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 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 + Muscle + Lift/Smash + Weapon's Trip Bonus
Defend against a Trip
d10 + Agility + 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 Evade 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.