Actions & Combat

A typical Combat Encounter is a clash between two sides; a flurry of punches, feints, deflections, energy blasts, and melee combat. The DBU RPG organizes the chaos of combat into a cycle of rounds and turns. To make combat manageable, combatants take turns. Combatants consist of both player-controlled characters (PC) and characters controlled by the ARC (NPC). During a round, each combatant takes a turn in battle. The order of turns is determined at the beginning of a Combat Encounter when combatants roll Initiative. Once all combatants have taken a turn, the round ends, and combat continues to another round until one side is overcome.

Combat Step-by-Step

1. Establishing Positions. The Architect and players decide and determine where the combatants involved in the encounter are positioned at the start of the battle.

2. Determine Surprise. The Architect determines whether any combatants are surprised or if any combatant notices an enemy without being noticed in return.

3. Rolling Initiative. All combatants involved in a Combat Encounter must roll Initiative, determining the order of turns for each combatant.

4. Surprise Round Actions. If any combatant gains a surprise round, they act in Initiative Order, each one taking actions.

5. Taking Turns. In Initiative Order, all combatants take their respective turns which include various maneuvers.

6. Ending a Round. Once all combatants have taken their turn, the round ends and the second round begins. This continues until one side is defeated.
A complete round lasts about 10 seconds in the game world. Note that due to the nature of source material this time frame might/could be shorter or longer.

Surprise. A band of Saibamen sneaks up on your camp, springing from brushes and trees to attack. A gelatinous Majin goo slithers over the rocky outcropping, unnoticed by the combatants until it engulfs one of them. In these and other situations, one side of the battle gains surprise over the other.

When this happens, battles begin with a surprise round. This takes place after Initiative, but before the first round. The ARC will determine who is surprised. If neither side is attempting to be sneaky, both will automatically notice each other. If any combatants are unaware of the enemy combatants’ presence or hostile intentions, they are surprised.

If one combatant manages to get the jump on another, they can act during the surprise round following the normal rules for turns and rounds found later in this section. When a character is surprised, they cannot take any Actions (not even Instant Actions) during the surprise round and they have the Guard Down Combat Condition (see – Attacking & Conditions) until the end of the surprise round.

Initiative. Initiative is the order of turns, also called the Initiative Order. It determines the sequence of turns during combat. When a Combat Encounter starts, every combatant makes an Initiative check to determine their place in the order. The Architect will make one roll for an entire group of indistinguishable NPC combatants, so each member of the group acts at the same time.

Roll a solid d10 and add 1/2 your Agility Modifier to the natural results, plus any other modifiers, to determine your Initiative Score (remember: since this roll specifies the base die, you don’t add your ToP Extra Dice to it). In the case of a tie, the combatant with the higher Agility Score will go first. If both combatants tie again, both will roll a d10 and the highest result wins.

Initiative Order. The ARC, or sometimes another player, will rank all the combatants in order from the highest Initiative Score to the lowest. This is the Initiative Order in which everyone will act during each Combat Round. Typically, the Initiative Order will remain the same round after round within the same battle.

Initiative Advantage. If your Initiative is 10+ higher than the highest enemy combatant’s Initiative, you will get +1 additional Action to spend during each of your turns. The additional Action is based on the highest Initiative Score among all enemy combatants in the encounter; you do NOT gain multiple actions for fighting multiple enemies.

You will also gain +1 Action for each Tier of Power higher you are than the enemy combatant with the highest Tier of Power. You only use the base Tier of Power of you and your opponents to calculate this. The number of additional actions is based on the highest Tier of Power among the enemy combatants in the encounter; you do NOT gain multiple actions for fighting multiple enemies.

Turns

The Turn. When your turn arrives in the Initiative Order, it’s your turn to perform maneuvers in the round. Each of your turns has three steps: Effect, Act, and End. The Effect Phase happens before anything else and takes nearly no time, the Act Phase is where all the juicy stuff happens, and then the End Phase happens, you guessed it, at the end of your turn.

Effect Phase. Before any Actions are spent, there are a few things you must track and certain effects that occur at the start of your turn. These things take almost no time in the game world and are simply mechanical effects.

  • Ongoing Damage: If you are suffering from any Damage Over Time effects, you suffer those effects now.
  • Mechanical Effects: Deal with any other effects that occur at the start of your turn. You can decide the order in which they activate, if multiple occur at the same time.
  • Ending Effects: Some effects and mechanics might automatically end at the start of your turn. You can decide the order in which they end, if multiple occur at the same time.

Act Phase. You can spend actions on a Maneuver to perform complex tasks ranging from solving a puzzle, transforming into complete badasses or, of course, rocking the socks off the bad guys. During the Act Phase, you can freely use options that require Instant Actions and you can (traditionally) use up to 3 Actions. See the ‘Actions’ section for more details.

End Phase. The End Phase is identical to the Effects Phase but simply takes place at the end of your turn. You can willingly end your turn at any point during your turn but otherwise your turn ends as soon as you run out of Actions. See the ‘Actions’ section for more details. Track certain effects that occur at the end of your turn. These things take almost no time in the game world and are simply mechanical effects.

  • Mechanical Effects: Deal with any other effects that will occur during the end of your turn. You can decide the order in which they activate, if multiple occur at the same time.
  • Ending Effects: Some effects and mechanics might automatically stop at the end of your turn. You can decide the order in which they activate, if multiple occur at the same time.

The Round. The total sum of turns is called a round. A round starts with the character highest in Initiative Order and ends with the lowest, before starting back at the highest again. Once all combatants have taken their turn during the Initiative Order, the round is over. Repeat the process starting with the highest Initiative until the encounter is overcome or has ended.

Actions

Types of Actions. Every combatant, player-controlled or otherwise, uses one of the multiple types of actions to use different Maneuvers. Any effect that costs any type of action is a ‘Maneuver’, even if it does not have ‘Maneuver’ in its name. There are 4 different types of Actions:

  • Actions. These are your standard actions, used during your turn for the sake of any maneuver that simply describes the cost as an ‘Action’ with no further categorization. At the start of each Combat Round, you gain 3 Actions and at the end of each Combat Round, you lose all unused Actions. Actions can only be used during your turn, but you may choose at any point during a Combat Round to convert any Action into a Counter Action. You may also gain Actions through various rules, such as Bonus Momentum or Initiative Advantage.
  • Counter Action. Counter Actions are a type of action used specifically for responding to an opponent’s behavior or your own lack of resources. At the start of each Combat Round, you gain 1 Counter Action to be used by the end of the current Combat Round. Any Actions converted into Counter Actions are lost at the start of your next turn. If any Maneuver says that it may trigger a Counter Action, it means you may use your Counter Actions to use any type of Attacking Maneuver you can afford the Action Cost of.
  • Instant Action. Instant Actions are a type of action that takes no time to do. You have an unlimited number of Instant Actions per turn, but you can only use one Instant Action at a time. You can use Instant Actions at any point during a Combat Round, even during another player’s turn. If a player states their character will do a maneuver, you can declare you will use any maneuver that requires an Instant Action in response – either before or after their declared action. If multiple characters intend to use an Instant Action at the same time, the character with the lowest Initiative will decide if their maneuver comes first or last in the sequence of events and then the character with the second lowest Initiative will decide if their maneuver comes first or last and so on until all of the involved characters have chosen their placement. The characters with higher initiative will supersede those with lower initiative in their decisions. For example, if the character with the lowest initiative takes the last place and then the character with the highest initiative chooses the last place, then the maneuver of the character with the highest initiative will be last and the character with the lowest initiative will be second-to-last.
  • Out-of-Sequence Action. Out-of-Sequence Actions are a type of action that can occur at any point. Once they are triggered, they instantly occur and they cost no traditional actions to use. They can only be activated by Traits, Talents or Effects that specifically state that an Out-of-Sequence action is activated and all other maneuvers are paused while the Out-of-Sequence Actions are completed. You can only use one Out-of-Sequence Action at a time. If multiple would activate in response to a situation, you can choose which one to use – the others are not used but also do not count as being activated for any ‘once per Combat Round’ or ‘once per Combat Encounter’ limitations.

Instantaneous Control. If a target of one of your Maneuvers uses an Instant Action or Out-of-Sequence Action to move their position on the battlefield or otherwise invalidate your Maneuver, you may choose to regain the action(s) you spent on that Maneuver or change your target to another suitable target within range. If you were using an Attacking Maneuver with an Area of Effect and a character(s) moves out of your Area of Effect, as long as there is still one suitable target within the range of your attack, you must choose to continue using this Attacking Maneuver.

Bonus Momentum. You gain +1 additional Action to spend if you successfully Strike a combatant and that combatant reaches a Health Threshold as a result of the damage inflicted from that attack’s Wound Roll. This bonus Action must be used by the end of the current Combat Round or it is lost and you can only gain one Action through Bonus Momentum during each Combat Round.

Maneuvers

DBU ACTION CHART

Basic Attack Maneuver (1 Action). You can target an opponent to make a Basic Attack against them (see – Attack Types). Attacks come in the form of a Strike Roll, which uses a d10 and any Extra Dice (such as Tier of Power Extra Dice) for your roll, then you add your Haste and Awareness modifiers onto your Natural Result. A Strike Roll’s dice score is compared to the target’s Dodge Roll dice score. If the Strike Roll is higher, the attack successfully hits; if the Dodge Roll is higher the attack fails and misses the target. Afterwards, proceed to a Wound Roll. A Wound Roll uses a d10 and any Extra Dice (such as Tier of Power Extra Dice) for your roll and then you add either your Force or Spirit Modifier depending on the type of attack used.

  • Desperation. When using the Attack Maneuver, if the target is at least 2 Tiers of Power higher than you, you can wager Life Points on your attack as if they were Ki Points. (see – Attacking & Conditions – Ki Wager) You can wager both Life and Ki Points when using Desperation.

Blitz Maneuver (2 Actions). You throw yourself into a fight, dashing forward or flying at a target launching an all-out attack – Blitz is a Basic Physical Attack of either the Simple or Powered Profile. You must be at least 2 Squares away from the target to use a Blitz Maneuver and when you use the Maneuver, you will travel in a straight line towards the target (if your Boosted Speed can cover the distance between you and your target). Increase the Ki Point cost for a Blitz Maneuver by +6(T). Increase the Wound Roll of this attacking maneuver by +2(T) for each square you traveled to your opponent, up to a maximum of +16(T).

After you use the Blitz Maneuver, your Botch Rate is increased to 3 for all Combat Rolls until the start of your next turn.

Called Shot (2 Actions). A Called Shot is an attack aimed at a particular part of the body, in the hope of gaining some extra effect from the attack. The smaller or better guarded the area, the more difficult the Called Shot. Called Shots work best at Close Range. While in Melee Range, a Called Shot suffers a -1(T) penalty to your Strike Roll. If you are making a Called Shot at range, you will suffer a negative -2(T) penalty to your Strike Roll. Range penalties are increased by -1 for every 4 Squares away the target is away from you.

If you succeed at a Called Shot, increase the Damage Category for your attack by one category (Standard becomes Direct, Direct becomes Lethal). Additionally, if you aim for a vulnerable spot, your ARC may allow you to gain a damage bonus of +3(T) or have some lasting effect on the opponent such as a Combat Condition or making them unable to use one of their traits.

Combat Recovery Maneuver (2 Actions). Want to stand facing the enemy exchanging monologues for three game sessions? Combat Recovery allows you to restore Life Points and Ki Points during battle at the cost of your Actions. You provoke a Counter Action against you from all opponents within 6 Squares of you when you use Combat Recovery, if an opponent uses a Counter Action against Combat Recovery, they cannot use Combat Recovery on their next turn. If you are hit by this Counter Action, you do not regain any Life or Ki Points from Combat Recovery. When you perform this maneuver roll a solid 2d10(T) and restore both your Life and Ki Points by the corresponding natural result.

Command Maneuver (1 Action). You give directions to your minions, urging them to act. Select one Minion you are the Master of. They gain 2 Actions to use during their turn. One of these actions must be used for a Movement Maneuver or must be transferred into a Counter Action. You can only use this maneuver once per Combat Round. Increase the number of times you can use this maneuver during each Combat Round by +1 when your Personality Modifier reaches 6 and +2 when your Personality Modifier reaches 10.

Duel Maneuver (1 Counter Action). When attacks collide, a risky exchange follows with both sides attempting to overwhelm the other with an exchange of sheer power. If you are targeted by an Attacking Maneuver that is either a Signature Technique, has a Ki Wager of at least 10(T) or has 2+ Energy Charges, you may initiate a Duel Maneuver.

Spend the Ki Points to make an Attacking Maneuver of the same Profile. You may instead choose to select a Signature Technique of the same Profile if you possess one and if you do, pay the Ki Point cost for that instead.

Each player involved in the Duel Maneuver makes 3 Wound Rolls for the Attacking Maneuver they have used, contested against one another. Each set of Wound Rolls (one from the target and one from the attacker) are rolled in sequence. The first set of Wound Rolls, then the second and finally the third. Whichever character has the higher Wound Roll for the majority of these Opposed Combat Rolls wins the Duel Maneuver and may roll their Wound Roll a final time to actually inflict damage upon the other character. All Ki Wagers placed into a Duel Maneuver by both sides are added onto this Wound Roll.

You may Ki Wager up to 1/4 (rounded up) of your Capacity Rate on each of these 3 Wound Rolls and any Energy Charges are replaced with a bonus of +1(T) for each Energy Charge.

At the start of a Duel Maneuver, all Ki Wagers placed onto an Attacking Maneuver are refunded as Ki Points and you recover that much of your Capacity.

Duel Escape Maneuver (1 Counter Action). When another character attempts to initiate a Duel Maneuver with you as the target, you may attempt to escape through the Duel Escape Maneuver. Roll an Impulsive Saving Throw, TN Hard. If you fail, the Duel Maneuver continues as normal. If you succeed, you successfully manage to avoid the effects and may immediately make another attack maneuver as an Instant Action. You still lose the Ki Points spent for the cost of your attack that was challenged with a Duel Maneuver and any Ki Wagers spent on that maneuver.

Empower Maneuver (1 Actions).  A supportive Maneuver in which you transfer your own Ki to another character, either through touch or in the form of an energy wave. Roll as if you were making a Wound Roll for an Energy Attack, without Ki Wagering. This is known as the Empowerment Roll and decides the maximum amount of Ki Points you can transfer to your target. If your target is within your Melee Range, your Empowerment Roll scores maximum Natural Results on all dice rolled (including Critical Dice). You may choose to increase the result of your Empowerment Roll by up to +10(T).

  • Miracle Empowerment. Once per Combat Encounter, if you are the receiver of Ki from the Empowered Maneuver from more than 1 character in a single Combat Round and at least one of your Empower Maneuvers would increase your current Ki Points beyond your base Maximum Ki Point Pool, you may allow your current Ki Points to exceed your Maximum Ki Point Pool and increase all Combat Rolls by +2d6 for each character who transferred Ki Points to you until the end of your next turn. As an example, if you were given Ki from 3 Allies in one round you would increase all your Combat Rolls by +6d6 until the end of your next turn.

Energy Charge Maneuver (1 Action). You can charge an attack to create a powerful, overwhelming blast. Energy Charge is a special ability that can be applied to any type of Energy, Physical, or Magical Attack. When you first use this Maneuver, you must declare the intended Attacking Maneuver you are charging for. Your selected attack will cost an additional +2(T) Ki Points for each Energy Charge Maneuver you have completed. You pay the total Ki Point Cost for this Maneuver when you release the charged attack.

For each Energy Charge Maneuver, you gain +1 Energy Charge for your selected attack. Each Energy Charge increases the Wound Roll of your selected Attacking Maneuver by +1d6(T). After you declare that you are using the Energy Charge Maneuver, you can only use your Actions to continue charging the attack or launch the declared attack. You may still use Counter Actions, Instant Actions and spend One Action to stand up if knocked Prone. When you launch your declared attack, you lose all Energy Charges after using that attack. 

Depending on the Foundation of your attack, you can only gain Energy Charge Maneuver for a number of actions equal to 1/2 of your Force Modifier (Physical/Energy) or Spirit Modifier (Magical). 

After using your first Energy Charge Maneuver, you suffer from the Guard Down Combat Condition until you utilize your selected Attacking Maneuver. Until the start of your next turn, after using the attack chosen by the Energy Charge Maneuver your Botch Rate is increased to 3 or less until the start of your next turn. You may choose to stop charging your energy at any time as an Instant Action by spending 1(T) Ki Points for each Energy Charge. If you do so, you lose all Energy Charges but are free to use any other actions.

Grapple Maneuver (1 Action). When you want to grab or restrain a combatant, you can seize them, attempting to keep them from escaping. You can attempt to perform the Grapple Maneuver, but you must have at least one free hand and the combatant must be within your Melee Range. The character initiating the grapple is known as the Grappler and the target is known as the Grappled. Make a Physical Strike Roll opposed by the Grappled’s Strike or Dodge Roll (their choice). The Grappled cannot use their Strike Roll, and therefore must use a Dodge Roll to oppose your (the Grappler’s) Strike Roll, if the Grappler (you) is outside of their (the target’s) Melee Range. This is called a Grapple Check. If you are successful, both characters are considered to be in a Grapple and both the Grappler and the Grappled are subjected to the Guard Down Combat Condition (Attacking & Conditions) while in the Grapple. If the Grappler fails, they are susceptible to a Counter Action from the Grappled, and the Grappled is freed. You may stop grappling a target as an Instant Action on your turn. You can only Grapple one character at a time and a Grappled character cannot initiate a Grapple Maneuver while in a Grapple.

At the start of either the Grappled or the Grappler’s turn, they must make another Grapple Check. Once per Combat Round, a Grappled character can also spend One Action during their turn to force a Grapple Check. 

If, through the actions of a character outside of the Grapple, a Grappler would be moved any number of squares, they must immediately make a Grapple Check with a penalty of -2(T). If they succeed, the Grappled character is moved with them and remains within their Melee Range. If they fail, the Grappled character is freed from the grapple and is not moved. Only the Grappler can be targeted by Maneuvers or effects that would make them move any number of squares, except by the Grappled attempting to use the Movement Maneuver (see – Moving a Target).

  • Pinning. Once per Combat Round, if you are the Grappler in a Grapple, you can spend One Action to make an additional Grapple Check against the Grappled using the same rules as above. If you succeed with this check, then the Grappled gains the Pinned Combat Condition while still in the Grapple.
    • Energy Restraint. If the Grappled is suffering from the Pinned Combat Condition, you can spend Two Actions and 4(T) Ki Points to attempt to restrain them with your Ki. Make a Grapple Check against the Grappled. If they win, they are freed from the grapple. If they lose, they are restrained and maintain the Pinned Combat Condition even as the Grapple ends. The Grappler then rolls a Force Ability Check. This becomes the Restraint TN. At the start of the restrained target’s turn, they can attempt to break the energy restraint with a Force Ability Check against the Restraint TN. If they lose, they remain restrained. If they win, they break free. During each turn a restrained character fails to break free, increase their following Force Ability Checks against the Restraint TN by +1(T).
  • Moving A Target. If a character within a Grapple attempts to use a Movement Maneuver, they must make an Opposed Force Check against their opposed character in the Grapple (Grappler against Grappled or vice versa). If they fail, they cannot use that Movement Maneuver but the Action to use that Maneuver is lost. If they succeed, they can use the Movement Maneuver as normal but their Normal and Boosted speeds are reduced by 1/2 (rounded up) and they must pay 2 Ki Points for each square moved if the other character is a Size Category larger than them. Increase this cost by +1 Ki Points for each Size Category the other character is larger than them by after the first. If a character suffering from the Pinned Combat Condition is moved in this manner, they take 2 Lethal Damage for each Square moved. If any character manages to successfully move while in a Grapple, the other character in the Grapple moves the same number of squares in the same direction, even if they usually would not be able to with their current Speed.
  • Tail Restraint. If a Grapple Maneuver is made against a character with a tail, the Grappler can suffer a penalty of -2(T) to their initial Grapple Check to initiate the Grapple to attempt and grab the tail. If they succeed at this Grapple Check, the Grappled is in a Grapple as usual but also cannot make any Tail Attacks while in the Grapple.
  • Throwing A Target. You can throw a Grappled target away from you by spending an Action. Make a Strike Roll opposed by the Grappled’s Dodge or Strike Roll. This is called a Throw Check. If you win the Throw Check, the Grappled is moved a number of Squares equal to your Force Modifier in any direction you wish.
    • Throw Distance. Increase the distance thrown by +1 Square(s) for every 2 higher your Throw Check is over the target’s Dice Score. If a Throw would result in moving through another combatant’s square, the combatant can make a Dodge Roll against your Throw Check. If you are successful, both targets are knocked Prone and take 1d10(T) Direct Damage (Ki cannot be wagered). The thrown target is placed next to the second combatant, the second combatant is not displaced. If you fail, the Throw continues as normal. A thrown target suffers 1d6(T) Direct Damage, increased by +1 for each Square they have moved. If they would strike against Terrain, they also take damage according to its Hardness Value.

Holding Back Maneuver (Instant Action). You can hold back your strength, allowing you to fight efficiently against weaker opponents, or to size up stronger ones. Once per Combat Encounter, you can apply one or more stacks of Holding Back. Each stack treats your Tier of Power as if it was -1 lower. You can only have a number of Holding Back stacks equal to your Tier of Power. If your number of Holding Back stacks would match your base Tier of Power, your Tier of Power is 1 but you receive a penalty to all Combat Rolls equal to -1(T) – use your base Tier of Power for calculating this penalty. This effect lasts until you end it as an Instant Action. Whenever you reach a Health Threshold, you must make a Concealment Skill Check, TN Medium. If you fail, you lose -1 Holding Back stack. If you succeed, you remain at your current level of stacks. Your Ki Point Costs when using the Holding Back Maneuver use your current Tier of Power, rather than your base Tier of Power for any calculations. If your number of Holding Back stacks is equal to your base Tier of Power, reduce the Ki Point cost of all Maneuvers by -1(T) – use your base Tier of Power for calculating this reduction.

Once per Combat Round, your opponent may attempt to see if you’re holding back by making a Clairvoyance Skill Check as an Instant Action, opposed by your Concealment Skill. If they win, they know how many stacks of Holding Back you have. If they lose, they learn nothing.

If you would increase your Tier of Power through any means (except reducing your number of Holding Back stacks), stop Holding Back and lose all Holding Back stacks. You cannot use the Holding Back Maneuver while your current Tier of Power exceeds your base Tier of Power.

Intervene (1 Counter Action). When an ally is successfully struck (hit) by an attack, you can attempt an Impulsive Save, TN Medium. If you fail, you cannot attempt to make another Intervene Counter Action for the remainder of the Combat Round. If you pass, you may select one of the below options. You do not suffer from Diminishing Defense when you use any one of these options.

  • Wall of Defense. If you could reach your ally with your Boosted Movement Speed, you can intercept an attack and take the damage in the place of that ally. You move to an adjacent square to the victim that is as close as possible to the attacker. When you intercept an attack, you do NOT roll a Dodge Roll and your Attacker does NOT roll a new Strike Roll against you. The intercepted attack will Strike you automatically. All targets other than the target you protected would still interact with the attacking maneuver as normal.
    • Redirect. When you successfully use the Wall of Defense option, you can spend 4(T) Ki Points to attempt and redirect the attack instead of suffering its damage. Roll a Physical Strike Roll and compare your Dice Score to the Attacker’s original Strike Roll for the successful attack. For each instance of Energy Charge or the Power Shot Advantage on the Technique, reduce your Dice Score by the attacker’s Tier of Power. If your Dice Score is equal to or higher than the attacker’s, you can safely redirect the attack away from you and its victim. If you succeed, the attack is safely directed away from all other targets (meaning they take no damage) and you only suffer 1/4 of the damage you would have. If you are hit due to failing to Redirect, increase the Damage Category of the attack by +1. If the damage was already Lethal, increase the damage you take by 1/2 of the Wound Roll.
  • Distant Deflect. You can attempt to use your own energy to deflect an attack made by an attacker by striking against the side of it rather than contesting it directly. Spend 3(T) Ki Points to roll an Energy Strike Roll and compare your Dice Score to the attacker’s original Strike Roll for the successful attack. For each instance of Energy Charge or the Power Shot Advantage on the Technique, reduce your Dice Score by 1/2 of the attacker’s Tier of Power (rounded down). If your Dice Score is equal to or higher than the attacker’s, you safely redirect the attack away from the intended victim. If multiple characters attempt to use the Distant Deflect option of the Intervene Maneuver, instead add 1/2 of their Force or Spirit Modifiers (whichever is higher) to the Dice Score of the character with the highest Insight Modifier. They still spend the Counter Action and the Ki Points to use the Distant Deflect option of the Intervene Maneuver.

Movement Maneuver (1 Action). When moving normally, you can move up to a number of Squares equal to your Normal Speed at no Ki Point Cost. If you choose to move quickly (sprinting, flying at full speed, etc), you can move up to a number of Squares equal to your Boosted Speed. If you are using the Maneuver to boost your speed, however, you will have to pay 3 Ki Points for each Square you move through beyond your Normal Speed. For example, if you moved your maximum Boosted Speed of 7 squares while your Normal Speed was 5 squares, you would pay 6 Ki Points.

When you move during combat, if you leave the Melee Range of any enemy combatants (even if you entered it with the same Movement Maneuver), you will provoke a Counter Action against you.

  • Rapid Movement. You move with great speed, which creates the illusion of teleportation. Rapid Movement lets you move any number of Squares up to your Boosted Speed instantly without provoking a Counter Action. Increase the Ki Point Cost of the Movement Maneuver by +3 for each Square you move, regardless of which type of movement you are using, even if it is within your Normal Speed. Using Rapid Movement increases your Strike Rolls for the remainder of your turn by +2(T). This effect cannot stack with itself.
  • Flight Requirements. You must possess a Force or Spirit Modifier of 3+ to fly.

No Effort Maneuver (Instant Action). This type of Maneuver takes almost no time to perform. There are a number of possible situations that can use this form of Maneuver, for example:

  • Briefly speaking to try and dissuade the actions of another character. This can be done through using an Opposed Skill Check, your Persuasion, Bluff or Intimidate against the target’s Intuition.
  • Unsheathing or sheathing a weapon. You can only use one of these effects during each Combat Round and only once that Combat Round.
  • Dropping or picking up an object.
  • Dropping to the floor.
  • Attempting to hide your power with a Concealment Skill Check or sneak away with a Stealth Skill Check.
  • Anything else you or your ARC imagines that can be done quickly!

Parry Maneuver (1 Counter Action). When you are attacked by a combatant, you can forgo your Dodge Roll to Parry the attack. When you attempt to use the Parry Maneuver you are not subject to Diminishing Defense, unless you use the Guard option. There are multiple ways you can deflect an attack.

  • Melee/Ballistic attacks only (Block). Instead of rolling Dodge, you will roll your Physical Strike against the enemy’s attack roll. If your score is higher than the enemy’s, you deflect the attack and take no damage.
  • Any attack types (Power Flare). Letting your aura flare up, you contest the incoming attack with pure power. Instead of rolling Dodge, you will roll your Energy Wound Roll against your opponent’s Wound Roll (including all modifiers and Extra Dice; you roll first). If your dice score is higher than your opponent’s, you deflect the attack and take no damage. If your dice score is lower, you will suffer the damage from the Wound Roll your opponent just rolled – they do not reroll their Wound Roll. You can spend up to 10(T) Ki Points to increase your dice score by an equal amount before you roll your Wound Roll.
  • Energy/Magic attacks only (Deflect). Instead of rolling Dodge, you can pay 6(T) Ki Points to roll an Impulsive Save and add your Force or Spirit Modifier to the roll (whichever is higher). For each instance of Energy Charge or the Power Shot Advantage on the Technique, reduce your Dice Score by the attacker’s Tier of Power. If your score is higher than the enemy’s roll you successfully deflect the attack, taking only 1/4 of its damage, and can attempt to Rebound the attack. If you successfully deflect an attack that would target multiple characters, all of those characters do not take damage from that attack. If multiple characters attempt to use the Deflect option of the Parry Maneuver, instead add 1/2 of their Force or Spirit Modifiers (whichever is higher) to the Dice Score of the character with the highest Impulsive Save. They still spend the Counter Action and the Ki Points to use the Deflect option of the Parry Maneuver.
    • Rebound. You can attempt to rebound an attack back at an enemy if you have successfully deflected. Make a Strike Roll as if you were making an Energy Sphere attack (if Rebounding an energy attack) or a Magic Incantation attack (if Rebounding a magic attack), with your own Aptitudes. Reduce the Natural Result of your dice rolls by 1/2 and add any relevant modifiers. If you successfully strike the enemy, you Rebound their attack and suffer no damage. The enemy rolls the Wound Roll for their reflected attack and receives that damage. A Rebounded attack’s damage counts as one damage category higher than the attack previously did (Standard becomes Direct, Direct becomes Lethal).

      If that attacking maneuver had an Area of Effect, apply that Area of Effect centered on the attacker. All characters within the Area of Effect become targeted by the Rebound and must roll their Dodge Rolls against your Strike Roll.
  • Any attack types (Guard). When you are attacked, you can pay 8(T) Ki Points to Guard against it. Guarding against an attack reduces the attack’s damage by 1/2 its total and changes Lethal Damage into Direct, and Direct Damage into Standard. If you use Guard against an attack, your Dodge will be reduced by Diminishing Defense as normal.
  • Any attack types (Direct Hit). When you are attacked, you can allow an attack to Strike you automatically. The attacker does NOT need to make a Strike Roll against you (they can still attempt to if they would gain any benefits from a Critical Result); their attack hits you without rolling. Increase your current Soak Value by +1/2 its total for this attack. If they inflict 0 damage with a Signature Technique or an attack with a Ki Wager of 5(T) or more, the attacker suffers from the Shaken Combat Condition until the end of their next turn.
  • Any attack types (Cross Counter). When you are attacked, you can throw an attack of your own back at your opponent instead of focusing on defense. The attackers must still roll a Strike Roll against your Dodge Roll; however your Defense Value is reduced by 1/2. Make a Basic Attack Maneuver against the attacker immediately after concluding their attacking maneuver as an Out-of-Sequence Action. If you would be Defeated by their attacking maneuver, you may still use the Basic Attack Maneuver as an Out-of-Sequence Action before you are classed as Defeated.

Power Up Maneuver (1 Action). Powering up increases your character’s overall badassery by letting you spend more Ki Points per round. When you use Power Up, increase your Capacity Rate by 1/4 and increase all Combat Rolls by +1(T). This increase lasts until the end of your next turn. The Power Up Maneuver cannot stack more than twice, and using the Power Up Maneuver a second time does not extend the length of the effect.

Reload Maneuver (1 Counter Action). A limited number of attacks, or shots, can be made with a ranged weapon. Using the Reload Maneuver refills a single Ranged Weapon’s ammunition, resetting the number of attacks you may use with it. You can only use the Reload Maneuver during your turn.

Surge Maneuver (Instant Action). This backup power is the energy or potential you are holding back, a second wind of sorts. You can use one Surge Maneuver per Combat Encounter, afterwards you can only use the Surge Maneuver when an ability or other situation tells you that you can. The ability that allows you to use a Surge Maneuver will state the Action Cost requirement; if the ability doesn’t state an Action Cost, you can use Surge as an Instant Action.

  • Power Surge. When you use the Maneuver Power Surge, you’ll restore 1/4 of your total Capacity and Ki Points.
  • Healing Surge. Using this Maneuver heals and restores your Life Points. Roll a solid 2d10(T) and heal that many Life Points.

Increase how many Life/Ki Points you regain when using a Surge Maneuver by your Force Modifier. (see – Surgency in Attributes)

Terrain Lift Maneuver (1 Action). You can make an Athletics Skill Check against a Target Number of 6 to attempt and tear up a piece of the landscape and hold onto it. Increase the Target Number by +4 for each level of Hardness Value in that piece of terrain. Only solid pieces of terrain like rock can be lifted up in this manner.

While carrying a piece of terrain, you may use it as a shield when attacked. You may reduce any damage you would take by an amount equal to the Lethal Damage dealt by its Hardness Value. If you still take damage from this attack, the piece of terrain you are holding is destroyed. If you choose not to apply this effect, then whatever you are holding is not damaged.

Throw Maneuver (1 Action). You may throw any piece of terrain you are holding or any items you are holding at a target. Make a Physical Strike against any target within a number of squares equal to or lower than your Force Modifier. If they are successfully hit by this attack, roll your Physical Wound Roll and then the target takes the Lethal Damage they would suffer from the Hardness Value of the thrown object.

Basic Items will be destroyed upon impact. Equipment such as Apparel and Weapons reduce their Break Value by -1 and land in a random square adjacent to the target of the attack. They can be reclaimed by spending an Instant Action while your character is on that square to pick them up.

Your ARC will inform you of the Hardness Value of a piece of terrain or whatever item you are holding. You cannot use the Throw Maneuver to throw another character, for that refer to the rules on Grappling.

Thrusting Maneuver (1 Action). You can make a special Physical Attack to shove a combatant and push them away from you. You can attempt to perform the Thrust Maneuver, but you must have at least one free hand, and the combatant must be within your Melee Range. A Thrust is an active opposition between two combatants. Make a Strike Roll opposed by the target’s Strike or Dodge Roll, the target chooses. If you score higher than the target, you can thrust them backwards away from you or knock them Prone. (see – Attacking & Conditions)

  • Push Back. Move the target a number of squares equal to your Force Modifier. The target can make an Acrobatics Skill Check, TN Medium. If they pass, reduce the distance they are Thrust back by 1/2. If the target is Thrust into or through an environmental terrain, double any damage they would suffer due to the Hardness Value. (see – Battle Grounds)
  • Knocked Down. The target can make an Athletics Skill Check, TN Hard. If they pass they are not knocked prone, but are considered to have the Guard Down Combat Condition instead until the start of your next turn. If they fail, they gain the Prone Combat Condition.

Transformation Maneuver (1 Action). You can use this Maneuver to transform into any available transformation. If you intend to stack transformations, such as using Kaioken with the Super Saiyan Blue Legendary Form, you must use this Maneuver twice – once for each transformation. (see – Transformation Rules)

Triggered Maneuver (Dynamic). If you want to wait to perform a Maneuver in response to something happening, you can use a Triggered Maneuver, which lets you take part of your turn during another character’s turn as an Out-of-Sequence Action. To perform a Triggered Maneuver, declare what will activate your maneuver; this is called your defined activation. Then, declare what your responses to your defined activation will be; this is called your response activation. For example, “When the Saibaman gets into position, I will perform a Physical Basic Attack Maneuver, using the Powered Profile.” Note the Action Cost of Triggered Maneuver is equal to the Action Cost of your response activation. As an example, if you were going to use the Maneuver Blitz as your response activation, then your Triggered Maneuver will cost you Two Actions. When the defined activation happens, you immediately use your response as an Out-of-Sequence Action. Perform your response and fully resolve its effects. Afterward, the turn and round will continue as normal.

If the defined activation doesn’t happen before the start of your next turn, the actions spent on the Triggered Maneuver are effectively lost.

United Attack Maneuver (1 Action). When an ally within your Melee Range uses an attacking maneuver or spends the Ki Points to use one to enter a Duel Maneuver, you may use the United Attack Maneuver as an Instant Action by spending One Action. Spend the Ki Points to make the same type of Attacking Maneuver as your ally, matching both Foundation and Profile (this can be a Basic Attack or a Signature Technique) and you may apply a Ki Wager onto your ally’s Attacking Maneuver (this Ki Wager cannot exceed 1/4 of your Capacity Rate). If they successfully strike (hit) an opponent, add 1/2 of any bonuses to your Wound Roll for this Attacking Maneuver onto your ally’s Wound Roll.

If your ally enters into a Duel Maneuver, you may add your Force or Spirit Modifier (whichever is higher) onto each of their rolls. During one of the rolls (you decide which), you may additionally add a Ki Wager worth up to 1/10th of your Capacity Rate.

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