
Actions
Types of Actions. Every combatant, player-controlled or otherwise, uses one of the multiple types of Actions to use different Maneuvers. An Action is spent to use a Maneuver – the exact type of Action and amount varying from Maneuver to Maneuver. You cannot use a Maneuver if you do not possess the required Action Cost. Any effect that costs any type of Action is a ‘Maneuver’, even if not explicitly referred to as such. There are two types of Actions:
- Standard Action. Mostly referred to solely as ‘Actions’, Standard Actions are the most common form of Action used in DBU. At the start of each Combat Round, all combatants gain 3 Actions.
- Counter Action. Counter Actions are used almost exclusively for the purpose of Counter Maneuvers and are therefore primarily defensive in nature. At the start of each Combat Round, all combatants gain 1 Counter Action.
You can convert a Standard Action you possess into a Counter Action at any point during a Combat Round, even during other Maneuvers (see — Maneuvers).
At the end of each Combat Round, you lose all Actions you still possess.
Bonus Momentum. You gain an additional Standard Action to spend if you knock an Opponent through a Health Threshold or Defeat a Minion with an Attacking Maneuver.
You can only gain Bonus Momentum once per Combat Round.
Reduced Momentum. If you reduce your Life Points below a Health Threshold through your own effects, you gain 1 less Standard Action at the start of the next Combat Round.
You can only suffer from Reduced Momentum once per Combat Round.
Surges
Surges represent a spike in vitality in DBU – this could be due to a rousing of the spirit, an actual biological instance of regeneration or even potentially the result of a power core within an Android. Whatever the reason, Surges are the main way in which characters regain these precious resources.
There are two types of Surge in DBU:
- Healing Surge: You regain 2d10(T) Life Points.
- Ki Surge: You regain Ki Points and Capacity equal to 1/4 of their maximums.
Surgency. You increase the amount of Life and Ki Points gained through any type of Surge by your Force Modifier (see — Force).
Maneuvers
Any effect that spends any type of Action is a Maneuver. Each Maneuver has a listed Action Cost (the type and amount of Action(s) it requires) and a Ki Point (KP) Cost, the amount of Ki Points a character must spend to use the Maneuver.
Some Maneuvers can only be used a limited amount of times per Combat Round or Combat Encounter – this is listed in their name as [x/Round] or [x/Encounter], where x represents the number of times they can be used.
Types of Maneuvers. There are 4 Types of Maneuver, each having their own rules:
- Standard Maneuver. Unless otherwise stated, a Maneuver typically falls into the category of a Standard Maneuver. Standard Maneuvers can only be used during your turn and use Standard Actions for their Action Cost.
- Counter Maneuver. Defensive Maneuvers that are used to protect your Character from harm. Counter Maneuvers cannot be used unless you are the target of an Attacking Maneuver (unless otherwise stated) and use Counter Actions for their Action Cost.
- Instant Maneuver. An Instant Maneuver can occur during any Character’s turn, between any Standard Maneuvers that occur (you can therefore use an Instant Maneuver after a Standard Maneuver or in response to a Standard Maneuver, occurring before it). Instant Maneuvers do not possess an Action Cost and if a Maneuver is used ‘as an Instant Maneuver’, then it ignores its typical Action Cost. Instant Maneuvers cannot be used in response to any type of Maneuver except a Standard Maneuver and cannot be used if your last Maneuver during this Turn was an Instant Maneuver (even if that Instant Maneuver’s effects resulted in the use of another Maneuver, such as an Out-of-Sequence Maneuver).
- Out-of-Sequence Maneuver. An Out-of-Sequence Maneuver occurs immediately when the effect occurs, causing all other currently occurring Maneuvers to be paused until after the full completion of the Out-of-Sequence Maneuver (Counter Maneuvers and effects may still be used in response to this Maneuver as usual). Out-of-Sequence Maneuvers are similar to Instant Maneuvers in that they do not possess an Action Cost and Maneuvers can be used ‘as an Out-of-Sequence Maneuver’ to ignore their usual timings and Action Cost.
Only one Out-of-Sequence Maneuver can occur from a single trigger. For example, if you had two effects – one that allowed you to use a Basic Attack Maneuver as an Out-of-Sequence Maneuver and one that allowed you to use the Movement Maneuver as an Out-of-Sequence Maneuver, both occurring when you used the Power Up Maneuver, you’d only be able to use one of those effects at a time.
Instantaneous Control. If a target of one of your Maneuvers uses an Instant Maneuver or Out-of-Sequence Maneuver to move their position on the Battlefield outside of that Maneuver’s range or otherwise invalidate your Maneuver, you may choose to regain the Action(s) and Ki Points you spent on that Maneuver (including Ki Wagers), 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 that Attacking Maneuver.
If you regain your Action(s) and Ki Points spent on a Maneuver through Instantaneous Control, that Maneuver or any effects applied to it do not count towards any /Round or /Encounter limitations.
Orders of Instance. If multiple Characters intend to use an Instant Maneuver at the same time (i.e. in response to the same Standard Action occurring), complete the Instant Maneuvers in Initiative Order.
Exploit Triggering. Various Standard Maneuvers (even if they are used as another type of Maneuver) and their effects trigger the Exploit Maneuver, allowing it to be used in response. Any Maneuvers below will list if they trigger the Exploit Maneuver, and if so, the range at which it triggers for any Opponents.
Standard Maneuvers
Aura Maneuver [1/Round]: Engulf your body in ki, granting the powers of a specialized aura.
–Action Cost: 1 Action
–KP Cost: Varies (each Aura will have their own KP Cost – that is the KP Cost you pay for this Maneuver)
–Exploitable: N/A
–Effect: Activate an Aura you have access to. At the start of each of your turns when an Aura is active, you must pay 1/2 of the KP Cost or deactivate that Aura.
Basic Attack Maneuver: Make a basic, unnamed attack.
–Action Cost: 1 Action
–KP Cost: Varies (uses the Ki Point Cost of the chosen Profile)
–Exploitable: N/A
–Effect: Target an Opponent with an Attacking Maneuver using a Profile (see -– Foundations & Profiles) of your choice. If the Profile has an Area of Effect, use that to select the target(s) instead. You can only use each Profile once per Combat Round when using a Basic Attack Maneuver, except for the Simple Profile.
Combat Recovery [1/Round]: Talk or rest to recover as much stamina as possible.
–Action Cost: Variable (minimum 2 Actions)
–KP Cost: N/A
–Exploitable: All Opponents that are not at Long Range.
–Effect: You can decide how many Actions you spend on this Maneuver, with a minimum of 2. For each Action spent, reduce your Defense Value by 1(T) until the start of your next turn and regain 1d10(bT) Life and Ki Points. If you are hit by an Attacking Maneuver used through the Exploit Maneuver (and receive Damage) in response to this Maneuver, you lose any Life Points regained due to this use of Combat Recovery.
- Condition Recovery: When using Combat Recovery, you may forgo gaining any Life Points to make a Steadfast Check. If you succeed, you can remove any Damage over Time (DOT) or a stack of a Combat Condition (except Suffocating or Pinned) from yourself (if that Combat Condition does not have stacks, remove the entire Combat Condition). If you are hit by an Attacking Maneuver used through the Exploit Maneuver (and receive Damage) in response to this Maneuver, you automatically fail the Steadfast Check.
- Spectate: After using Combat Recovery, you can choose to spend your remaining Actions (minimum 1 Action) to enter the Spectator Special State (see — Spectator State).
Disarm Maneuver [1/Round]: Take a Weapon away from your foe!
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: If you fail the clash for the Disarm Maneuver, trigger the Exploit Maneuver of the target.
–Effect: Target an Opponent wielding a Weapon within your Melee Range. Make a Clash (Strike vs Strike/Dodge). If you win, the Weapon is removed from their grip and lands on a Square adjacent to that Opponent of your choice.
Empower [1/Round]: Send your power to an ally!
–Action Cost: Variable
–KP Cost: N/A
–Exploitable: All adjacent Opponents.
–Effect: You can decide how many Actions you spend on this Maneuver. Declare an Ally, and for each Action spent on this Maneuver, you can transfer a number of Ki Points up to twice your Might to the declared Ally. If the declared Ally is within your Melee Range, double the amount of Ki Points you can transfer to them. Transferring Ki Points does not reduce your Capacity.
- Full Empowerment: Upon using this Maneuver, if you are not a Minion, you can choose to reduce your Capacity to 0 and gain a stack of the Fatigued Combat Condition and the Impediment Combat Condition. If you do, you may transfer any amount of Ki Points through this use of the Empower Maneuver.
- Miracle Empowerment: If, during the same Combat Round, a Character is declared through the Empower Maneuver by 4+ Characters who spent at least 3 Actions and the maximum amount of Ki Points, or a Character who had used Full Empowerment to transfer as many Ki Points as possible (reducing their amount of Ki Points to 0), that Character enters the Entrusted Special State until the end of their next turn.
You can only enter the Entrusted Special State once per Combat Encounter through Miracle Empowerment, and you cannot benefit from Miracle Empowerment if one of your Allies has entered the Entrusted Special State through its effects during this Combat Encounter.
Energy Charge Maneuver: Charge up your energy into a single, high-power attack.
–Action Cost: 1 Action
–KP Cost: 2(bT)
–Exploitable: All adjacent Opponents.
–Effect: Declare an Attacking Maneuver through either the Basic Attack Maneuver or Signature Technique Maneuver. That declared Attacking Maneuver gains an Energy Charge. Each time you would use the Energy Charge Maneuver after declaring an Attacking Maneuver but before using the declared Attacking Maneuver, any use of the Energy Charge Maneuver instead only grants an additional Energy Charge to the originally declared Attacking Maneuver.
Until you use the chosen Attacking Maneuver, you suffer from the Guard Down Combat Condition and you cannot use any other Attacking Maneuver or Standard Maneuver.
Feature Thrust [1/Round]: You throw a Feature on the battlefield towards your enemies.
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: Target a Feature on an adjacent Square to you. If that Feature occupies a number of Squares equal to the amount your Character occupies or less, you may move that Feature a number of Squares up to 1/2 of your Might in the opposite direction to you.
If that Feature hits another Character, that Character may spend 1 Counter Action to make a Might Clash against you. If they win, the Feature stops its movement on the Square adjacent to them. If they lose or if they choose not to spend a Counter Action, follow the typical rules for Feature Collision (see — Collision).
Grapple Maneuver [1/Round]: Beyond just punching people, grabbing an Opponent is a valid option too.
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: If you lose the initial Grapple Check, this triggers the Exploit Maneuver from the target of that Grapple Check.
–Effect: Target a Character within your Melee Range and make a Clash (Strike vs Strike/Dodge) against them – this Clash is known as a Grapple Check. If you win, you and your target are in a Grapple but if you lose, you provoke the Exploit Maneuver from your target. The Initiator of the first Grapple Check for a Grapple is known as the Grappler, while the Defender of that Grapple Check is the Grappled. The Grappler is still considered the Initiator and the Grappled is still considered the Defender for any further Grapple Checks made within the Grapple, regardless of who initiated the Grapple Check.
You cannot use the Grapple Maneuver if you are already in a Grapple. While in a Grapple, there are certain rules in play:
- Grapple Penalty: While in a Grapple, all Characters suffer from the Guard Down Combat Condition and cannot remove it while in the Grapple.
- Ending a Grapple: The Grappler can end a Grapple as an Instant Maneuver on their turn.
- Escaping a Grapple: By spending 1 Action, the Grappler can make a Grapple Check against the Grappler. If they win, they escape the Grapple. For each Action spent after the first, increase the Dice Score of their Grapple Check by 1(T) until the end of their turn.
- Movement in a Grapple: While in a Grapple, if you would use an effect to move your Character or another Character within your Grapple, you must first make a Might Clash against your opposing Character in a Grapple (the Grappler if you are the Grappled and vice-versa). If you win, use the effect as intended but the other Character in the Grapple moves an equal number of Squares in the same direction. If you lose, you cannot use that effect (you still pay the Ki Point Cost or Action Cost for any effect or Maneuver used).
- Pulled In: If you are the Grappler in a Grapple and the Grappled is not on a Square adjacent to you, you may make a Might Clash against the Grappled as an Instant Maneuver. If you win, move them to the closest unoccupied Square adjacent to you.
- Moving a Character: If a Character outside of the Grapple attempts to use an effect that would move a Character within a Grapple, they must make a Might Clash against the Grappler. If they win, they move the targeted Character as usual and the Grappled escapes the Grapple. If they lose, they cannot use that effect (they still pay the Ki Point Cost or Action Cost for any effect or Maneuver used).
- Grappling a Grapple: If a Character outside of the Grapple attempts to use the Grapple Maneuver against a Character in the Grapple, they must first make a Might Clash against the Grappler. If they win, the current Grappled Character escapes the initial Grapple and they can continue with their Grapple Maneuver as usual. If they lose, they cannot use that effect (they still pay the Action Cost for the Grapple Maneuver).
- Tail Restraint: When using a Grapple Maneuver against a Character who has access to the Tail Attack Maneuver or is a Saiyan with a Tail, you can take a penalty of 2(T) to your initial Grapple Check to attempt and grab their Tail. If you do, they cannot use the Tail Attack Maneuver while in this Grapple.
Launch Maneuver [1/Round]: Throw a Character you are holding.
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: Make a Grapple Check against an Opponent you are currently in a Grapple with as the Grappler. If you win, you may end the Grapple to move that Character a number of Squares up to your Might in any direction. If you lose, the Grappled Opponent escapes the Grapple.
Movement Maneuver [2/Round]: Getting from point A to point B as fast as possible.
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: If you leave the Melee Range of an Opponent.
–Effect: Move a number of Squares up to your Normal Speed. You may increase the KP Cost of this Maneuver to 3(T) to instead move up to your Boosted Speed.
- Rapid Movement: When using the Movement Maneuver, you can increase the Ki Point Cost by 2(T) to use Rapid Movement. If you do, increase your Strike Rolls by 1(T) until the end of your turn and increase your Dodge Roll against an Exploit Maneuver provoked by this instance of Movement by 1(T).
- Exploit on Movement: If you leave the Melee Range of an Opponent when using this Maneuver, you provoke the Exploit Maneuver from that Opponent. If an Attacking Maneuver used through the Exploit Maneuver deals Damage when used in response to this Maneuver, you do not move any additional Squares (you still move any number of Squares you would until the Exploit Maneuver was triggered and the Action Cost is still spent). For example, if you moved into an Opponent’s Melee Range and then continued out of their Melee Range for your 4th Square of movement as part of an 8 Square movement, they may trigger the Exploit Maneuver. If that Exploit Maneuver inflicts Damage, you move the initial 4 Squares, but you do not continue your intended 8 Square movement.
Pin Maneuver [1/Round]: Pin your Opponents, preventing escape!
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: If you are the Grappler in a Grapple, make a Might Clash against the Grappled. If you win, they gain the Pinned Combat Condition while in this Grapple. If you lose, they escape the Grapple.
You can only use this Maneuver if you are in a Grapple.
Power Up Maneuver [2/Round]: Concentrate your power and push it to its limits!
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: Gain a stack of Power until the end of your next turn; if you already possess a stack of Power, you may remove a stack of Power before applying this effect. For each stack of Power, increase your Maximum Capacity by 1/4 and your Combat Rolls by 1(T).
Power is a Resource and you cannot possess more than 2 stacks of Power. If an effect would stop you from losing a stack(s) of Power, instead lose those stack(s) at the end of your next turn.
Revert Maneuver [1/Round]: Release a transformed state and return to your base form.
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: Exit any number of Forms or Enhancements of your choice.
Ride Maneuver [2/Round]: Take control of a vehicle to ride across the battlefield in style.
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: If you are in the Melee Range of an Opponent
–Effect: Enter an adjacent Vehicle or Battle Jacket if you are not already in a Vehicle or Battle Jacket, then you may become the Pilot if there is no Pilot. If you are already in a Vehicle or Battle Jacket, upon using this Maneuver, you may either:
- Leave that Vehicle/Battle Jacket to move onto an unoccupied Square adjacent to that Vehicle/Battle Jacket.
- Stop Piloting this Vehicle/Battle Jacket and move to an unoccupied Square within the Vehicle/Battle Jacket.
- Attempt to become the Pilot of the Vehicle/Battle Jacket. If the current Pilot is willing, you become the Pilot in their place and swap which Squares you are occupying in the Vehicle/Battle Jacket. If not, make a Clash (Physical Strike vs Physical Strike/Dodge). If you win, you become the Pilot. The winner of the Clash may choose to remove the other Character involved in the Clash from the Vehicle/Battle Jacket, placing them on a Square adjacent to the Vehicle/Battle Jacket of their choice.
Signature Technique Maneuver [1/Round]: Blast an Opponent away with a Signature Technique!
–Action Cost: 1 Action
–KP Cost: Varies (each Signature Technique will have their own KP Cost – that is the KP Cost you pay for this Maneuver)
–Exploitable: N/A
–Effect: Make an Attacking Maneuver using a Signature Technique you have access to.
Terrain Lift Maneuver [1/Round]: Tear up the ground.
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: All adjacent Opponents.
–Effect: Target an unoccupied Square or a Feature within your Melee Range. If your Force Modifier exceeds 3x the Hardness Value of that Square/Feature, you lift it up and hold onto it as a Feature (if it was a Square previously, it is now a Feature of the same Hardness Rank that occupies 1 Square). You cannot lift a Feature if it occupies a number of Squares equal to or greater than 4x the number of Squares you occupy, and you can only hold 1 Feature at a time.
- Shielding. If you are hit by an Attacking Maneuver while carrying a Feature, apply effects as if you were in Cover (see — Battlefields) with that Feature.
- Placing. You can put down a Feature you are carrying in any unoccupied Square within your Melee Range as an Instant Maneuver.
Throw Maneuver [1/Round]: Throw an object you have on your person or in your hands.
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: You may throw whatever you are holding (such as a Basic Item, Feature, or even a Weapon) any number of Squares in a straight line. This is considered an Attacking Maneuver of the Simple Profile, despite its different range. If you hit another Character, apply Collision Damage as if your thrown Item was a Feature. If it was already a Feature, use the Hardness Rank of that Feature. If it was a Weapon, the Hardness Rank is 2. If it was a Basic Item, the Hardness Rank is 1.
If you throw a Weapon, you do not apply any effects from its Qualities or its Weapon Category unless it possesses the Throwing Weapon Quality.
Anything thrown at an Opponent through this Maneuver lands on a Square adjacent to them (your choice) if it hit, or it continues past that Opponent and lands on a Square of your ARC’s choosing (typically this will be at a Square that is as far as you could have possibly thrown it based on your Might, unless it’s stopped by a Feature first).
You cannot Ki Wager more than 1/4 (rounded up) of your Ki Points on an Attacking Maneuver made through the Throw Maneuver.
Thrust Maneuver [1/Round]: You strike an Opponent to knock them off-balance or blow them away.
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: Target an Opponent within your Melee Range and make a Clash (Strike vs Strike/Dodge) against them. If you win, choose one of the effects below to apply:
- Push Back. The target is moved a number of Squares equal to 1/2 of your Might. The movement is in a straight line and away from you. Double any Collision Damage they suffer due to this movement.
- Knock Prone. Make a second Clash (Impulsive/Corporeal). If you win, they are knocked Prone. If you lose, they suffer from the Guard Down Combat Condition until the end of your turn.
Toss Maneuver [1/Round]: Give an item to a friend or ally.
–Action Cost: 1 Action
–KP Cost: N/A
–Effect: Give a Basic Item, Accessory, Weapon, or piece of Apparel you possess to another Character. That Character must make an Apprentice Perception Skill Check. If they succeed, they gain the item. If they fail, it continues sailing past them and becomes lost, requiring a Perception Skill Check to find again (with the Difficulty Category decided by the ARC depending on the terrain).
Transformation Maneuver: Enter a Transformation!
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A (Unless that Transformation has the Long Transformation Aspect — see Aspects).
–Effect: Roll the Stress Test for a Form or Enhancement you have access to and meet the Tier of Power Requirements for. If you match or exceed the Stress Test Requirement, you enter the Transformation and apply any effects that occur when entering that Transformation (such as Legend Realized and Burst Limit).
Instant Maneuvers
Command: Control your Minions!
–Action Cost: Instant
–KP Cost: N/A
–Exploitable: N/A
–Effect: Target a number of your Minions up to the number of Standard Actions you possess. You lose those Actions, but those Minions gain access to their Act Phase (see: Follower, Minions) and 1 Counter Action.
No Effort Maneuver [1/Round]: Anything incredibly easy to do, taking almost no time.
–Action Cost: Instant
–KP Cost: N/A
–Effect: This Maneuver covers a lot of different effects which can only be used during your turn, which are listed below:
- Dynamic. Anything that’s not covered here, your ARC may declare requires a No Effort Maneuver, such as attempting to talk to an Opponent for a length of time that exceeds typical combat banter but does not quite reach the level of a Combat Recovery.
- Un/Sheathing a Weapon. Put away or draw a weapon.
- Replace a Weapon. Replacing a Weapon you are holding with another Weapon you possess.
- Drop/Pickup. Dropping or picking up an object.
- Cancel Energy Charge. Stop suffering from the effects of the Energy Charge Maneuver, but you lose all gathered Energy Charges from your chosen Attacking Maneuver.
- Activate/Deactivate Integrated Items. You may make an Active Integrated Item you possess become Inactive, and then choose one of your Inactive Integrated Items to become Active.
Surge Maneuver [1/Encounter]: Gather yourself and recover.
–Action Cost: Instant
–KP Cost: N/A
–Effect: Use either a Healing Surge or a Ki Surge (see — Surges).
United Attack Maneuver [1/Round]: A team attack with all you’ve got.
–Action Cost: Instant
–KP Cost: Varies (equal to the cost of the Profile or Signature Technique used)
–Effect: When an Ally uses an Attacking Maneuver or Duel Maneuver while you are on an adjacent Square, you may spend 1 Action and the Ki Points as if making the same Profile of Attacking Maneuver as your Ally. Apply the following effects to their Attacking Maneuver or Duel Maneuver:
- Additional Power. Increase their Wound Roll by 1/2 of your relevant Attribute Modifier (Force for if they made a Physical or Energy Attack and Magic for if they made a Magic Attack) or 1/4 if they are engaging in a Duel Maneuver.
- Advantages. If you are using a Signature Technique, you may apply up to 1(bT) ranks of Advantages you possess on your Signature Technique to their Attacking Maneuver.
- Wager. You can Ki Wager up to 1/4 of your Max Capacity on this Attacking Maneuver or up to 1/10th of your Max Capacity on each roll if they are engaging in a Duel Maneuver.
If your Ally would lose the Duel Maneuver when you used the United Attack Maneuver to join, you are also considered a target for the Attacking Maneuver.
Counter Maneuvers
Blockade Maneuver: Protect your allies by standing in the way.
–Action Cost: 1 Counter
–KP Cost: 2(T)
–Effect: If a Character within range of your Normal Speed uses the Movement Maneuver, you may use this Maneuver to make a Clash (Impulsive) against that Character. If you win, you may immediately move to any Square within your Normal Speed that is adjacent to that Character. That Character stops using the Movement Maneuver and cannot use the Movement Maneuver for the remainder of their Turn (they regain any Actions or Ki Points spent). If you lose, that Character may continue to use their Movement Maneuver and you trigger their Exploit Maneuver.
Defend Maneuver: Actively defend yourself against dangerous attacks.
–Action Cost: 1 Counter
–KP Cost: Varies (depends on chosen effect)
–Effect: You can use this Maneuver when you are targeted by an Attacking Maneuver. When you do, select one of the following effects to use (each one has their KP Cost shown in brackets):
- Parry [0]: Use your Strike Roll (as if you rolled a Physical Attack) instead of your Dodge Roll for the Attacking Maneuver’s Clash. If you win, you avoid that Attacking Maneuver. Reduce your Dice Score by 1(bT) for each Energy Charge or rank of Power Shot on the Attacking Maneuver.
- Direct Hit [0]: You forgo your Dodge Roll for the Attacking Maneuver’s Clash and are automatically hit by that Attacking Maneuver. Increase your current Soak Value by 1/2 for this Attacking Maneuver. If this Attacking Maneuver inflicts no Damage and has 2+ Energy Charges or a Ki Wager equal to or higher than 1/4 of their Max Capacity, the attacker suffers from the Shaken Combat Condition until the end of their next turn.
- Power Flare [0]: You automatically fail all clashes against the Strike Roll of the incoming Attacking Maneuver, but do not apply any effects from being hit by this Attacking Maneuver until after you receive Damage (except those that increase the Wound Roll). When your Opponent rolls their Wound Roll, immediately afterwards, you roll your Wound Roll (as if you made an Energy or Magic Attack, including any Ki Wager you wish to spend). If the Dice Score of your Wound Roll exceeds the Dice Score of your Opponent’s Wound Roll, you receive 0 Damage and any effects that would occur upon hitting you with this Attacking Maneuver do not apply.
- Cross Counter [0]: Your Opponent uses their Attacking Maneuver as usual, but your Defense Value is halved. Immediately after the Attacking Maneuver’s Clash is resolved, make a Basic Attack Maneuver as an Out-of-Sequence Maneuver against that same Opponent.
- Guard [8(bT)]: You forgo your Dodge Roll for the Attacking Maneuver’s Clash. When calculating your Damage from this Attacking Maneuver, the Dice Score of the Wound Roll is halved and its Damage Category is reduced by 1 Category. Increase the Ki Point Cost for this Maneuver by 1(bT) for each Energy Charge on your Opponent’s Attacking Maneuver (max. +4(bT)).
If you use the Defend Maneuver in response to an Attacking Maneuver, you do not gain any stacks of Diminishing Defense from that Attacking Maneuver.
If you use the Parry option of the Defend Maneuver and successfully defend against the Attacking Maneuver, you may use the Reflect Modifier Maneuver.
Duel Maneuver: Fight back against a serious attack with your full might!
–Action Cost: 1 Counter
–KP Cost: N/A
–Effect: If you are the target of an Attacking Maneuver that has 2+ Energy Charges, or has a Ki Wager of 10(bT) or more, you may initiate the Duel Maneuver by spending the Ki Points to make an Attacking Maneuver of the same Foundation (Energy and Magic both count as a single Foundation for a Duel Maneuver) as the incoming Attacking Maneuver (you can use a Signature Technique if you have access to one of the same Foundation). You may trigger any effects that would occur upon using an Attacking Maneuver when initiating a Duel Maneuver, as if you had used your Initiating Attack (see below).
At the start of a Duel Maneuver, the attacking Character regains Ki Points and Capacity equal to their initial Ki Wager, losing the Ki Wager in the process. After this, the Characters in the Duel Maneuver make 3 Duel Clashes (explained below). During each Duel Clash, they can Ki Wager up to 1/2 of their Max Capacity to increase their Dice Score by an equal amount. Whoever wins at least 2 Duel Clashes wins the Duel Maneuver and rolls their Wound Roll for their Attacking Maneuver against the opposing Character(s) as usual, but also applies a Ki Wager equal to the total Ki Wager used by all Characters involved in the Duel Maneuver.
- Power Duel. When making a Duel Maneuver, you can decide to forgo using an Initiating Attack and simply contest the opponent with pure might. This costs no Ki Points. If you win the Duel Maneuver, you do not roll Wound but instead apply a Dice Score for a Wound Roll equal to your Might plus the total Ki Wagers involved in the Duel Maneuver.
If you win a Duel Maneuver when using the effects of Power Duel and your Opponent is not Defeated, they gain the Shaken Combat Condition for the remainder of the Combat Encounter or until you are knocked through a Health Threshold (whichever happens first). - Initiating Attack. This term refers to the Attacking Maneuvers which are clashing – both the original Attacking Maneuver that was responded to with the Duel Maneuver and the Attacking Maneuver used by the Character who initiated the Duel Maneuver in response. These attacks are each Character’s ‘Initiating Attack’.
- Duel Clash. A Duel Clash is a Clash that uses the higher of each Character’s Force or Magic Modifier for their rolls. Any Tier of Power Extra Dice that would be applied to the Wound Roll of the Initiating Attack are also applied to the Duel Clash.
A Character’s Duel Clash roll has its Dice Score increased by 2(T) for every Energy Charge applied to their Initiating Attack and every State (Superior, Surging, or any Greater State) they are currently in. A Character’s Duel Clash roll is also increased by 1(T) for every: Allied Character participating as part of a United Duel (see below), Power Shot applied to the attack, Super Stack they possess, every State (Raging or Mindful) they are currently in, and every stack of a resource they possess that has the passive effect of increasing the Dice Score of their Wound Rolls (for example, Power stacks or Battle Born stacks applied to Wound).
Any reductions to the Critical Target of the Initiating Attack’s Wound Roll are also applied to a Duel Clash. - Ki Wagering on a Duel Clash. To keep things fair, the opposing Characters should not know of the amount the other Character is Ki Wagering until each Duel Clash begins. Before each Duel Clash, both Characters will inform the ARC of the amount they wish to Ki Wager – which the ARC will record. After they roll, the ARC will declare the amount both Characters Ki Wagered and the result. If a Character controlled by the ARC is participating in their Duel Clash, they should record their own Ki Wager before being told the Ki Wager of any other Character involved for the sake of keeping things fair.
- Duel Clash Tie. If a Duel Clash results in a tie, refund any Ki Wagers (including Capacity) and redo the Duel Clash if it is not the third Duel Clash. If it was the third Duel Clash, instead of redoing the Duel Clash or refunding any Ki Wagers, the Duel Maneuver ends in a tie and all participating Characters have their Life Points reduced by 1/2 of the total Ki Wagered by all participating Characters.
- United Duels. If an Initiating Attack had the United Attack Maneuver applied to it or multiple Characters are targets of the Attacking Maneuver and wish to enter a Duel Maneuver at the same time, they must select a primary Character to play through the Duel Maneuver while all other Characters participate at the start of Duel Clash by Ki Wagering up to 1/10th of their Max Capacity, which increases their primary Character’s Dice Score by an equal amount.
Duel Escape Maneuver: That’s not a match you’ll win. Better to dip.
–Action Cost: 1 Counter
–KP Cost: N/A
–Effect: When an Opponent attempts to initiate a Duel Maneuver with you as the target, you may attempt to escape through the Duel Escape Maneuver. Make an Impulsive Clash against that Opponent. If you win, you successfully avoid engaging in the Duel Maneuver but your Attacking Maneuver is nullified and you regain the Action Cost spent (you still lose the Ki Point Cost of your Maneuver).
Energy Cancel [1/Round]: Plans change. Standing around charging an attack didn’t work, so change strategies immediately, even if you’ll lose the stamina you dedicated to charging.
–Action Cost: 1 Counter
–KP Cost: N/A
–Effect: If you are currently suffering from the effects of the Energy Charge Maneuver when you are targeted by an Attacking Maneuver (or at the start of your turn), you can use this Maneuver to immediately lose all Energy Charges gained from the Energy Charge Maneuver but also stop suffering from the other effects of the Energy Charge Maneuver.
Exploit Maneuver: Punish openings.
–Action Cost: 1 Counter
–KP Cost: N/A
–Effect: If an effect provokes the Exploit Maneuver, such as using movement to move outside of your Melee Range, you may use this Maneuver. If you do, use the Basic Attack Maneuver as an Out-of-Sequence Maneuver.
Intervene Maneuver: Step in the way of danger to help an ally!
–Action Cost: 1 Counter
–KP Cost: Varies (depends on chosen effect)
–Effect: When an Ally is hit by an Attacking Maneuver (that did not also target you) while they are within range of your Boosted Speed, you may use this Maneuver to use one of the following effects:
- Defense Wall [0]. Move yourself to an unoccupied Square that is within range of your Boosted Speed and is between your Ally and the Character who used the Attacking Maneuver, then take the Wound Roll for that Attacking Maneuver instead of your Ally (if you are Defeated by this Attacking Maneuver, any excess Damage is inflicted to that Ally – but is reduced by their Soak Value and Damage Reduction as usual for that Attacking Maneuver and its Damage Category). If the Attacking Maneuver hits multiple targets, all other targets receive the Wound Roll as usual. Instead of moving to an unoccupied Square, you can move your targeted Ally back a single Square and move yourself into the position as long as they are within range of your Boosted Speed. For the duration of this Attacking Maneuver, increase your Soak Value by 1/2 (rounded up).
- Deflect [2(bT)]. Move yourself to an unoccupied Square that is within range of your Boosted Speed and is between your Ally and the Character who used the Attacking Maneuver or adjacent to that Ally, then make a Might Clash against the attacking Opponent (reduce your Dice Score by 1(T) for each Energy Charge or Rank of Power Shot the Attacking Maneuver possesses). If you win, the Attacking Maneuver is successfully deflected away from all targets. If you lose, you take the Wound Roll for that Attacking Maneuver instead of the chosen Ally and you increase the Damage Category of that Attacking Maneuver by 1 Category for the sake of calculating your Damage.
- Distant Deflect [8(bT)]. Make a Might Clash against the attacking Opponent (reduce your Dice Score by 1(T) for each Energy Charge or rank of Power Shot the Attacking Maneuver possesses). If you win, the Attacking Maneuver is successfully deflected away from all targets.
If you use the Intervene Maneuver, no other Character can use the Intervene Maneuver for your selected Ally against that Attacking Maneuver.
For the Deflect/Distant Deflect options, if the Attacking Maneuver was of the Energy or Magic Foundation, you may use the Reflect Modifier Maneuver (see — Modifier Maneuvers).
Sudden Stop Maneuver: By hitting the ground, stabbing your Ki into the floor, using your flight to suddenly stop as if you hit an invisible wall, or any other method, you stop your movement.
–Action Cost: 1 Counter
–KP Cost: N/A
–Effect: If you are moved by the effect of another Character, you may use this Maneuver to reduce the number of Squares you move by a number of Squares up to 1/2 of your Might. Additionally, halve any Collision damage you take as a result of this movement and you may choose to ignore the effects of any Feature Qualities or Environment Qualities that affect you for Feature Collision or Ground Collision respectively.
If you end this movement without Collision, you may use the Movement Maneuver as an Out-of-Sequence Maneuver.
Sometimes, there are certain Maneuvers that can be applied onto other Maneuvers you are doing. These are known as Modifier Maneuvers.
Each Modifier Maneuver has a Maneuver (or type of Maneuver) that it can be applied to, applying its effects when you do so – this is known as the Base Maneuver. They also may possess an Action Cost and a Ki Point Cost, like typical Maneuvers.
Modifier Maneuvers
Called Shot [1/Round]: A unique type of Maneuver that allows you to target specific weaknesses.
–Action Cost: 1 Action
–Base Maneuver: Any Attacking Maneuver.
–KP Cost: 2(T)
–Effect: At Attack Declaration, when making an Attacking Maneuver that does not have an Area of Effect, you can use this Maneuver to increase the Damage Category of that Attacking Maneuver by 1 but decrease the Strike Roll for that Attacking Maneuver by 2(T).
State the area you targeted with this Attacking Maneuver. Your ARC may allow for special effects to occur if you knock that Opponent through a Health Threshold or deal Damage equal to or exceeding 1/5th of that target’s Maximum Life Points. A few potential example targets are:
- Head: That Character gains the Impediment Combat Condition until the start of your next turn.
- Eyes: That Character gains the Blinded Combat Condition until the end of their next turn.
- Arm: That Character gains the Guard Down Combat Condition until the start of your next turn.
- Leg: That Character has their Speeds and Defense Value halved until the start of your next turn.
- Gut: That Character is knocked Prone.
Reflect Maneuver: Throw back an attack against an opponent!
–Action Cost: N/A
–Base Maneuver: Parry option of the Defend Maneuver, Deflect/Distant Deflect options of the Intervene Maneuver
–KP Cost: 5(T)
–Effect: If you avoid an Attacking Maneuver due to using the Parry option of the Defend Maneuver or succeed at the Might Clash for the Deflect or Distant Deflect options of the Intervene Maneuver, you may use this Maneuver if the Attacking Maneuver was of the Energy or Magic Foundation. Roll Strike against an Opponent of your choice using the Profile of the initial Attacking Maneuver. If they are hit, the original attacking Opponent rolls the Wound Roll for their initial Attacking Maneuver instead as an Urgent Roll, including any Ki Wagers and Energy Charges included on that Attacking Maneuver. Damage calculation occurs as usual from this point.
Triggered Maneuver [1/Round]: A unique type of Maneuver that allows you to delay your Maneuvers.
–Action Cost: N/A
–Base Maneuver: Any Maneuver
–KP Cost: N/A
–Effect: When making any type of Maneuver, you may use this Maneuver to delay its use but pay the Action Cost and KP Cost immediately. When you do, you must select a trigger. If that trigger occurs before the start of your next turn, you may use that Maneuver without paying the Action Cost or KP Cost as an Out-of-Sequence Maneuver. Below is the list of potential triggers (you may speak with your ARC to make any kind of trigger, but a trigger should at least be as specific as those below):
- Damage: Select a Character. If that Character receives Damage, use your chosen Maneuver.
- Movement: Select a Character. If that Character would use any effect to move, use your chosen Maneuver before they move.
- Attack: Select a Character. If that Character uses an Attacking Maneuver, use your chosen Maneuver before that Attacking Maneuver is used.
- Turn End: Select an Ally. Once that Character’s turn ends, use your chosen Maneuver.
- Combat Condition: Select an Opponent and a Combat Condition. If the Opponent gains your selected Combat Condition, immediately use your chosen Maneuver.
When using the Triggered Maneuver to delay a Maneuver, you provoke the Exploit Maneuver for any Opponent within a Sphere AoE centered on you. If you take Damage from an Attacking Maneuver used through the Exploit Maneuver in response to this Maneuver, you do not gain the effects of the Triggered Maneuver and do not use the selected Maneuver but you gain a number of Counter Actions equal to the Action Cost spent.
Special Modifier Maneuvers
Absorbing Attack Maneuver [1/Round]: You are able to absorb life energy through your attacks.
–Action Cost: 1 Action
–Base Maneuver: Basic Attack Maneuver (Unarmed Physical Attack, not an AoE, no Ki Wager).
–KP Cost: 2(T)
–Effect: At Attack Declaration, if you would use the Basic Attack Maneuver, you can use this Maneuver to increase the Damage Category of that Attacking Maneuver by 1, regain Life Points equal to the Damage inflicted to the target of this Attacking Maneuver, and regain Ki Points equal to 1/2 of the Damage inflicted to the target of this Attacking Maneuver.