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Trip
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- This article is about the combat maneuver. For the verb, see TRIP (verb).
Description
Attempt to trip your opponent with a polearm or staff.Mechanics
Successful trip attempts can result in your opponent suffering a roundtime penalty, minor leg damage, and possibly being knocked down.Additional Information
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 15 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!