Difference between revisions of "Trip"

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{{Roll
 
{{Roll
 
|caption=Trip Attempt
 
|caption=Trip Attempt
|bonus1=[[Muscle]]
+
|bonus1=[[Muscle|MUS]]
 
|bonus2=Lift/Smash
 
|bonus2=Lift/Smash
 
|bonus3=Weapon's Trip Bonus
 
|bonus3=Weapon's Trip Bonus
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{{Roll
 
{{Roll
 
|caption=Defend against a Trip
 
|caption=Defend against a Trip
|bonus1=[[Agility]]
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|bonus1=[[Agility|AGI]]
 
|bonus3=[[Gymnastics]]
 
|bonus3=[[Gymnastics]]
 
}}
 
}}

Revision as of 18:58, 8 January 2012

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 a Dodge/Parry Roll as usual. If successful, the attacker rolls a Trip Attempt instead of a Damage Roll. The defender, in place of a Guard Roll, the defender makes a Gymnastics check to stay balanced.

Trip Attempt
d10 + MUS + Lift/Smash + Weapon's Trip Bonus
Defend against a Trip
d10 + AGI + Gymnastics

If the attacker's result is higher than the defender's result, the defender is tripped. No damage is incurred by a trip. A character using a whip or chain to perform a Trip should use Lift in the Trip Roll, as the character is pulling; everyone else should use Smash.

When a character is tripped, he or she has been thrown to the ground. In game terms this means the character takes a −4 penalty to any Dodge/Parry Rolls.

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.