up) of your Maximum Capacity on this Attacking Maneuver.
Flip Maneuver [1/Round]: Acrobatically maneuver yourself away from your opponent!
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: Move a number of Squares up to twice your number of Skill Ranks in Acrobatics (you may move through Squares occupied by an Opponent, as long as you do not end your movement on an occupied Square). This movement does not provoke the Exploit Maneuver, even if you leave the Melee Range of an Opponent.
Hide Maneuver [1/Round]: Get out of sight to get the drop on your opponents.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: Make a Skill Clash (Stealth vs Perception) against all of your Opponents (except those you are in the Melee Range of). If you win against an Opponent, you become Hidden from that Opponent.
Hijack Maneuver [1/Round]: Take control over a vehicle driven by someone else!
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: If you fail the Clash, you can be exploited by any Opponent (if you are within their Melee Range)
–Effect: Target an adjacent Vehicle or Battle Jacket. Make a Clash (Thievery vs Thievery/Acrobatics/Perception) against the Pilot of that Vehicle/Battle Jacket. If you win, you become the Pilot of that Vehicle/Battle Jacket and the former Pilot is moved to an unoccupied Square of your choice outside of that Vehicle/Battle Jacket.
Holding Back Maneuver [1/Round]: Hold back your power to avoid detection or warm up in a fight.
–Maneuver Type: Instant Maneuver
–Action Cost: N/A
–KP Cost: N/A
–Effect: Gain any number of Holding Back Stacks up to an amount equal to your base Tier of Power. For each stack of Holding Back, reduce your Tier of Power by 1. If your number of Holding Back Stacks is equal to your base Tier of Power, reduce your Combat Rolls by 1(bT) and set your Tier of Power to 1.
For each stack of Holding Back you possess, increase the Skill Bonus for your Concealment Skill Checks by 1 (max. 3).
If you already possess a Holding Back Stack, you can instead choose to remove any number of them or gain more up to your maximum.
Hype Maneuver [1/Round]: Hype the crowds, your allies, or yourself with a powerful performance.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: You become Hyped! While Hyped, increase your Combat Rolls by 1(T)+1/4 (rounded up) of your Personality Modifier until the end of your next turn.
Insult Maneuver [1/Round]: If physical attacks don’t work, emotional ones just might!
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: Target an Opponent and make a Morale Clash against them. If you win, the target suffers from the Impaired Combat Condition and gains the Compelled Combat Condition against you until the end of your next turn.
Internal Attack Maneuver [1/Round]: You are able to enter a target’s body and attack them from within!
–Maneuver Type: Standard Maneuver
–Action Cost: 2 Actions
–KP Cost: 6(T)
–Exploitable: N/A
–Effect: Target an Opponent within your Melee Range. Make a Clash (Impulsive vs Impulsive/Corporeal) against them. If you win, remove yourself from the Combat Encounter (record your Initiative) and while you are not a member of the Combat Encounter, reduce their Soak Value and Defense Value by 2(T). As an Instant Maneuver, despite not being involved in the Combat Encounter, you can appear on a Square adjacent to the target of this Maneuver, re-enter the Combat Encounter (using your recorded Initiative), and reduce their Life Points by 2x your Might.
Intuit Maneuver [1/Round]: Following your gut, you predict your opponent’s next move.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: Target an Opponent. Increase the Dice Score of your Skill Checks and Saving Throws in Clashes against that Opponent by 2 and 1(T) respectively until the end of your next turn.
Liquid Form Maneuver [1/Round]: You are able to liquefy your body, allowing you to become amorphous, move as you please, and fit into smaller spaces.
–Maneuver Type: Instant Maneuver
–Action Cost: N/A
–KP Cost: N/A
–Effect: You enter the Liquid Special State. If you use this Maneuver while in the Liquid Special State, you exit the Liquid Special State.
Magic Trick Maneuver [1/Round]: You use your mystical prowess to manipulate the battlefield, moving yourself and your enemies around at-will.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Actions
–KP Cost: N/A
–Exploitable: If you fail the initial Clash, this triggers the Exploit Maneuver from the target.
–Effect: Apply one of the following effects:
- Target an Opponent within your Melee Range. Make a Clash (Use Magic vs Intuition/Use Magic) against them. If you win, the target gains the Impaired Combat Condition until the start of your next turn.
- Target an Opponent within your Melee Range. Make a Clash (Use Magic vs Intuition/Use Magic) against them. If you win, move that target by a number of Squares equal to your number of Skill Ranks in the Use Magic Skill.
- Move a number of Squares equal to your number of Skill Ranks in the Use Magic Skill. This movement does not trigger the Exploit Maneuver.
Possess Maneuver [1/Round]: You invade your target’s body, taking them over from within.
–Maneuver Type: Standard Maneuver
–Action Cost: 2 Actions
–KP Cost: N/A
–Exploitable: If you fail the initial Clash, this triggers the Exploit Maneuver from the target.
–Effect: Target a Character within your Melee Range. Make a Clash (Strike vs Strike/Dodge) against them. If you win, make a second Clash (Impulsive) against that Character. If you lose this Clash, your Opponent suffers from the Guard Down Combat Condition until the end of the current turn. If you win, your Character is removed from the Combat Encounter. Give the target of this Maneuver the Overtaken Awakening as a Level 2 Temporary Awakening and then gain control of that Character as long as they still possess the Overtaken Awakening with your Character as the Possessing Character.
Power Drain Maneuver [1/Round]: Steal life force energy from an opponent.
–Maneuver Type: Standard Maneuver
–Action Cost: Variable
–KP Cost: N/A
–Exploitable: N/A
–Effect: You can only use this Maneuver if you are in a Grapple Maneuver as the Grappler. Target the Grappled and spend up to 3 Actions. For each Action you spend, reduce their Life and Ki Points by 1/2 (rounded up) of your Might and regain Ki Points equal to the total amount of Ki Points lost by the target.
Repair Maneuver [1/Encounter]: Take a moment during battle to take care of your gear.
–Maneuver Type: Standard Maneuver
–Action Cost: 2 Actions
–KP Cost: N/A
–Exploitable: N/A
–Effect: Make a Craft Skill Check against the Craft DC of a Weapon/piece of Apparel you possess OR a Vehicle/Battle Jacket you are adjacent to. If you succeed, depending on the chosen Item: restore the Life Points of the Weapon/Vehicle/Battle Jacket by 2d10(bT) plus your Skill Bonus for the relevant Craft Skill Specialization or regain 2 Break Value for that piece of Apparel.
Search Maneuver [1/Round]: Look for a hidden opponent!
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: Target an Opponent that is Hidden from you. Make a Skill Clash (Perception vs Stealth) against them. If you win, you are no longer Oblivious of them.
Sense Maneuver [1/Round]: Lock on to the energy of an opponent.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: Target an Opponent. Make a Skill Clash (Clairvoyance vs Concealment) against them. If you win, you can tell how many stacks of Holding Back they possess and if they are currently in their Transformation with the highest Tier of Power Requirement (you do not know which Transformation they possess – you just have a general feeling whether or not they are still holding back their full power).
Snatch Maneuver [1/Round]: Take something being held by your opponent!
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: Target an Opponent within your Melee Range who you know possesses a certain Basic Item. Make a Skill Clash (Thievery vs Perception/Thievery). If you win, you take that Basic Item from that Opponent.
Soar Maneuver [1/Round]: Soar through the skies like a bird!
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: Increase your Defense Value by 1(bT) until the start of your next turn. Additionally, if not in a High Environment, you can enter the Low Sky Environment. If in a High Environment, you can increase your rank of High Environment by +/- 1 Rank, where if it would become 0 then you enter the normal Battle Environment for the Square you are occupying.
For more information, see Battlefields.
Tail Attack Maneuver [1/Round]: Strike out at an opponent using your tail.
–Maneuver Type: Instant Maneuver
–Action Cost: N/A
–KP Cost: 2(T)
–Effects: Target an Opponent with an Attacking Maneuver using the Simple Profile. When you first gain access to this Special Maneuver, you may select one of these additional effects to have access to while you have access to this Maneuver:
- Elongated. You may increase the KP Cost of this Maneuver by 2(T) to instead use the Sweeping Profile.
- Multiple. You may increase the KP Cost of this Maneuver by 2(T) to instead use the Combination Profile of the Physical Foundation.
- Spiked. You may increase the KP Cost of this Maneuver by 4(T) to instead use the Crushing Profile.
- Heavy. You may increase the KP Cost of this Maneuver by 6(T) to instead use the Powered Profile.
Attacking Maneuvers made through the Tail Attack Maneuver do not suffer from, or count towards, the penalty from Diminishing Offense.
Terrify Maneuver [1/Round]: Intimidate an opponent into submission.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: Target an Opponent within 4 Squares of you. Make a Skill Clash (Intimidation vs Intuition/Intimidation) against them. If you win, your target gains the Shaken Combat Condition until the end of your next turn. If they already possess the Shaken Combat Condition, they are knocked Prone.
Reduce the Dice Score of your Skill Clash by 2 if your target is of a higher Tier of Power than you.
Transfiguration Maneuver [1/Round]: Transform your target into an object of some kind.
–Maneuver Type: Standard Maneuver
–Action Cost: 2 Actions
–KP Cost: 10(T)
–Exploitable: All adjacent Opponents. If you are knocked through a Health Threshold due to an Attacking Maneuver from the Exploit Maneuver in response to this Maneuver, you automatically fail the Strike Roll for this Maneuver’s effects.
–Effect: Make a Clash (Physical Strike vs Strike/Dodge) against an Opponent within your Melee Range. If you win, choose an Item – your Opponent becomes that Item until the end of the Combat Encounter and has their Size Category changed to suit this Item (your ARC decides). This Opponent is Transfigured (see — Transfigured).
After your Opponent becomes an Item, make a Might Clash against that Opponent, though if that Opponent’s Tier of Power is higher than yours, reduce your Dice Score for this Clash by 1(T). If you win this second Clash, the Transfigured Opponent, for all intents and purposes, becomes that Item and cannot make any type of Maneuver. If that Item would be destroyed or used up (such as a Snack), that Character dies. They must spend 2 Karma Points to avoid dying and have their body appear in the closest unoccupied Square. They are still Defeated.
If you target a Character turned into an Item with the Transfiguration Maneuver, turn them back to normal.
A Character targeted by this Maneuver may spend 1 Counter Action. If they do, and they beat the initial Clash for the effects of the Transfiguration Maneuver, then you must change the target of this use of the Transfiguration Maneuver to yourself and make the rolls as if you were targeted by another Character (all rolls involved become Urgent).
Treatment Maneuver [1/Round]: Heal an ally’s wounds.
–Maneuver Type: Standard Maneuver
–Action Cost: 2 Actions
–KP Cost: N/A
–Exploitable: All adjacent Opponents.
–Effects: Target an Ally within your Melee Range. Increase their Life Points by 2d10(bT) plus your Skill Bonus in Medicine. If an Ally is suffering from the Poisoned Combat Condition, you can reduce the amount of Life Points they gain by 1/2 to make a Skill Clash (Medicine vs Medicine/Craft: Basic Item) against the Character who gave that character the Poisoned Combat Condition. If you win, remove the Combat Condition. If they gained the Poisoned Combat Condition other than through the effects of another Character, simply make an Medicine Skill Check with the Apprentice Difficulty to remove the poison.
Unify Maneuver [1/Round]: Combine with another willing ally to increase your power even further!
–Maneuver Type: Standard Maneuver
–Action Cost: 3 Actions
–KP Cost: N/A
–Exploitable: All adjacent Opponents.
–Effect: Target a willing member of your Race (whose base Tier of Power is equal to or higher than yours) on an Adjacent Square to Unify with (they may even be Defeated, as long as they can give consent). That targeted Character is removed from the Combat Encounter and becomes a part of you. You gain a stack of the Unified Lesser Awakening as a Level 1 Temporary Awakening with the targeted Character as the Merged Character (if you haven’t reached your Awakening Limit for your Lesser Awakenings, you must permanently take this Awakening at the end of this Combat Encounter) and recover Life and Ki Points equal to 2d10(bT) plus the target’s Surgency (for this calculation, use your target’s base Tier of Power).