Maneuver Basics

Maneuvers are essentially modified attacks you can make to hurt your foe in ways that go beyond simple bodily harm.
==Maneuver Mechanics==
The mechanics behind a maneuver are relatively simple.
# Decide what sort of effect you want for your maneuver. Think visually at first. What do you want to do to your foe? Knock him back senseless? Trip him and send him sprawling to the floor? Knock his weapon away?
# Declare that you will be using a Maneuver. It costs one action to use a Maneuver. By default, you must be Engaged in melee with the target you wish to use a Maneuver on.
# Successfully hit your opponent with a touch ranged attack. All Maneuvers will assign a penalty to your Melee Attack roll (not your effect modifier), based on the difficulty of the Maneuver.
# Roll your attack's effect modifier (Strength score by default) against one of your target's Physical Resistances (the highest of either Might or Reflex), as if making an unarmed attack.
# If your overcome your target's resistance, your opponent will suffer some detrimental effect.
===Maneuver Difficulty===
To track how easy or difficult a Maneuver is to perform depends on a number of factors. All Maneuvers assign a base number of penalties to the attack roll. However, various feats and options allow you to modify the final difficulty of a Maneuver.
====Maneuvers From Range====
You may attempt a Maneuver from a range greater than touch range. This increases the difficulty of the Maneuver. You may increase the total penalties to the Maneuver by one to make the Maneuver at Close Range, or by two to make the Maneuver at Long Range.
===Larger and Smaller Creatures===
You gain 1 bonus on your effect modifier for each Size category larger you are than your opponent. You suffer 1 penalty for each size category smaller you are than your opponent.
Category:Action
Category:Maneuvers
Category:Rulebook
Category:Combat