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castfromhp

WM-necessary mechanics

Apr 2nd, 2013
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  1. Combat Maneuvers
  2.  
  3. The three basic Combat Maneuvers are Disarm, Trip, and Push. To perform a Combat Maneuver, declare a Struggle Attack with a -4 penalty to your Accuracy. If it hits, instead of having it deal damage, you may choose one of the following.
  4. Disarm – You and your target roll a Combat Skill Check. If you roll higher than your target, they are disarmed of one piece of equipment in their hands. For Trainers, this means a Main Hand or Off-Hand equipment. For Pokémon, this refers to Held Items with the Wielded keyword. Generally, it takes a Standard Action to recover and re-equip a piece of Disarmed equipment.
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  6. Trip – You roll a Combat Skill Check opposed by your target rolling a Combat or Acrobatics Skill Check. If you roll higher than your target, the target falls to the ground and cannot Shift until they use a Shift Action to stand up. Trip does not work against Pokémon or Trainers that are flying, levitating, or don’t use appendages to support themselves.
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  8. Push – You and your target roll a Combat Skill Check. If you roll higher than your target, they are pushed 1 meter in the direction of your choice. Push may only be used against a target whose weight is at or under your Heavy Lifting rating according to your Power Capability.
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  10. (Wielded = Rare Leek, Thick Club, etc...use common sense)
  11.  
  12. Parry
  13. Battle - Free Action
  14. Trigger: The user is hit by a Melee Attack
  15. Effect: The attack instead misses.
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