Trip

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Occasionally you want to pull the rug out from under an enemy. Tripping an opponent in combat is just an opposed roll. An attacker can Trip with any melee weapon: you can yank his leg with a whip or chain, shove him down, or hit him in the ankle with a weapon in hand. In all cases, the attacker makes an Attack Roll and the defender makes an Evasion Roll as usual. If successful, the attacker rolls a Trip Attempt instead of a Damage Roll. The defender, in place of a Guard Roll, makes either a Might check or a Gymnastics check to stay balanced.

Trip Attempt
d10 + MUS + Might + Weapon's Trip Bonus

As mentioned in the Might skill, Trip Attempts between combatants of different Size favor the larger creature. The larger one receives a +4 bonus to the this check for each point of Size difference. Thus, if a kulgeri attempts to Trip a firnoy, the Kulgeri receives a +8 bonus to his Might check. If a firnoy attempts to trip a kulgeri, the kulgeri receives a +8 bonus to his Might or Gymnastics check to resist the Trip.

If the attacker's result is higher than the defender's result, the defender drops to the ground and gains the prone condition. Prone creatures suffer a −4 penalty on Attack Rolls and Evasion Rolls until they stand up. It takes 2 AP to stand up from a prone position.