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- Combat Maneuvers
- 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.
- 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.
- 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.
- 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.
- (Wielded = Rare Leek, Thick Club, etc...use common sense)
- Parry
- Battle - Free Action
- Trigger: The user is hit by a Melee Attack
- Effect: The attack instead misses.
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