Disorient

Description:

The Psychic Pokemon tweaks the nervous system of another Pokemon to cause it to move in a disorienting way, with the intention of causing the target Pokemon to put itself into a scenario that is inconvinient, confusing, or dangerous.

Usage:

Upon activation, the User declares his or her Pokemon's use of Disorient without any further clarification. The player chooses a target to Disorient. Then, upon the chosen Pokemon's next two movement actions, the movement that it makes is reversed. (2ps) For example, if a Pokemon intended to move 3 squares forward and 1 square diagonally forward-right, its Disoriented movement would be 3 squares backward and 1 square backward-left. After a single Disoriented movement, the targeted Pokemon regains its faculties.

Example:

Natu is being pursued by Linoone. Linoone is devoting 6 squares of movement of each of its turns to chasing Natu, and Natu cannot get away. Natu decides to activate Disorient against Linoone. On Linoone's turn, it intends to move 6 squares toward Natu, but Natu's interference in its mind causes it to run the other way. Linoone instead moves 6 squares in the opposite direction, from which it came. When it shakes its Disorientation, Natu is already far enough away to escape.

Notes:

Disorient can force the target to interact with the environment. For example, a Disoriented Pokemon can be forced to walk themselves into quicksand. Checks are impossible against the Feat, but Reflex and/or Mobility checks can be done as a reaction to the environment.

Use of Disorient is based on trust. For example, the User should not privately decide that the Feat affects a target other than its original choice, just because it would be more effective. Similarly, players should not abstain from movement actions just because their Pokemon may have been targeted by Disorient. Players are encouraged to play honestly with Disorient's use. If you think that this may be a problem at your table, use of Disorient is likely not for you.

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