Still Human

Maneuvers

Maneuvers are tactical actions that add depth, variety, and realism to combat. They represent moments where instinct, training, or desperation push a character beyond standard attacks — from charging an enemy line to disarming a weapon mid-swing. Most maneuvers cost AP, and many involve contested rolls or trigger specific conditions. Used wisely, they allow a character to exploit openings, control space, and change the flow of battle without relying on brute force alone.

Below is a categorized list of available maneuvers, followed by detailed rules for each.

Maneuver Index

Charge

Charging in melee involves making an attack after running toward an opponent in a straight line. To execute a charge, a character must run a minimum distance of 3 meters and have enough Attack Pool (AP) to perform a base attack. The distance run, rounded down, is added as a bonus to the attack roll, with a maximum bonus cap of 30. The attacker has no passive defense until their next turn but can still defend actively using AP.

Jump Attack

A Jump Attack involves leaping toward an opponent to perform an attack. To execute a Jump Attack, there must be at least 1 square of space between the attacker and the opponent. The attacker must perform at least a base attack. The Jump Attack adds 10 to the AP spent for the attack. The attacker has no passive defense until their next turn but can still defend actively using AP.

Sunder

The attacker targets a weapon or shield held by an opponent, attempting to damage or destroy it. This maneuver must be declared before rolling the attack.

  • If the attack hits and is not fully parried, damage is applied to the item.
  • Damage is absorbed by the item's DR, and the remaining damage reduces its Structure Points (SP).
  • When an item’s SP reaches 0, it is broken and becomes unusable.

Riposte

The defender declares a Riposte before the attacker rolls and forgoes using AP to Parry.

  • If the attack misses, the defender can immediately make a base attack with their weapon without spending AP. The attacker cannot actively defend.
  • If the attack hits, the defender takes full damage.

Grabbing

To grab an opponent, a character must have at least one free hand and declare the intention to grab. The character makes an Unarmed attack. If successful, no damage is dealt, but the target is grabbed.

  • Against armed targets: If the grab fails, the attacker must roll Quickness equal to or higher than the attack roll, or take damage based on the weapon and AP spent.

Holding

When grabbed, a character may attempt to break free by initiating a contested Unarmed attack. Both use their Strength or Dexterity bonuses (whichever is higher).

  • If the defender scores higher, they escape.
  • If not, the hold continues, allowing the attacker to use a Crushing maneuver.

Crushing

A character holding a target may spend AP equal to an unarmed attack to perform a Crushing attack.

  • Deals unarmed damage plus Strength bonus.
  • Ignores Damage Reduction.

Trip

The attacker declares a trip attempt and spends AP equal to a base attack. Both roll Body or Quickness.

  • Success: The defender is knocked prone.
  • Failure: AP is lost with no effect.
  • Size Bonus: +20 if one size category larger.
  • Multi-Legged Bonus: +20 if the character has more than two legs.

Disarm

The attacker declares a disarm attempt and spends AP equal to a base attack. Both roll Body or Quickness.

  • Success: The defender drops their weapon.
  • Failure: AP is lost with no effect.
  • Size Bonus: +20 if one size category larger.
  • Two-Handed Bonus: +20 if wielding a two-handed weapon.

Push

The attacker attempts to shove an opponent and spends AP equal to a base attack. Both roll Body or Quickness.

  • Success: The defender is pushed a number of meters equal to the attacker's Strength bonus divided by 5.
  • Failure: AP is lost with no effect.
  • Size Bonus: +20 if one size category larger.
  • Multi-Legged Bonus: +20 if more than two legs.

Sweep Attack

Before rolling, declare a Sweep Attack and spend AP for at least a Medium attack. Targets up to 3 adjacent squares.

  • Each target is challenged in sequence.
  • If a target’s Defense stops the attack, the sweep ends.
  • Natural 10 on the first roll guarantees a hit and momentum bonus.

Choking

A character holding a target may attempt to choke them by spending AP equal to a base unarmed attack each round.

  • The target remains held and may try to break free each round.
  • If maintained for 6 consecutive rounds, the target becomes unconscious and defenseless.
  • Suffocation rules apply, causing progressive damage.

Taunt

The attacker provokes a target using Persuasion. The target may resist with a Mind roll.

  • If the taunter scores higher, the target must focus on them for a round.
  • This is an action; the taunter cannot attack the same turn.

Weapon Swap

  • Draw/Sheathe a Weapon: Spend AP equal to the weapon’s base attack cost.
  • Equip/Stow Shield: Spend AP equal to the shield’s defense bonus.
  • Drop Item: No AP cost.
  • Pick Up: Costs double the weapon's base AP or the shield’s defense bonus. Can't attack the same turn
  • Stand Up: Costs half total movement; cannot stand without sufficient movement. Can't attack the same turn
  • Global AP: AP spent is shared across all weapons. Swapping does not reset AP. Sheathing requires remaining AP equal to the weapon's base attack.