Interaction attacks are those designed to unbalance, tire out, or maneuver a foe into a bad situation, reducing his effectiveness or making him more open to harm. Interaction attacks use one of the following skills: intimidation, maneuver, taunt, or trick. The DN of the attack is the foes matching skill, or linked attribute if he doesn't have it.
Interaction Effects
If an interaction attack is successful, the attacker chooses one condition (Stymied or Vulnerable) with a Standard success and two effects with a Good result. The attacker can mix and stack these results however he wants, but no foe can ever suffer from more than two of each type called Very Vulnerable or Very Stymied. An Outstanding success also allows the attacker to dictate another effect, called a Players Call (though it applies to nonplayer character attackers as well).
Here's what each effect means:
- Stymied: The foe suffers -2 to all actions until the end of his next turn, or 4 if Very Stymied. Additional Stymied results have no further effect.
- Vulnerable: Actions taken directly against the foe are made at +2 until the end of his next action, or +4 if Very Vulnerableadditional Vulnerable results have no further effect.
- Players Call: The target suffers a misfortune of some kind. Lesser foes should be taken out of the fightmaybe theyre pushed off a ledge or flee. Stormers and more significant foes lose a turn or suffer a comparable effect as fits the situation. In all cases, the player and GM should work together to determine the results. As always, the GM has final say.
Timing
Vulnerable and Stymied conditions last until the end of the targets next turn rather than the beginning. (Otherwise, using an interaction attack to Stymie a foe on your turn wouldnt have an effect if the opponent got rid of it at the beginning of his turn.) Characters who want to help their companions by making targets Stymied and Vulnerable should usually go first for their side. That way their allies get to take advantage of any negative conditions, and might even get to do so again if they go before the foes in the following round.