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COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Adversaries / Generic Maneuvers

Generic Maneuvers

Generic maneuvers fill out an adversary's options without belonging to a Role or creature identity. Categories: Mobility, Senses, Multiattack, Defense, Generic Control, Area Burst, Altered Form and Group.

Senses

Hawk's Eye

Generic, Maneuver · 1 AP

Gains 1 Advantage (Weak Step) on Perception checks. After it spots a hidden or undetected creature, it and its allies gain 1 Advantage (Weak Step) on attacks against that creature until the end of the next round.

Crafting tags: Essence Edge; Ingredients none.

Defense

Adaptive Resistance

Generic, Reaction, Recharge · Reaction (1 RP)

Trigger: It would take damage of the chosen type.

Choose a damage type (acid, cold, fire, lightning, thunder…); it gains Resistance to it until the start of its next turn.

Crafting tags: Essence Same as damage type; Ingredients none.

Last-Second Dodge

Generic, Reaction, Recharge · Reaction (1 RP)

Trigger: It fails a save against an Attack action.

Reroll the failed save with 1 Advantage against the triggering attack.

Shake It Off

Generic, Reaction, Recharge · Reaction (1 RP)

Trigger: It would fail a save against a condition-imposing effect.

Reroll the failed save with 1 Advantage (Weak Step). While charged, it also has Fortune on recovery checks against Lingering conditions.

Crafting tags: Essence Ward; Ingredients none.

Generic Control

Hold Fast

Generic, Maneuver · 1 AP

Make 1 natural melee attack; a damaged target must succeed a Might save (DC 10 + half damage taken) or become Grappled.

Hampering Strike

Generic, Maneuver · 1 AP

Make 1 melee weapon attack; a damaged target must succeed a Reflex save (DC 10 + half the damage taken) or be Slowed 5 (Weak Magnitude) until the end of its next turn.

Lingering Wound

Generic, Maneuver · 1 AP

Make 1 melee weapon attack; a damaged target must succeed a Fortitude save (DC 10 + half the damage taken) or take 1d4 persistent damage (Weak quality) of a fitting type.

Crafting tags: Essence Same as damage type; Ingredients none.

Rattling Strike

Generic, Maneuver · 1 AP

Make 1 melee weapon attack; a damaged target must succeed a Fortitude save (DC 10 + half the damage taken) or suffer Weakened Grip 1 (Weak Step).

Disarming Strike

Generic, Maneuver · 1 AP

Make 1 melee weapon attack; a damaged target must succeed a Reflex save (DC 10 + half the damage taken) or drop 1 weapon or other item it is holding, which falls in its space.

Multiattack

Double Attack

Generic, Maneuver · 1 AP

Make 1 weapon attack; if it hits, make 1 more (Weak Step additional attacks in sequence) against the same enemy, combining damage before Soak and Resistances.

Follow-Through

Generic, Maneuver · 1 AP

Make 1 melee weapon attack against 2 enemies in reach; if it misses one, the attack against the other gains 1 Advantage (Weak Step).

Press the Opening

Generic, Reaction · Reaction (1 RP)

Trigger: It misses an attack that had at least 1 Advantage.

Make another attack against the same creature.

Area Burst

Bursting Wave

Generic, Maneuver · 1 AP

Each enemy in a 5-foot emanation (Weak Magnitude) must succeed a Reflex save against this creature's action check or take Weak damage of a fitting type.

Crafting tags: Essence Same as damage type; Ingredients none.

Hurl Payload

Generic, Maneuver · 1 AP

Each enemy in a 5-foot emanation (Weak Magnitude) around a point within Close must succeed a Reflex save against this creature's action check or take Weak damage of a fitting type.

Group

Gang Up

Generic, Passive · Passive

Once per turn, attacking a target adjacent to one of its allies grants 1 Advantage (Weak Step).

Stick Together

Generic, Reaction · Reaction (1 RP)

Trigger: An ally ends its movement no longer adjacent to it.

Move up to 5 feet (Weak Magnitude) toward the ally.

Brace Together

Generic, Passive · Passive

Once per turn while adjacent to an ally, gain 1 Advantage (Weak Step) on a save or check to resist being grabbed, knocked Prone or moved.

Pile On

Generic, Reaction · Reaction (1 RP)

Trigger: An adjacent ally hits an enemy that is also adjacent to it.

Make a baseline attack against the enemy.

Mobility

Shifty

Generic, Passive · Passive

The first 5 feet it moves each turn doesn't provoke movement reactions.

Slip Away

Generic, Reaction · Reaction (1 RP)

Trigger: It is missed by a targeted attack.

Move up to 5 feet (Weak Magnitude) away without provoking movement reactions.

Glancing Escape

Generic, Reaction · Reaction (1 RP)

Trigger: It would take damage from an attack.

Attempt a Reflex save (DC 10 + half the attack's damage). On a success, gain Resistance to that damage and move up to 5 feet (Weak Magnitude) without provoking.

Mystical Step

Generic, Maneuver · 1 AP

Teleport to an unoccupied space it can perceive within 5 feet (Weak Magnitude).

Crafting tags: Essence Space; Ingredients none.