Maneuvers

 

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Maneuvers

Maneuvers are special abilities that you can spend your Actions on in combat. Normal warriors stand around flailing at each other with swords, but with Maneuvers, you can slip across a battlefield striking multiple enemies, then set your allies up to take down an enemy.
About Maneuvers
Maneuvers are divided into five categories based on the Action required to activate the Maneuver. These categories are Primary, Secondary, Reaction, Free and Movement.
Maneuvers function in many ways like Perks. There are three Tier levels of Maneuvers. At the top of each Maneuver, you can see the following characteristics: Action cost, Stat and Skill to be used, Defense Targeted, duration, range (Short, Medium, Long), area, and Targets. If that information is not included it is either unnecessary are mentioned elsewhere within the Maneuver description.

Name of Maneuver
Tier Level
Requirements to use or take this Maneuver
Times per Scene/Combat/Duration l Action Used l Duration of Effect l Stat + Skill + CR or vs. Defense l Range l Affected Area l Applicable Targets
〇 Conditions that allow you to use your reaction.
Description and effects of the Perk listed here. If the Perk gives you access to a special combat ability it is listed below.

Gaining Maneuvers

You gain access to Maneuvers with the following three Perks. After you have taken the Perk, you may select the appropriate number of Maneuvers.

Maneuver Training, I
Tier 1
You learn two Tier 1 Maneuvers.
Special: You can take this Perk multiple times.

Maneuver Training, II
Tier 2
You learn one Tier 2 Maneuver and one Tier 1 Maneuver.
Special: You can take this Perk multiple times.

Maneuver Training, III
Tier 3
You learn one Tier 3 Maneuver, one Tier 2 Maneuver, and one Tier 1 Maneuver.
Special: You can take this Perk multiple times.

Primary Action Maneuvers

All For One
Tier 1
1 / Combat l Primary l Short l 1 Ally
The Target gains a Primary Action immediately.

Curving Shot
Tier 2
3 / Combat l Primary l Finesse + Archery vs. PD l 1 Foe
Your Ranged Attack becomes Chain: 15.

Drop Your Sword
Tier 3
1 / Combat l Primary l 1 Round l Persuasion + Convince vs. MD l 1 Foe
The Target is Stuck and Stunned.

Hurl Weapon
Tier 2
1 / Combat l Primary l Foes
You can make a Melee Attack against all Targets in a Line: 10 from Self area. Your weapon lands in the final hex of this Line.

Inspire
Tier 3
1 / Combat l Primary l Charisma + Impress CR: 3 l Long l Allies
You give an extra Primary action to all allies in range. They must take this Primary action immediately.

Melee Flurry
Tier 3
1 / Combat l Primary l Foes
You can make a Melee Attack against all Targets within Reach. You are Strengthened on these Attacks.

Mesmerize
Tier 2
1 / Combat l Primary l 1 Round* l Charisma + Perform vs. MD l Long l 1 Foe
The Target is Confused and Weakened.
Special: You can use a Primary Action each Round to continue this effect, but you must roll Charisma + Perform vs. MD each time. If you miss you may attempt the attack again the next Round, but if you do not spend your Primary Action to use this attack you cannot use it again. You must roll to hit the same Target every Round.

Pins and Needles
Tier 2
3 / Combat l Primary l 1 Round l Finesse + Legerdemain vs. PD l Reach l 1 Foe
You place small blades and needles all over the Target. They take 1d6 damage for every hex they move on their Turn.

Pressure Points
Tier 3
1 / Combat l Primary l 1 Round l Wits + Medicine vs. PD l 1 Foe
The Target is Helpless.

Projectile Storm
Tier 3
1 / Combat l Primary l Long and Blast: 3 or Cone: 5 from Self l Foes
You can make a Ranged Attack roll against all foes within the area. Range penalties do not apply to these Attacks. You are Strengthened on these Attacks. On a miss, Targets take Finesse damage.

Refresh
Tier 3
3 / Combat l Primary l Brawn + Resilience l Self
You regain Successes in Tenacity. You also remove all Negative Status Effects.

Shield Bash
Tier 2
3 / Combat l Primary l 1 Round l 1 Foe
Make a Special Melee Attack against the Target. You bash them with your shield, dealing 1d4 + Brawn damage. The Target is also Stunned.

Snap the Neck
Tier 3
1 / Combat l Primary l 1 Restrained Foe
Your Melee Attack deals damage directly to Health.

Structural Damage
Tier 3
3 / Combat l Primary l Wits + Build vs. MD l Long l 1 Foe
You know just where to lead your foe or just where to throw a rock to cause the environment to damage your foe. Deal 1d10 + Intellect damage and move the foe 3 hexes.

Weak Point
Tier 2
3 / Combat l Primary l Intellect + Academics vs. AD l 1 Round l Short l 1 Foe
Add an Ace to the next Attack against the Target.

Weakling
Tier 3
3 / Combat l Primary l Persuasion + Deceive vs. MD l 6 Foes
The Targets cannot target you with single target attacks.

Secondary Action Maneuvers

Befuddle
Tier 3
1 / Combat l Secondary l 1 Round l Persuasion + Deceive vs. MD l Long l 1 Foe
The Target is Staggered.

Bring It On
Tier 2
1 / Combat l Secondary l 1 Round l Persuasion + Intimidate vs. MD l Long l up to 6 Foes
You make the Targets Attack you on their Turn. If they cannot Attack, they will move towards you. If it is impossible to end their Turn Adjacent to you during the same Turn, the Maneuver has no effect on that Target.

Caltrops
Tier 1
1 / Combat l Secondary l Combat l Finesse + Thievery l Medium l 1 hex per Success
You mark a number of hexes equal to Successes. Anyone that moves into these hexes takes 1d6 damage and is Slowed.
Special: You can take this Maneuver multiple times.

Control Beast
Tier 3
1 / Combat l Secondary l Scene l Persuasion + Animal Handling vs. MD l Long l 1 Beast
You can Dominate one Beast.
Special: You can take this Perk up to 3 times.

Distract
Tier 2
3 / Combat l Secondary l 1 Round l Persuasion + Deceive vs. MD l Long l 1 Foe
You give the Target Disadvantage on all rolls.

Disrupting Strike
Tier 2
3 / Combat l Secondary l 1 Round l Reach or Range l 1 Foe
You make a Special Melee or Ranged Attack, making the Target Slowed, Shocked, Weakened, or giving them Disadvantage. You may choose which Status Effect every time you make this attack.

Double Strike
Tier 3
1 / Combat l Secondary l Self
You make a Melee or Ranged Attack.

Evil Eye
Tier 2
3 / Combat l Secondary l 1 Round l Charisma + Intimidate vs. MD l Long l 1 Foe
The Target is Stuck.

Exertion
Tier 2
3 / Combat l Secondary l Self
+1d4 damage to your next Melee or Ranged Attack this Round.

Found You
Tier 2
3 / Combat l Secondary l Scene l Awareness + Detect CR: 3 l Long l Characters
You know the location of all Hidden characters in Range and can target them.

Give Cover
Tier 1
Requires: Medium or Heavy Armor, or a Shield
3 / Combat l Secondary l 1 Round l Adjacent l Allies
You give Adjacent Allies Cover.

Invoke Superstition
Tier 2
3 / Combat l Secondary l 1 Round l Wits + Mythology vs. MD l Short l 1 Foe
The Target is Weakened and has Disadvantage on all rolls.

Jab
Tier 2
Requires: Assuming a Martial Arts Stance
3 / Combat l Secondary l Reach l 1 Foe
You make a Special Melee Attack. The Target takes 1d4 damage.

Know Your Terrain
Tier 2
3 / Combat l Secondary l 1 Round l Wits + Investigation CR: 3 l Self
Gain all the advantages of having Cover even if you have none.

Parkour
Tier 2
3 / Combat l Secondary l Self
You make an Athletics roll. If you use this roll to gain extra Movement you are not limited by your Speed.

Rapid Regeneration, I
Tier 1
Requires: Regeneration: 1 or higher.
1 / Combat l Secondary l Self
You heal 1d6 Health.

Rapid Regeneration, II
Tier 2
Requires: Regeneration: 1 or higher.
1 / Combat l Secondary l Self
You heal 2d6 Health.

Reveal Weakness
Tier 1
1 / Combat l Secondary l Combat l Intellect + Academics vs. AD l Long l 1 Foe
The Target gains Vulnerability: 2 (all).

Second Wind, I
Tier 1
1 / Combat l Secondary l Self
You heal 1d10 Tenacity.

Second Wind, II
Tier 2
1 / Combat l Secondary l Self
You heal 2d10 Tenacity.

Useful Information
Tier 1
1 / Combat l Secondary l 1 Round l Intellect + Academics vs. AD l Long l 1 Foe
You and all Allies gain Advantage to all Attacks against the Target.

Wall
Tier 2
Requires: Medium or Heavy Armor, or a Shield
3 / Combat l Secondary l 1 Round l Adjacent l 2 Hexes
Target hexes become Impassable and grant Cover.

Reaction Maneuvers

Acrobatic Evasion
Tier 2
Requires: Unarmed, Light or Medium Melee weapon and no Shield
3 / Combat l Reaction l Self
〇 You are Hit with a Blast, Chain, Line, Cone, or Zone targeting PD.
Roll Reflexes + Athletics CR: Foe’s Attack Successes or CR: 5 if there was no Attack roll. If you make the roll, you evade the Attack and it deals no damage.

Blindside
Tier 2
3 / Combat l Reaction l Reach l 1 Foe
〇 The Target is Hit by an Ally’s Attack.
You make a Melee Attack.

Bodyguard
Tier 1
Requires: Unarmed, Light or Medium Melee weapon and no Shield
3 / Combat l Reaction l Adjacent l 1 Ally
〇 The Target is Hit with an Attack that targets PD.
You can trade hexes with the Ally and the Attack deals damage to you instead.

Glancing Blow
Tier 2
1 / Combat l Reaction l Self
〇 You are Hit by an Attack.
You reduce the damage you take by 6.

Guardian Shield
Tier 2
Requires: a Shield
1 / Combat l Reaction l Short l 1 Ally
〇 The Target is Hit with an Attack that targets PD.
You can spend 5 Bonus Movement. If you end this Movement Adjacent to the Target you negate all damage from the attack.

Ha, You Missed!
Tier 1
1 / Combat l Reaction l Self
〇 You are Hit by an Attack.
The Attacker ignores the first roll and must reroll the Attack.

Hawkeye
Tier 2
Secondary l Combat l Long l 5 Hexes
Choose 5 hexes within range to mark with this ability.
Hawkeye Shot
Reaction l Long l 1 Foe
〇 The Target moves Into one of your marked hexes.
You can make a Ranged Attack against the Target. The hex becomes unmarked after you make this Ranged Attack.

Hey You!
Tier 1
3 / Combat l Reaction l 1 Round l Persuasion + Intimidate vs. MD l Long l 1 Foe
〇 The Target’s Turn Begins, but before they have taken any Actions.
You make the Target Attack you on their Turn. If they cannot Attack, they will try to move towards you. If it is impossible to reach you during the same Turn, the Maneuver has no effect on that Target.

Inspiring Warning
Tier 3
1 / Combat l Reaction l Persuasion + Intimidate vs. MD l Long l 1 Foe
〇 A Foe Hits an Ally
You make the enemy’s Attack miss and the targeted Ally can make an Attack against them.

Interrupt
Tier 2
1 / Combat l Reaction l Persuasion + Deceive vs. MD l Long l 1 Foe
〇 The Target Hits You or an Ally.
You make the Target miss their Attack instead.

Misdirection
Tier 3
1 / Combat l Reaction l Persuasion + Deceive vs. MD l 1 Foe
〇 You are targeted by an Attack.
The Target of the Attack becomes an Adjacent Foe of your choice. If there is no Adjacent Foe the Attack misses.

Parry
Tier 2
3 / Combat l Reaction l Finesse + Melee l Self
〇 You Take Damage from a Melee or Ranged attack.
Reduce the damage by Successes.
Special: You can take this Maneuver multiple times.

Piggy-Back
Tier 1
3 / Combat l Reaction l Self
〇 An Ally moves Adjacent to you.
You Occupy your Ally’s hex during their Movement. Any actions Triggered by their Movement can target you or your Ally. When your Ally’s movement ends you may move to any hex Adjacent to them.

Punish
Tier 3
1 / Combat l Reaction l 1 Round l Reach l 1 Foe
〇 A Foe targets an Ally with an Attack
You can make a Melee Attack against the Target. If you Succeed the Target is also Staggered.

Push Back
Tier 2
Push Back
3 / Combat l Reaction l Reach l 1 Foe
〇 You Take Damage from the Target.
You move the Target 3 hexes and they fall Prone.

Reactive Regeneration
Tier 2
1 / Combat l Reaction l Self
〇 You Take Damage.
You heal 1d6 Health. You can use this immediately after falling to 0 Health.

Scamper
Tier 1
3 / Combat l Reaction l Self
〇 A Foe moves Into an Adjacent hex to you while you are Hidden.
You can use 3 Bonus Movement immediately.

Stand Your Ground
Tier 1
3 / Combat l Reaction l Self
〇 You are Forced to Move.
You do not move or can stop the Forced Movement in a hex of your choosing. Also, if an attack would knock you Prone, you do not fall Prone.

Staredown
Tier 1
3 / Combat l Reaction l Charisma + Intimidate vs. MD l Long l 1 Foe
〇 A Foe targets you for an Attack.
The Target has Disadvantage.

Uncanny Awareness
Tier 1
1 / Combat l Reaction l 1 Round l Self
〇 You are targeted by an Attack vs. MD.
Roll your Awareness. Your MD increases by the number of Successes.

Uncanny Composure
Tier 1
1 / Combat l Reaction l 1 Round l Self
〇 You are targeted by an Attack vs. AD.
Roll your Composure. Your AD increases by the number of Successes.

Uncanny Reflexes
Tier 2
1 / Combat l Reaction l 1 Round l Self
〇 You are targeted by an Attack vs. PD.
Roll your Reflexes. Your PD increases by the number of Successes.

Untouchable
Tier 3
1 / Combat l Reaction l Self
〇 You Take Damage.
You take no damage.

Use the Terrain
Tier 3
3 / Combat l Reaction l Awareness + Detection l Self
〇 You Take Damage from an attack.
Reduce the damage by Successes.
Special: You can take this Maneuver multiple times.

You Found Me
Tier 2
3 / Combat l Reaction l 1 Foe
〇 A Foe moves Into an Adjacent hex to you while you are Hidden.
You can make an Attack against the Target.

Zone Control
Tier 2
3 / Combat l Reaction l Reach l 1 Foe
〇 A Foe moves Into or Out Of a hex within Reach
You can make a Special Melee Attack. You can move the Target 2 hexes and they are knocked Prone.

Free Action Maneuvers

Assassinate
Tier 2
1 / Combat l Free Action l Self
If you are Hidden you roll an Attack, you can add one Ace after the Attack is rolled.

Attack From Above
Tier 2
3 / Combat l Free Action l Self
Gain Advantage and add +4 damage when you make a Melee attack from a hex above your Target. This can include jumping, climbing, swimming, or flying.

Bewilder
Tier 3
1 / Combat l Free Action l 1 Round l Charisma + Impress vs. MD l Long l 1 Foe
The Target is Stunned.

Catch and Smash
Tier 1
1 / Combat l Free Action l 1 Round l Reach l 1 Foe
When you Disarm a character, you can catch their weapon if you have an open hand and are Adjacent to the character. If you catch a Melee weapon when you Disarm a character, you can make a special Melee Attack with it against them, dealing the weapon’s damage without any other damage bonuses.

Crushing Attack
Tier 2
3 / Combat l Free Action l 1 Round l Reach l 1 Foe
After you damage the Target with a Melee or Ranged Attack, you can lower the Target’s PD by 1.

Death Throe
Tier 1
3 / Combat l Free Action l Self
When you fall to 0 Health, you can immediately spend 5 bonus Movement and make one Attack.

Deflection
Tier 2
Requires: Assuming a Martial Arts Stance
3 / Combat l Free Action l Reflexes + Melee l Self
When an Attack Targetting your PD hits you, you may deflect Successes in damage to an Adjacent Foe. If there is no Adjacent Foe you may negate the damage.

Desperate Fury
Tier 2
3 / Combat l Free l Self
You gain +6 damage to your next Melee or Ranged Attacks.
Special: You must have 0 Tenacity left to use this Perk.

Duelist
Tier 2
3 / Combat l Free Action l Reach l 1 Foe
When you hit the Target with a Melee Attack and no ally is Adjacent to them, you can deal +1d4 damage.

Extreme Defense
Tier 2
Requires: Medium or Heavy Armor or a Shield
3 / Combat l Free Action l Self
Increase one of your Defenses by +1.

Push and Pull
Tier 2
Requires: Assuming a Martial Arts Stance
3 / Combat l Free Action l Self
When you hit with a Melee Attack as a Primary Action, you can immediately spend 2 Bonus Movement. You can then place the Target of your Attack in any hex Adjacent to you. If you can already apply an effect that moves the Target, you can add these hexes to the Movement you receive. Apply Push and Pull first then any other effects.

Sacrifice
Tier 2
1 / Combat l Free Action l Self
When you hit with an attack, before you roll damage, you can take 6 damage to Health to make the attack an Aced Attack.

Snipe
Tier 3
1 / Combat l Free Action l Self
Before you roll a Ranged Attack, you can add one Ace to your roll.

Steel Thyself
Tier 3
1 / Combat l Free Action l Brawn + Resilience l 1 Round l Self
You gain Hardness: +Successes.

Sure Shot
Tier 1
3 / Combat l Free Action l Self
You do not have Disadvantage when a Foe has Cover or when you are attacking within a Foe’s Reach or began your Turn there.

Free Action Maneuvers

Aim
Tier 1
3 / Combat l Free Action l 1 Round l Self
When you make a Ranged Attack as a Primary Action, you can sacrifice all Movement and in return become Strengthened for all Ranged Attacks this Round. You ignore Disadvantage due to Range when rolling a Ranged Attack at up to twice your weapon’s range.
Special: You cannot use this power if you have used Movement this Round.

Charger
Tier 1
3 / Combat l Free Action l Reach l 1 Foe
If you spend your Primary Action to gain extra Movement you can make a Special Melee Attack at the end of the Movement. This attack does Weapon + Brawn damage.
Special: You can take this Maneuver multiple times.

Death’s Dance
Tier 3
1 / Combat l Free Action l 1 Round l Self
You can make a Special Melee attack against every foe you move Adjacent to during your Turn. You can only attack each foe once. This attack does Weapon + Brawn damage.

Footwork
Tier 1
3 / Combat l Free Action l Self and 1 Foe
When you hit with a Melee Attack, you can move the Target one hex and then immediately spend 1 Movement to move to any other hex Adjacent to them without triggering Actions.

Juggernaut
Tier 2
Requires: Medium or Heavy Armor
3 / Combat l Free Action l Self
During your Movement, you do not trigger actions. You can move through Foes’ hexes as well. If you move through a foe’s hex they fall Prone.

Jump Kick
Tier 1
3 / Combat l Free Action l Reach l 1 Foe
After you move at least 3 hexes, you can make one Special Melee Attack, dealing Brawn or Reflexes damage.

Shadow Strike
Tier 3
3 / Combat l Free Action l Self
When you spend Movement, you can make a special Melee, Ranged, or Cantrip Attack, dealing Reflexes damage. Following the Attack, you can continue your Movement and roll Stealth to become Hidden if you have Cover.

Shinobi Ashi
Tier 1
3 / Combat l Free Action l Self
You can make a Stealth roll to become Hidden when you spend Movement. You still require Cover to become Hidden.

Shot on the Run
Tier 1
3 / Combat l Free Action l Self
You can immediately spend 3 Bonus Movement when you make a Ranged Attack.

Switcheroo
Tier 1
3 / Combat l Free Action l Reach l 1 Ally or Foe
You can spend 2 Movement to trade hexes with the Target.

Triage
Tier 1
3 / Combat l Free Action l Intellect + Medicine l Reach l 1 Ally
The Target regains Successes in Health. You must sacrifice all of your Movement to use this Maneuver.

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