Trade Off

You attempt a Stunt which trades-off your abilities in one area for another, bracing yourself for an attack, readying to dodge, or really leaning into an attack to deliver the most damage possible. Take 1 penalty on one of the following: Attack (either Range or Melee), Defense, Effect Modifier, or one of your other Resistances. The penalty lasts for a full round.
If you succeed on a DC 20 Stunt, you gain an additional Combat Die. If you succeed by 5 or more, you gain two additional Combat Dice. If you succeed by 10 or more, you instead gain three additional Combat Dice. You must use Combat Dice gained in this way immediately: they are lost at the start of your next turn.
Failure: If this maneuver fails, you do not gain the additional Combat Dice, but you still suffer the penalty.
Examples: Use Might to punch an energy beam away before it can hurt you. Use Acrobatics to spring aside when a grenade is tossed your way. Use Science and medical knowledge to stab at pressure points and strike for higher damage. Use Perception to see through an opponent's attack routine. 
Category:Rulebook
Category:Action
Category:Combat
Category:Maneuvers
Category:Stunts