Other Actions in Combat
TAKE A BREATHER
Trainers and Pokémon can Take a Breather and temporarily remove themselves from the heat of combat to recover from Confusion and other Volatile Status Afflictions, though they still must pass any Save Checks to be able to take this action and do so. Taking a Breather is a Full Action and requires a Pokémon or Trainer to use their Shift Action to move as far away from enemies as possible, using their highest available Movement Capability. They then become Tripped and are Vulnerable until the end of their next turn.
When a Trainer or Pokémon Takes a Breather, they set their Combat Stages back to their default level, lose all Temporary Hit Points, and are cured of all Volatile Status effects and the Slow and Stuck conditions. To be cured of Cursed in this way, the source of the Curse must either be Knocked Out or no longer within 12 meters at the end of the Shift triggered by Take a Breather.
When a Trainer or Pokémon is unable to choose to Take a Breather themselves, such as when they are inflicted with the Rage Status Affliction or when someone doesn’t want to take a chance on passing a Confusion Save Check, they may be calmed and assisted by a Trainer to attempt to Take a Breather.
This is a Full Action by both the assisting Trainer and their target (as an Interrupt for the target), and the assisting Trainer must be able to Shift to the target they intend to help. They then make a Command Check with a DC of 12. Upon success, both the assisting Trainer and their target must Shift as far away from enemies as possible, using the lower of the two’s maximum movement for a single Shift. They then both become Tripped and are treated as having 0 Evasion until the end of their next turn. The Trainer that has been assisted then gains all the effects of Taking a Breather. Upon a failure, nothing happens, and the assisted Trainer is not cured of their Status Afflictions.
PRECISION SKILL CHECKS
Skills can be used during combat just like any other time, but it is significantly more difficult to perform precise and careful actions while under attack.
When a Trainer or Pokémon performs such a Skill Check after having been attacked, successfully or not, in either the current or the previous round of combat, they must make a Focus Check in addition to their normal Skill Check. This Focus Check has a DC of 16. Failure imposes a -1 penalty to their normal Skill Check, and for each increment of 4 by which the Trainer or Pokémon fails, they take an additional -1 penalty.
If the Trainer or Pokémon was successfully hit by a damaging attack in the current or previous round, they automatically take a -2 penalty to their normal Skill Check on top of the penalties imposed by the Focus Check. And if they were Injured in the current or previous rounds, they take an additional -2 penalty to their check per Injury gained in that time.
It is important to note that this doesn’t apply to most Skill Checks to activate FEATURES, Moves, Abilities, Capabilities, or to perform Combat Maneuvers. Apply these rules only when a Trainer or Pokémon performs very delicate tasks in the middle of battle such as a Stealth Check to pick a lock, a Technology Education Check to precisely mix a batch of volatile chemicals, or a Survival Check to carefully harvest the fragile parts of a rare flower.