Trip

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Revision as of 11:19, 10 June 2010 by Noirmachina (Talk)

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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.