Difference between revisions of "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 a [[Gymnastics]] check to stay balanced. | + | 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. |
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− | + | <nowiki>* </nowiki>As mentioned in the [[Might]] skill, if the combatants have different [[Size]] scores, each should add its Size Muscle Bonus when attempting or defending against a Trip. | |
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If the attacker's result is higher than the defender's result, the defender is tripped. No damage is incurred by a trip. | If the attacker's result is higher than the defender's result, the defender is tripped. No damage is incurred by a trip. | ||
− | + | When creatures are tripped, they're thrown to the ground and gain the ''prone'' condition. Prone creatures suffer a −4 penalty on [[Attack Roll]]s and [[Evasion Roll]]s until they stand up. It takes 2 AP to stand up from a prone position. | |
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− | When creatures are tripped, they're thrown to the ground and | ||
While you can't perform a Trip attempt with a ranged weapon, you can certainly make a Called Shot to a person's foot or ankle. If the attack hits and causes damage, the defender must roll Gymnastics against a DL of 10 + any damage incurred or fall to the ground writhing in pain. | While you can't perform a Trip attempt with a ranged weapon, you can certainly make a Called Shot to a person's foot or ankle. If the attack hits and causes damage, the defender must roll Gymnastics against a DL of 10 + any damage incurred or fall to the ground writhing in pain. |
Revision as of 13:41, 27 December 2018
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.
+ | MUS | + | Might* | + | Weapon's Trip Bonus |
* As mentioned in the Might skill, if the combatants have different Size scores, each should add its Size Muscle Bonus when attempting or defending against a Trip.
If the attacker's result is higher than the defender's result, the defender is tripped. No damage is incurred by a trip.
When creatures are tripped, they're thrown to the ground and gain 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.
While you can't perform a Trip attempt with a ranged weapon, you can certainly make a Called Shot to a person's foot or ankle. If the attack hits and causes damage, the defender must roll Gymnastics against a DL of 10 + any damage incurred or fall to the ground writhing in pain.