Post by Bryan on Jul 21, 2015 8:07:07 GMT -8
Combat Maneuvers
Maneuver: Attack of Opportunity
Action: Free
Trigger: See Below
Effect: You may make a Struggle Attack against the
triggering foe as an Interrupt. You may use Attack
of Opportunity only once per round. Attacks of
Opportunity cannot be made by Sleeping, Flinched, or
Paralyzed targets.
Attacks of Opportunity can be triggered in multiple
ways:
»» An adjacent foe uses a Push, Grapple, Disarm, Trip,
or Dirty Trick Maneuver that does not target you.
»» An adjacent foe stands up.
»» An adjacent foe uses a Ranged Attack that does not
target someone adjacent to it.
»» An adjacent foe uses a Standard Action to pick up or
retrieve an item.
»» An adjacent foe Shifts out of a Square adjacent to
you.
Maneuver: Disengage
Action: Shift
Effect: You may Shift 1 Meter. Shifting this way does not
provoke an Attack of Opportunity.
Maneuver: Disarm
Action: Standard
AC: 6
Class: Status
Range: Melee, 1 Target
Effect: You and the target each make opposed Combat or
Stealth Checks. If you win, the target’s Held Item (Main
Hand or Off-Hand for humans) falls to the ground
Maneuver: Dirty Trick
Action: Standard
AC: 2
Class: Status
Range: Melee, 1 Target
Effect: You may perform any of the Dirty Tricks listed
below. You may use each trick only once each Scene per
target.
Maneuver: Manipulate
Action: Standard
AC: 2
Class: Status
Range: 6, 1 Target
Effect: You may perform any of the Manipulations listed
below. You may use each Manipulation only once each
Scene per target. Manipulate can only be performed by
Trainers.
Maneuver: Push
Action: Standard
AC: 4
Class: Status
Range: Melee, 1 Target
Effect: You and the target each make opposed Combat
or Athletics Checks. If you win, the target is Pushed
back 1 Meter directly away from you. If you have Movement
remaining this round, you may then Move into
the newly occupied Space, and Push the target again.
This continues until you choose to stop, or have no
Movement remaining for the round. Push may only be
used against a target whose weight is no heavier than
your Heavy Lifting rating.
Maneuver: Sprint
Action: Standard
Class: Status
Range: Self
Effect: Increase your Movement Speeds by 50% for the
rest of your turn.
Maneuver: Trip
Action: Standard
AC: 6
Class: Status
Range: Melee, 1 Target
Effect: You and the target each make opposed Combat
or Acrobatics Checks. If you win, the target is knocked
over and Tripped.
Maneuver: Intercept Melee
Action: Full Action, Interrupt
Class: Status
Trigger: An ally within Movement range is hit by an
adjacent foe.
Effect: You must make an Acrobatics or Athletics
Check, with a DC equal to three times the number of
meters they have to move to reach the triggering Ally; If
you succeed, you Push the triggering Ally 1 Meter away
from you, and Shift to occupy their space, and are hit by
the triggering attack. On Failure to make the Check, the
user still Shifts a number of meters equal a third of their
check result.
Note: If the target that was Intercepted was hit by an
Area of Effect Move, and the 1 meter push does not
remove them from the Area of Effect, the Intercept has
no effect since they are still in the area of the attack –
it would cause the Interceptor to be hit by the Move
however.
Maneuver: Intercept Ranged
Action: Full Action, Interrupt
Class: Status
Trigger: A Ranged X-Target attack passes within your
Movement Range.
Effect: Select a Square within your Movement Range
that lies directly between the source of the attack and
the target of the attack. Make an Acrobatics or Athletics
Check; you may Shift a number of Meters equal to half
the result towards the chosen square. If you succeed,
you take the attack instead of its intended target. If you
fail, you still Shift a number of Meters equal to half the
result.
Special: Pokemon must have a Loyalty of 3 or greater to
make Intercept Melee and Intercept Range Maneuvers,
and may only Intercept attacks against their Trainer. At
Loyalty 6, Pokemon may Intercept for any Ally.
Additional Rules
»» Pokémon and Trainers may only Intercept against
Priority and Interrupt Moves if they are faster than
the user of those Moves.
»» Moves that cannot miss (such as Aura Sphere or
Swift) cannot be Intercepted.
»» Pokémon and Trainers cannot attempt Intercepts if
they are Asleep, Confused, Enraged, Frozen, Stuck,
Paralyzed, or otherwise unable to move.
»» Intercepts may not be used to move the Intercepting
Pokémon or Trainer OUT of the way of an attack.
They will always be hit, regardless.
Maneuver: Attack of Opportunity
Action: Free
Trigger: See Below
Effect: You may make a Struggle Attack against the
triggering foe as an Interrupt. You may use Attack
of Opportunity only once per round. Attacks of
Opportunity cannot be made by Sleeping, Flinched, or
Paralyzed targets.
Attacks of Opportunity can be triggered in multiple
ways:
»» An adjacent foe uses a Push, Grapple, Disarm, Trip,
or Dirty Trick Maneuver that does not target you.
»» An adjacent foe stands up.
»» An adjacent foe uses a Ranged Attack that does not
target someone adjacent to it.
»» An adjacent foe uses a Standard Action to pick up or
retrieve an item.
»» An adjacent foe Shifts out of a Square adjacent to
you.
Maneuver: Disengage
Action: Shift
Effect: You may Shift 1 Meter. Shifting this way does not
provoke an Attack of Opportunity.
Maneuver: Disarm
Action: Standard
AC: 6
Class: Status
Range: Melee, 1 Target
Effect: You and the target each make opposed Combat or
Stealth Checks. If you win, the target’s Held Item (Main
Hand or Off-Hand for humans) falls to the ground
Maneuver: Dirty Trick
Action: Standard
AC: 2
Class: Status
Range: Melee, 1 Target
Effect: You may perform any of the Dirty Tricks listed
below. You may use each trick only once each Scene per
target.
Hinder | You and the target make Opposed Athletics Checks. If you win, the target is Slowed and takes a -2 penalty to all Skill Checks for one full round. |
Blind | You and the target make Opposed Stealth Checks. If you win, the target is Blinded for one full round. |
Low Blow | You and the target make Opposed Acrobatics Checks. If you win, the target is Vulnerable and has their Initiative set to 0 until the end of your next turn. |
Maneuver: Manipulate
Action: Standard
AC: 2
Class: Status
Range: 6, 1 Target
Effect: You may perform any of the Manipulations listed
below. You may use each Manipulation only once each
Scene per target. Manipulate can only be performed by
Trainers.
Bon Mot | Make a Guile Check, opposed by the target’s Guile or Focus. If you win, the target is Enraged and cannot spend AP for one full round. The target does not gain a Save Check against this effect. |
Flirt | Make a Charm Check, opposed by the target’s Charm or Focus. If you win, the target is Infatuated with you for one full round. The target automatically fails their Save Check. |
Terrorize | Make an Intimidate Check, opposed by the target’s Intimidate or Focus. If you win, the target loses all Temporary Hit Points and can only use At-Will. Frequency Moves for one full round. |
Maneuver: Push
Action: Standard
AC: 4
Class: Status
Range: Melee, 1 Target
Effect: You and the target each make opposed Combat
or Athletics Checks. If you win, the target is Pushed
back 1 Meter directly away from you. If you have Movement
remaining this round, you may then Move into
the newly occupied Space, and Push the target again.
This continues until you choose to stop, or have no
Movement remaining for the round. Push may only be
used against a target whose weight is no heavier than
your Heavy Lifting rating.
Maneuver: Sprint
Action: Standard
Class: Status
Range: Self
Effect: Increase your Movement Speeds by 50% for the
rest of your turn.
Maneuver: Trip
Action: Standard
AC: 6
Class: Status
Range: Melee, 1 Target
Effect: You and the target each make opposed Combat
or Acrobatics Checks. If you win, the target is knocked
over and Tripped.
Maneuver: Intercept Melee
Action: Full Action, Interrupt
Class: Status
Trigger: An ally within Movement range is hit by an
adjacent foe.
Effect: You must make an Acrobatics or Athletics
Check, with a DC equal to three times the number of
meters they have to move to reach the triggering Ally; If
you succeed, you Push the triggering Ally 1 Meter away
from you, and Shift to occupy their space, and are hit by
the triggering attack. On Failure to make the Check, the
user still Shifts a number of meters equal a third of their
check result.
Note: If the target that was Intercepted was hit by an
Area of Effect Move, and the 1 meter push does not
remove them from the Area of Effect, the Intercept has
no effect since they are still in the area of the attack –
it would cause the Interceptor to be hit by the Move
however.
Maneuver: Intercept Ranged
Action: Full Action, Interrupt
Class: Status
Trigger: A Ranged X-Target attack passes within your
Movement Range.
Effect: Select a Square within your Movement Range
that lies directly between the source of the attack and
the target of the attack. Make an Acrobatics or Athletics
Check; you may Shift a number of Meters equal to half
the result towards the chosen square. If you succeed,
you take the attack instead of its intended target. If you
fail, you still Shift a number of Meters equal to half the
result.
Special: Pokemon must have a Loyalty of 3 or greater to
make Intercept Melee and Intercept Range Maneuvers,
and may only Intercept attacks against their Trainer. At
Loyalty 6, Pokemon may Intercept for any Ally.
Additional Rules
»» Pokémon and Trainers may only Intercept against
Priority and Interrupt Moves if they are faster than
the user of those Moves.
»» Moves that cannot miss (such as Aura Sphere or
Swift) cannot be Intercepted.
»» Pokémon and Trainers cannot attempt Intercepts if
they are Asleep, Confused, Enraged, Frozen, Stuck,
Paralyzed, or otherwise unable to move.
»» Intercepts may not be used to move the Intercepting
Pokémon or Trainer OUT of the way of an attack.
They will always be hit, regardless.