Difference between revisions of "Trip"

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To Trip an opponent, the instigator must first make an unarmed [[Touch Attack]], which [[Open|Presents an Opening]]. If this succeeds, the instigator may make a Strength check opposed by the defender's Strength or Dexterity check, whichever is better. If the instigator is successful, the defender is knocked [[Prone]].
 
To Trip an opponent, the instigator must first make an unarmed [[Touch Attack]], which [[Open|Presents an Opening]]. If this succeeds, the instigator may make a Strength check opposed by the defender's Strength or Dexterity check, whichever is better. If the instigator is successful, the defender is knocked [[Prone]].
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If you fail your trip attempt, the defender may immediately attempt to trip you, bypassing the touch attack necessity. You retain your +4 if you have a grab (see below). If he fails his counter-trip, you may not counter-counter.
  
 
If the instigator has [[Grab|Grabbed]] the defender prior to attempting a trip, the instigator may bypass the unarmed Touch Attack and gains a +4 bonus to his trip attempt.
 
If the instigator has [[Grab|Grabbed]] the defender prior to attempting a trip, the instigator may bypass the unarmed Touch Attack and gains a +4 bonus to his trip attempt.

Revision as of 11:19, 10 June 2010

AP Cost: 4

To Trip an opponent, the instigator must first make an unarmed Touch Attack, which Presents an Opening. If this succeeds, the instigator may make a Strength check opposed by the defender's Strength or Dexterity check, whichever is better. If the instigator is successful, the defender is knocked Prone.

If you fail your trip attempt, the defender may immediately attempt to trip you, bypassing the touch attack necessity. You retain your +4 if you have a grab (see below). If he fails his counter-trip, you may not counter-counter.

If the instigator has Grabbed the defender prior to attempting a trip, the instigator may bypass the unarmed Touch Attack and gains a +4 bonus to his trip attempt.