Combat Maneuvers

Attack of Oppurtunity
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.

Disengage
Action: Shift
Effect: You may Shift 1 Meter. Shifting this way does not provoke an Attack of Opportunity.

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.

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.
Bind 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.
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.
Flirt 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.

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 Move- ment 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.

Sprint
Action: Standard
Class: Status
Range: Self
Effect: Increase your Movement Speeds by 50% for the rest of your turn

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.

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.

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.

Grapple
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, you and the target each become Grappled, and you gain Dominance in the Grapple.

Pokémon and Trainers that are Grappled:

  • Are Vulnerable
  • Cannot take Shift Actions, or any actions that would cause them to Shift.
  • Gain a -6 penalty to Accuracy Rolls if targeting any- one outside of the Grapple.
  • Additionally, Grapple has other effects on whether the target has or doesn’t have Dominance.

If a target begins their turn as a part of a Grapple but with no Dominance, they may choose to contest the Grapple as a Full Action. If they do, all participants make opposed Combat or Athletics Check. Whoever wins then may choose to either continue the Grapple and gain Dominance, or to end the Grapple.

If a target has the Phasing or Teleporter Capability, they may also use those to escape from a Grapple on their turn with no check required.

If a target begins their turn as part of a Grapple and has Dominance, they may take one of the following actions as a Full Action.

  • End the Grapple.
  • Secure: They gain a +3 Bonus to the next opposed check they make in the Grapple.
  • Attack: They may automatically hit with an Un- armed Struggle Attack.
  • Move: They Shift, dragging the other person in the grapple with them. The user’s Movement Capability is lowered by the other grappler’s Weight Class.
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