Manoeuvres
Manoeuvres use a little bit of your body’s light to achieve greater feats. Many manoeuvres don’t require actions to use or add to an action. You get a number of Manoeuvres equal to your Martial Modifer.
Manoeuvres use the resource Stamina, when you first invest in Martial you gain 2 stamina and will gain additional stamina equal to half your Martial modifier. Stamina doesn't come back on rests, you regain it when you’re out of combat & when you take an action in combat without using stamina. Or in the case of chases, you regain stamina when you go a round without using stamina equal to the amount of movement actions you took.
Avoid
Stamina: 2
You spend two stamina to dodge, negating all negatives you might have to react.
Clashing
Stamina: 2
You can spend stamina to use clash negating all negatives you might have to react.
Dash
Stamina: 1
Expend stamina to replenish half your movement.
Full Output
Stamina: 1
Every stamina you expend makes one of your damage die reach its max capabilities.
Increase Damage +
Stamina: 1
Requires: Increase Damage
For every stamina you expend, you add a d8 to your damage.
Increase Throw
Stamina: 1
For every stamina you expend you throw an object an extra two spaces.
Light Attack
Stamina: 1
You expend your stamina to influence your weapon with light, making it a light attack that goes against the opponent's Light Armour.
Precision Attack
Stamina: 3
Using this manoeuvre you can add to your attack roll with half your modifier again.
Brace
Stamina: 1
When attacked you can brace some of the incoming damage. At base you decrease the damage by your small martial modifier + a d6 for every stamina you spend.
Combat Roll
Stamina: 1
When you’re about to take concussive damage from falling or being shoved, every stamina you spend removes two of the damage die you were going to take.
Disappear
Stamina: 2
You expend two stamina to use the hide action.
Human Shield
Stamina: 1
You expended stamina to use protection, negating all negatives you might have to react.
Increase Jump
Stamina: 1
For every stamina you expend you jump an extra two spaces.
Keep Fighting
A special manoeuvre that only activates once you’ve entered the Dim Light state. You don’t regain stamina while in the dim light state but every stamina you have to spare will protect you from one direct hit. If your focus threshold is reached in damage you lose an additional stamina.
Skip
Stamina: 1
You spend a stamina to use the Jump action.
Twist The Knife
Stamina: 2
When making a second attack in a row you can expand two stamina to give your attack the same bounces the last attack had.
Brace+
Stamina: 1
Requires: Brace
When attacked you can brace some of the incoming damage. At base you decrease the damage by your martial modifier + a d8 for every stamina you spend.
Damaging Properties
Stamina: 1
When you are using a weapon property that doesn't deal damage, you can spend a stamina to inflict damage.
Extra Action
Stamina: 5
You expand 5 stamina to give yourself an extra action.
Increase Damage
Stamina: 1
For every stamina you expend, you add a d6 to your damage.
Increase Shove
Stamina: 1
For every stamina you expend you shove someone one space. If paired with a shove action it’s two spaces for every stamina.
Leave
Stamina: 1
You expend 1 stamina to use the disengage action.
Opportunist
Stamina: 2
You can expand one stamina when an opportunity is triggered to use the opportunity action.
Runners High
Stamina: 1
In a chase you can expend one stamina to avoid the endurance roll to keep your movement actions when the roll is called for.