**Quick rule:** A skill manoeuvre can create more advantage than a third attack at a steep multiple attack penalty. All actions below cost **1 action**. **Source:** *Player Core*, pp. 194–195, 198–201, 207–208, 410.

## Athletics control

| Action | Check | Success | Critical success | Important |
|---|---|---|---|---|
| **Grapple** | Athletics vs Fortitude DC | Target is **grabbed** until end of your next turn unless you move or it Escapes. | Target **restrained** instead. | Target no more than one size larger; normally requires one free hand. **Attack** trait. |
| **Trip** | Athletics vs Reflex DC | Target falls **prone**. | Prone **and** 1d6 bludgeoning damage. | One free hand; target no more than one size larger. On critical failure, **you** fall prone. **Attack** trait. |
| **Shove** | Athletics vs Fortitude DC | Push target 5 feet. | Push 10 feet. | One free hand; target no more than one size larger. **Attack** trait. |
| **Disarm** | Athletics vs Reflex DC | Target’s grip weakens: +2 circumstance bonus to further Disarm attempts and −2 circumstance penalty to attacks or checks requiring its grip, until it Interacts to readjust. | Item drops in target’s space. | **Trained in Athletics required.** One free hand; target no more than one size larger. **Attack** trait. |

**Athletics MAP:** These free-hand manoeuvres commonly use your **agile fist** penalty (**−4** second attack, **−8** third+). A weapon with appropriate traits can change the penalty. **Source:** p. 194.

## Pressure and misdirection

| Action | Check | What happens |
|---|---|---|
| **Demoralise** (*Demoralize* in rulebook) | Intimidation vs Will DC | Target within 30 feet that you are aware of: frightened **1** on success, **2** on critical success. −4 circumstance penalty if the target cannot understand your speech (or no language is used). Target then immune to **your** Demoralise for 10 minutes. |
| **Create a Diversion** | Deception vs affected creatures’ Perception DCs | Success: become **hidden** from those creatures until the end of your turn or until you act outside the specified exceptions (Step, Hide or Sneak; a Strike retains off-guard for that attack). Each attempted creature gets +4 to its Perception DC against your further Diversions for 1 minute. |
| **Feint** | Deception vs Perception DC | **Trained in Deception required.** Must be within melee reach. Success: target is off-guard against your next melee attack this turn. Critical success: off-guard against your melee attacks until end of your next turn. |

## Stealth and positioning

| Action | Check | What happens |
|---|---|---|
| **Hide** | Secret Stealth vs Perception DC | You need cover, greater cover or concealment from each target. Success makes you **hidden** from it. Striking while hidden leaves it off-guard against **that** attack, then you become observed. |
| **Sneak** | Secret Stealth vs Perception DC | Move up to half Speed to stay or become **undetected**. At your destination you generally still need cover or concealment. On failure you remain **hidden**; on critical failure you become observed. |
| **Take Cover** | No skill roll | **Basic action**, not a skill action. Helps defence and can create better conditions for Hide. |

**Remember:** Off-guard means **−2 circumstance penalty to AC**. Frightened N gives **−N status penalty to checks and DCs** and normally falls by 1 at the end of the affected creature’s turn. **Source:** pp. 435–440.

**Suggested tactics:** Demoralise before a major attack; Trip for melee teammates; Take Cover → Hide → Sneak for stealth; Create a Diversion to become hidden without relying on environmental cover.