Maneuvers

Characters can try and use different **Maneuvers** when the usual walking and running is not enough.

## Dashing

**Dashing** is a **Quick Action Maneuver** that allows character to move in a straight line for the additional distance equal to 1/2 **Speed**. It requires passing an appropriate **Skill Check**. Failure means that the character is able to move only 1 step in the chosen direction before stumbling and going **Prone**, ending the **Turn**. **Dashing** doesn't spend **Speed**, but each subsequent **Dash** will be made with a cumulative 1/2 penalty that also extends to other **Maneuvers**. There is also additional penalty for having **Armor** on the legs (or other means of locomotion used for **Dashing** be it wings or tail) that amounts to -10 for each 5 points of **Armor**. **Dashing** as the **Major Action** allows substituting **Brawn Check** for a **Skill Check**.

## Jumping

**Jumping** is a **Minor Action Maneuver** that allows character to fly in a straight line for the additional distance equal to 1/4 **Speed**. This horizontal distance can be also increased by 1 for each step passed in a straight line in the direction of a **Jump**,but cannot exceed 1/2 of the character's **Speed**. **Jumping** requires passing an appropriate **Skill Check**. Failure means that the character is able to fly only 1 step in the chosen direction before falling down and going **Prone**, ending the **Turn**. **Jumping** doesn't spend **Speed**, but each subsequent **Jump** will be made with a cumulative 1/2 penalty that also extends to other **Maneuvers**. There is also additional penalty for having **Armor** on the legs (or other means of locomotion used for **Jumping** be it arms or tail) that amounts to -10 for each 5 points of **Armor**. **Jumping** as **Major Action** allows substituting **Brawn Check** for a **Skill Check**.

## Acrobatics

**Acrobatics** is a set of different **Quick Actions** that allow the character to move in a different ways. It requires passing an appropriate **Skill Check** with cumulative penalty for performing subsequent **Acrobatics** that also extends to other **Maneuvers**. Failure means that the character stumbles and goes **Prone**, ending the Turn. There is also additional penalty for having **Armor** on the legs (or other means of locomotion used for **Acrobatics** be it arms or legs) that amounts to -10 for each 5 points of **Armor**. Performing **Acrobatics** as **Major Action** allows substituting **Knack Check** for a **Skill Check**.

### Hopping

**Hopping** allows the character to move over an obstacle. It is made with a penalty of -10 for **Small** obstacles, -20 for **Medium** and -40 for **Large**.

### Sliding

**Sliding** allows the character to move through an opening. It is made with a penalty of -10 for **Large** openings, -20 for **Medium** and -40 for **Small**.

### Springing

**Springing** allows the character to **Stand** up from a **Prone** or **Sitting** position. It is made with a penalty of -10 for **Prone** and -5 for **Sitting**.

### Tumbling

**Tumbling** allows the character to **Dodge** over the enemy. It also allows to **Dodge** without moving.

### Wall Running

**Wall Running** allows the character to move over the wall horizontally or vertically for a distance equal to 1/4 **Speed**. It is made with a penalty of -20.

### Wall Jumping

**Wall Jumping** allows the character to jump off an obstacle such as wall, moving in the opposite direction for a distance equal to 1/2 of the character's **Strength**. It is made with a penalty of -30.

### Controlled Falling

**Controlled Falling** allows the character to move 1 step while **Falling** or **Jumping**, changing direction or increasing/decreasing speed of the fall. This **Maneuver** also allows to choose which body parts will recieve damage from the fall or to **Dive** into water. It is made with a penalty of -30.