Throw

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Prerequisites: +4 Combat Ability, Improved Grab, Improved Trip
Cost: 4 General Upgrade Points

An opponent who is successfully tripped is shifted 5 feet in the tripper's direction of choice. For every 5 points that the tripper's check exceeds the defender's, the defender is shifted another 5 feet, to a maximum of 15 feet. The thrown character also takes 1d6 points of falling damage, plus an additional 1d6 for every additional 5 feet.

This applies even if you trip using a weapon, though the weapon must specifically mention that it can be used to make trip attacks.


Normally: A tripped character is simply rendered prone in his hex.