Trip: Difference between revisions
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VANKRASN39 (talk | contribs) m (→Resources) |
(Filled in RT and resolution.) |
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| available = All |
| available = All |
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| cost = Base 12<br>-2 Rank 1<br>-2 Rank 2<br>-2 Rank 3 |
| cost = Base 12<br>-2 Rank 1<br>-2 Rank 2<br>-2 Rank 3 |
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| roundtime = 5 |
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| requirements = A two-handed polearm<br>or staff with at least 15<br>ranks in the relevant skill. |
| requirements = A two-handed polearm<br>or staff with at least 15<br>ranks in the relevant skill. |
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| prereqs = None |
| prereqs = None |
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| pu4 = 16 |
| pu4 = 16 |
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| pu5 = 20}} |
| pu5 = 20}} |
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'''Trip''' is a [[combat maneuver]] that allows an attacker to trip an opponent using a [[quarterstaff]], [[runestaff]], or two-handed polearm. |
'''Trip''' is a [[combat maneuver]] that allows an attacker to trip an opponent using a [[quarterstaff]], [[runestaff]], or two-handed [[polearm]]. On slight successes, the target will be knocked off balance (a roundtime penalty). On more substantial successes, the target will be knocked down with roundtime. All successful results can inflict minor critical damage to the legs and/or trigger weapon [[flare]]s. |
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Characters need at least 20 ranks of [[Two-Handed Weapons]] or [[Polearm Weapons]] beyond the CMAN Trip itself to use it effectively. |
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==Creatures that use this maneuver== |
==Creatures that use this maneuver== |
Revision as of 16:07, 25 February 2016
- This article is about the combat maneuver. For the verb, see TRIP (verb).
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Trip is a combat maneuver that allows an attacker to trip an opponent using a quarterstaff, runestaff, or two-handed polearm. On slight successes, the target will be knocked off balance (a roundtime penalty). On more substantial successes, the target will be knocked down with roundtime. All successful results can inflict minor critical damage to the legs and/or trigger weapon flares.
Characters need at least 20 ranks of Two-Handed Weapons or Polearm Weapons beyond the CMAN Trip itself to use it effectively.
Creatures that use this maneuver
Messaging
[Roll result: 166 (open d100: 128)] With a fluid whirl, a deranged sentry plants a pearlescent abalone-hafted halberd firmly into the ground near you and jerks the weapon sharply sideways. Your feet are suddenly swept from under you! Roundtime: 9 sec. ... 7 points of damage! Torn muscle in your left leg!