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 d10 and add 1/2 your Agility Modifier to the natural results, plus any other modifiers, to determine your Initiative Score. 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.

Instantaneous Control. If a target of one of your Maneuvers uses an Instant 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.

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 special Physical Attack. You must be at least 2 Squares away from the target, to a maximum of 8 Squares. When using Blitz, you will make a non-Signature Technique Physical Attack. Using Blitz costs 5(T) Ki Points. Increase this cost by +2 for each Square between you and the target.

You will roll a Physical Attack against your target, however, for each Square you travel through to charge the target, increase the damage of the attack by +2(T). After you use the Blitz Maneuver, your Botch Rate is increased to 3 or less until the end of your next turn and you can’t add your Agility Modifier to the next Dodge Roll you take.

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.

Combination Attack Maneuver (1 Action). You can elect to delay your turn to combine attacks with an ally. The Combination Attack Maneuver functions like Triggered Maneuver. Declare an ally that you want to combine attacks with – the ally’s turn will be your defined activation. Your response activation will be to combine your attack with one used by your ally. Your selected ally’s turn MUST come after yours. Once your defined activation is triggered you and your ally will make Strike Rolls, add 1/4 of your natural result to your ally’s Strike Roll and then apply any other bonuses (these bonuses are halved). Compare your ally’s total Strike Roll Dice Score against the target(s)’ Dodge Roll. Both you and your ally can wager Ki Points normally. You and your ally will both roll Wound Rolls, add 1/4 of your dice roll to your ally’s Wound Roll Dice Score and then apply any modifiers you have. You can only combine attacks that are the same type, such as combining two Beam attacks together or two Rapid Fire attacks together. You can NOT combine more than 2 attacks together unless you have the Teamwork Talent.

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 Escape Maneuver (1 Counter Action). When another character attempts to enter an Energy Duel or a Rush Clash 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 Energy Duel or Rush Clash 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 an Energy Duel or Rush Clash 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 the maximum number of Ki Points you can transfer from your Ki Point Pool to the selected character’s Ki Point Pool.

  • Miracle Empowerment. Once per Combat Encounter, if you are the receiver of Ki from the Empowered Maneuver and more than 1 character in a single round transfers Ki Points to you, increase all Combat Rolls by +1d6 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 +3d6 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 attack you are charging for. Your selected attack will cost an additional +2(T) Ki Points, added to its normal cost, for each Energy Charge Maneuver you have completed. You pay the total Ki Point cost for this maneuver when you release the charged attack.

You can use the Energy Charge Maneuver for a number of actions equal to your Force Modifier. 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 attack. You may still use Counter Actions and Instant Actions. If you elect to charge the attack again its damage will increase. If you select to launch the attack you will target an enemy combatant and roll for the attack. The charged attack follows all its normal rules, however, for each action you have charged the attack, you will increase its Wound Roll by 1d6(T).

While charging, you suffer a penalty of -2(T) to your Dodge Rolls. 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.

If you engage in an Energy Duel or Rush Clash after using the Energy Charge Maneuver, increase your rolls by +1(T) for each instance of Energy Charge you have used.

You may choose to stop charging your energy at any time as an Instant Action by spending 1(T) Ki Points for each use of Energy Charge. If you do so, you lose all Energy Charges but are free to use any other actions.

Energy Duel (1 Counter Action). An energy duel is a situation in which two energy-based techniques collide and compete to consume one another. When two characters enter a duel, due to the extreme power, no other combatants can aid them or enter the affray. An energy duel might begin when you are the target of an opponent’s energy-based attack. If you are targeted, you can forgo your Dodge Roll and spend a Counter Action (if available) to enter a duel by using a basic Energy Attack of the same type. If they haven’t used a Signature Technique this Combat Round, they can choose to counter using a Ki Manipulation Signature Technique of the same type as the attack aimed at them (if they possess one) instead. Combat is paused as the duel is carried out and completed.   

Both you and your opponent will make 3 Opposed Force Checks. Each time a roll is made, you and your opponent will secretly wager Ki Points. Add the secret wager to your dice score; the player with the highest dice score wins. Once one player has won 2 Opposed Force Checks, the duel is over. If you are using a Signature Attack with the Power Shot Advantage, you may add +2 to your roll for each rank of the Advantage you possess.

The winning player adds all the Ki Points wagered during the duel, by both combatants, to their energy-based attack’s Wound Roll. Both you and your opponent will manage their Ki Points normally after a duel has been completed. You only have to pay the Ki Points you spent during the duel; remember that you are still bound by the Capacity Rate.

If, somehow, a tie is made between two dueling players, the result is that both attacks cancel each other out in a large explosion. Both attackers and any other combatants within 10 Squares of the center of the explosion (the point in the middle of the two combatants) suffer damage equal to half the Ki Points wagered by the two parties added together.

If the attacker had wagered on their attack, they may remove their Ki Wager to regain the Ki Points that were spent on it. These Ki Points can only be used to Ki Wager on the Energy Duel.

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. You are considered the Grappler and the target is considered Grappled. Make a Strike Roll opposed by the Grappled’s Strike or Dodge Roll, the target chooses. 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 you and the Grappled are subjected to the Guard Down Combat Condition. (Attacking & Conditions) If you fail, you are susceptible to a Counter Action from the Grappled, and they are free of your grasp. You may stop grappling a target as an Instant Action on your turn.

During subsequent rounds, while in a grapple, on your turn, you will need to make another Grapple Check. On the target’s subsequent turns they will need to make another Grapple Check as well. If a Grappled character escapes your grasp, they regain any lost Actions due to the grapple.

If the 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. During your turn, while you are the Grappler in a grapple, you can spend One Action to make a second Grapple Check against the target using the same rules as above. If you succeed this second check, then you pin the Grappled. A pinned character cannot make any form of attacking maneuver and they are considered to have the Prone Combat Condition.
    • Energy Restraint. If the Grappled is Pinned, 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. The Grappler then rolls a Force Ability Check. This becomes the Restraint TN. A restrained target’s actions are reduced to 0. The grappler is no longer considered in a grapple with the target but the restrained target still suffers from the effects of Prone. 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 immediately regain all of their actions. During each turn they fail to break free, increase their next Force Ability Check by +1(T). This effect is cumulative until they break free.
    • Tail Restraint. If the Grappled is a character with a tail and you beat them during a Pinning Grapple Check by 5 or more, you successfully grab their tail. A character whose tail is grabbed can no longer use any Tail Attacks. On the subsequent Grapple Checks, if the character escapes your grasp, their tail is freed.
  • 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 Ground and Flight 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 Pinned character 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.
  • 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. When your Throw Check is 2 or higher than the Grappled’s roll they are moved an additional Square. Increase the distance thrown by +1 Square(s) for every 2 higher your Throw Check is over the target’s roll. 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 moved. If they strike against an obstacle, they 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 Session, you can apply one or more stacks of Holding Back. Each stack treats your Tier of Power as if it was -1 lower, to a minimum of Tier of Power 1. 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.

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.

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 Flight 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.
    • 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 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 can safely redirect the attack away from you and its victim. Roll 1d10, if your result is 2 through 9, the attack is safely directed away from all combatants and you only suffer 1/4 of the damage you would have. If you score a 1, the attack is not redirected, and you are struck – if you score a 10, the attack is redirected back at the target. If you are hit either due to failing to Redirect or rolling a 1, 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.

Movement Maneuver (1 Action). If you move along the ground, you can move up to a number of Squares equal to your Ground Speed. If you move through the air, you can move up to a number of Squares equal to your Flight Speed. While moving on the ground, there is no Ki Cost. If you are using the maneuver to fly, you will have to pay 3 Ki Points for each square you move through. You do not pay Ki Points for moving any number of squares equal to or less than your Ground Speed, even when flying. You only pay Ki Points for flight when you move more squares than your Ground Speed. For example, if you moved your maximum Flight Speed of 7 squares while your Ground Speed was 5 squares, you would pay 6 Ki Points.

When you move during combat, if you move past or leave the Melee Range of any enemy combatants 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 Flight 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 Ground 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 be able 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.
  • 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 1/2 of the attacker’s Tier of Power (rounded down). 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.
    • 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).
  • Any attack types (Guard). When you are attacked, you can pay 6(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; their attack hits you without rolling. Using Direct Hit grants you 1 Karma Point. You can only gain Karma Points if the attacker has a higher Tier of Power than you.
  • Any attack types (Counter Attack). When you are attacked, you can allow an attack to Strike you. The attackers must still roll a Strike Roll against your Dodge Roll; however your Defense Value is reduced by 1/2 and your Soak Value is reduced to 0 against the attack. Make an attack against the attacker – No Signature Techniques, but otherwise the attack functions as normal. You must still pay any required Ki Point Cost related to the Counter attack, however, you don’t need to pay the Action cost.

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.

Rush Clash (1 Counter Action). A rush clash is a situation in which you clash your physical attacks against those of your opponents in a high-speed battle best depicted as both fighters either rapidly exchanging blows while moving across the environment or both fighters being unable to be seen as shockwaves rock the landscape. If you are targeted by a Physical Attack, you may forego your Dodge Roll and spend 1 Counter Action to attempt a Rush Clash against it. If the attacker has used a Signature Technique and the defender hasn’t used a Signature Technique this Combat Round, they can choose to counter using a Martial Arts Signature Technique of the same type as the one aimed at them (if they possess one). Combat is paused as the duel is carried out and completed. 

Both the attacker and the defender will make 3 Opposed Strike Checks, using their base Strike Value (using only their current Awareness and Haste modifiers but not additional bonuses such as from Rapid Movement). Each time a roll is made, you and your opponent will secretly wager Ki Points. Add the secret wager to your dice score; the player with the highest dice score wins. Once one player has won 2 Opposed Strike Checks, the duel is over. If you are using a Signature Attack with the Power Shot Advantage, you may add +2 to your roll for each rank of the Advantage you possess.

The winning player adds all the Ki Points wagered during the duel, by both combatants, to their Physical Attack’s Wound Roll. Both you and your opponent will manage their Ki Points normally after a duel has been completed. You only have to pay the Ki Points you spent during the duel; remember that you are still bound by the Capacity Rate. Both characters can move up to their Ground Speed in a direction chosen by the winning player after the Rush Clash as an Instant Action.

If, somehow, a tie is made between two dueling players, the result is that both attacks cancel each other out in a large shockwave. Both attackers and any other combatants within 6 Squares of the center of the explosion (the point in the middle of the two combatants) suffer damage equal to half the Ki Points wagered by the two parties added together.

If the attacker had wagered on their attack, they may remove their Ki Wager to regain the Ki Points that were spent on it. These Ki Points can only be used to Ki Wager on the Rush Clash.

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.

%d bloggers like this: