Players enjoy a nearly limitless number of Power possibilities in the Fyxt Role Playing Game, but they they also have access to a common set of abilities used in Battle Time called Combat Maneuvers. Combat Maneuvers are similar to many of the “special actions” players are able to use in other games such as Dungeons and Dragons, but Fyxt makes them easier.
Combat Maneuvers are abilities that are always available to both PCs and NPCs. They can be used over and over and are never expended. This means that a player character will always be able to use a Combat Maneuver even if they have already used it during Battle Time. In fact, a player could use nothing but Combat Maneuvers and still be quite effective!
To use a Combat Maneuver requires an Action. If the character is unable to use an Action, they unable to use Combat Maneuvers.
Trait Based Combat Maneuvers
The following Combat Maneuvers are based off one of the three Character Traits: Body, Mind, and Spirit. Combat Maneuvers use these Traits to determine the Attack and Defenses involved. They loosely align with the different Archetypes in the Fyxt Role Playing Game but any PC or NPC can use any of these Combat Maneuvers.
Knock Around is used to force another character to move. Characters will use their Body Attack against their target’s Body Defense when attempting a Knock Around Combat Maneuver.
Knock Around Combat Maneuver Attempt
The character rolls a Body Attack against the target’s Body Defense. If the character matches or exceeds the target’s Body Defense, the attempt is successful.
Knock Around Combat Maneuver Success
On a successful Knock Around Combat Maneuver the characters can Move Enemy. The target can be moved in any direction as long as nothing stops the movement, such as a wall, a rock, another character, or any other object that blocks normal movement. The target can only be moved by whatever means of Movement the character making the attempt currently has. For example, a character cannot move the target more than 1 space up into the air unless they have Fly as a Movement Type. However, characters can use Knock Around to push their target off a cliff or into water.
To determine the distance a target can be moved, see Knock Around under Powers in the character’s Character Sheet. This number is determined by the character’s Character Tier. This number may be modified though Powers, Fyxt Items, or Specialties.
Size Differences and Knock Around
Characters of different sizes modify the Knock Around roll. A character will have a -5 to their roll for every level of size the target is bigger than the character making the attempt. Normally PCs will take up 1 space. So if the NPC target happens to have a size of 3×3 spaces, the PC will have a -10 penalty to the Knock Around attempt (the target is two levels larger than the character).
The converse is also true. If the NPC in this example attempted a Knock Around Combat Maneuver to the character, the NPC would have a +10 to the attempt due to being 2 sizes larger.
Knock Around Combat Maneuver Use Example
Knock Around is a great Combat Maneuver to use whenever a character needs to move a target. Some examples may be when a character wants to move an enemy blocking the door, move a flanking enemy from an ally, or the always entertaining, shoving a foe off a cliff. It would be similar to Dungeons and Dragons’ Bull Rush.
Exploit Weakness is used to lower a target’s Defenses. Characters will use their Mind Attack against their target’s Mind Defense when attempting a Knock Around Combat Maneuver.
Exploit Weakness Combat Maneuver Attempt
The character rolls a Mind Attack against the target’s Mind Defense. If the character matches or exceeds the target’s Body Defense, the attempt is successful.
Exploit Weakness Combat Maneuver Success
On a successful Exploit Weakness Combat Maneuver, the character lowers the target’s Defenses for 1 round.
The amount the target’s Defenses are lowered depends on the character’s Character Tier. See the character’s Character Sheet for the exact amount. This may be modified though Powers, Fyxt Items, or Specialties.
Exploit Weakness Combat Maneuver Use Example
Exploit Weakness is a great Combat Maneuver to use whenever the players are confronting a particularly nasty NPC with high Defenses. Some examples may be when a character is facing a very tough boss, or an NPC specializes in a Defense that is difficult to hit, or when you just want to wreck shop against one of the GM’s NPCs.
Head Games is used to focus the attention of a target to a different character or to lower the target’s Attacks. Characters will use their Spirit Attack against their target’s Spirit Defense when attempting a Head Games Combat Maneuver.
Head Games Combat Maneuver Attempt
The character that is making the attempt rolls a Spirit Attack against the target’s Spirit Defense. If the character matches or exceeds the target’s Spirit Defense, the attempt is successful.
Head Games Combat Maneuver Success
On a successful Head Games Combat Maneuver, the character tells a target which character to focus on or if the target doesn’t obey the directive, the target’s Attacks are lowered for one round.
The amount of the target’s penalty depends on the character’s Character Tier. See the character’s Character Sheet for the exact amount. This number may be modified though Powers, Fyxt Items, or Specialties. These penalties are only applied if the target does not follow what is commanded.
Head Games Combat Maneuver Use Example
Head Games is a great Combat Maneuver to use whenever you want to get a target to change focus. Some examples may be when you want to get an enemy NPC to focus attacks on you and stop fighting the healing character; or trick an NPC into attacking one of their allies! This is similar to Dungeons and Dragons’ Intimidate and Goad.
Universal Mobility Combat Maneuvers
The following Combat Maneuvers can also be used by any PC or NPC. However, these Combat Maneuvers are specifically used to either enter into or flee from combat. They can also be used during combat to move around the battlefield. They can be very handy to help a character get to an NPC that is just a bit out of range. There are many other uses for these mobility-based Combat Maneuvers and I am sure players will experiment with all of them.
These Mobility Combat Maneuvers cover all of the actions the player can make in a round. Think of them as a specific Bonus/Buff the character gets for the round which has conditions on their Action.
Reckless Offense is used to get to a target that is far away and attack the target in a single turn. Characters can use Offensive Basic Attack or an At Will Power only with a Reckless Offense.
- Speed bonus of Character Tier for 1 Round
- Attack bonus of Character Tier for 1 Round
- Defense penalty of Character Tier for 1 Round
Reckless Offense Combat Maneuver Attempt
The character doesn’t need to roll for the Reckless Offense, just for the Basic Attack or At Will Power they choose, and take into account the character modifications that come with the Reckless Offense Combat Maneuver.
Reckless Offense Combat Maneuver Success
When a character uses Reckless Offense, they will gain a bonus to their Speed and Attack. They will also suffer a penalty to their Defenses. The character will have these modifications for one round.
The amount of the modifications depends on the character’s Character Tier. See the character’s Character Sheet for the exact amount. This may be modified though Powers, Fyxt RPG Items, or Specialties.
Reckless Offense Combat Maneuver Use Example
Reckless Offense is a great Combat Maneuver when a character wants to get around fast. It is especially useful when ambushing an enemy, quickly moving between NPCs, or when a character wants a better chance to hit an enemy.
A Tier 3 character (Level 10) will have a 3 modifier.
- Speed increases by 3 from 4 to 7.
- Attack increases by 3 from +10 to +13.
- Defenses decrease by 3 from Body/Mind/Spirit of 18/14/12 to 15/11/9.
- These changes remain until the beginning of this character’s next turn.
This character can move 7 spaces and attack an enemy with a bonus to Attack with an Offensive At Will Power.
Careful Defense is used to escape combat and retreat from the battle. Characters can use a Minor Action during a Careful Defense only.
Careful Defense Combat Maneuver Attempt
The character that wants to use to Careful Defense does not need to make any rolls. The character simply takes on the short term character modifications. The character can use a Defensive At Will Power or item during a Careful Defense.
Careful Defense Combat Maneuver Success
The character gains a bonus to Speed and Defenses for one round. The character can also use a Defensive only At Will Power or Fyxt RPG Item.
The amount of the bonus depends on the character’s Character Tier. See the character’s Character Sheet for the exact amount. This may be modified though Powers, Fyxt RPG Items, or Specialties.
Careful Defense Combat Maneuver Use Example
Careful Defense is a great Combat Maneuver to use when a character needs to escape the combat. It is very useful to use when outmatched, when a player might need to fall back, or to move between smaller conflicts on the battlefield.
A Tier 5 character (Level 18) will have a 5 modifier.
- Speed increases by 5 from 8 to 13.
- Defenses increases by 5 from Body/Mind/Spirit of 22/44/31 to 27/49/36.
- These changes remain until the beginning of this character’s next turn.
This character can move 13 spaces and help themselves or an ally with a Defensive At Will Power or item.
Diplomatic Combat Maneuver
Parley is a special kind of Combat Maneuver that is used to exit combat. Parley is used when one side of a conflict wishes to end the battle. The Parley Combat Maneuver stands apart from the others because it can be used to force the game to go from Battle Time to Turn Time.
Parley is used when a character and their entire group wants to stop the battle. It can be used to capture someone or talk down a situation from hostilities.
Parley Combat Maneuver Attempt
Parley is a group effort on one side or other of a conflict. It is unlikely that a character’s efforts to Parley and convince someone that they do not want to fight will last if some of their own party continues to attack the side that is being Parleyed.
This Combat Maneuver can be used with any trait, against the appropriate Defense.
Parley Combat Maneuver Trait Examples
- Body Attack versus Body Defense. An example of using the Body Trait would be posturing and intimidating through size and might.
- Mind Attack versus Mind Defense. An example of using the Mind Trait would be explaining to someone the reasons they don’t want to continue the fight.
- Spirit Attack versus Spirit Defense. An example of using the Spirit Trait would be trying to convince someone you’re want to be friends.
Parley Combat Maneuver Success
If your attempt to Parley is successful, the target calms down for one round and will not attack. The target will Delay their Actions for the round if this happens before the target’s turn.
If the majority of those using Parley from one side are successful, Battle Time goes to Turn Time.
A character’s Parley may be modified though Powers, Fyxt Items, or Specialties.
Important Note: If the target of a successful Parley is attacked afterward or other offensive actions are taken it will immediately cancel the Parley. If that target was Delaying Actions they can immediately act.
GM Parley Modifications
Since Parley is more focused and subduing a group, the GM can add situational modifiers to the Parley. Here are some modifiers that the GM may assign to Parley Attacks or Defenses:
- If the target’s party is attacked after the Parley, the GM may give the party a Minor Bonus (Character Tier) Defense against further attempts.
- If the character’s party stops attacking immediately after the first Parley, the GM may assign an additional Minor Bonus (Character Tier) for each of the character’s party members that have Parleyed instead of attacked.
- A pack of extremely hungry wolves may have a Major Bonus to Defenses (Character Tier) against Parley due to the fact they are starving.
- A character’s group might get a Major Bonus for each Parley against friendly troops that mistakenly attacked them thinking they were enemies.
Parley Combat Maneuver Use Example
Parley is a great Combat Maneuver to use when a character wants to stop a battle without further bloodshed, to capture prisoners, or to confuse a poor dumb NPC about whose side it is actually on.
Using Powers With Combat Maneuvers
Players may use Powers with Combat Maneuvers if the Power only affects Combat Maneuvers themselves. Defensive Powers that increase the character’s Combat Maneuvers can automatically be applied. Offensive Powers that affect a target of a Combat Maneuver must still be attacked. However, either type of Power happens before the actual Combat Maneuver attempt. This does not use up any extra Actions and is considered part of the Combat Maneuver Action.
Powers that modify Combat Maneuvers Attack or Defense only work for those specific actions. These Powers do not increase the character’s normal Attack or Defense.
Examples of Combat Maneuver Powers
- A character may have a Power that increases their Combat Maneuvers for one round. This is a simple Power to increase to the Combat Maneuver Roll.
- A character may have a Power that lowers the Combat Maneuver Defenses of a target for a few rounds. In this case, the character must first roll an Attack against the appropriate Defense for the Power. Then if that is successful, the character will then roll the Combat Maneuver against the newly lowered Defenses.