| Maximum Move: | full
| | Attack: | normal
| | Defense: | normal
|
to Slam:
- roll to hit vs DX (or Brawling, whichever is better)
- Defender can use any active defense.
- Dodge: if successful, the attacker continues moving past the defender
- Block: The defender is attempting to stop the attack from breaking through the line.
On a success, you braced for the impact, add your margin of success to your effective HP.
- Parry: This only really effective when there is a huge size difference because the attack weight is used to determibe if your weapon break. If it breaks, the parry was unsuccessful and the defender is still slammed. A Parry never does damage; you are using the flat of the blade. To do damage, the defender should have been in a 'Wait' maneuver.
- damage = (dV)*(HPs)/100 = # of dice (collision damage)
where:
- dV -- delta velocity, yds/sec
- HPs -- HP of the smaller object
Each of you inflicts this damage on the other. Use the value before DR to determine knockback.
- mods...
roll a quick contest of HP, the winner can reflect this much of the damage that did not penetrate DR (minimum of (margin, damage, DR)) back onto the loser.
This simulates being an immovable object (see Collisions with Immovable Objects). An Immovable Object has infinite HP, so it always wins the quick contest of HP, it has infinite DR,
so it can reflect back all of the damage you do to it, i.e. the *2 damage for falling to the ground.
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| Perception mods
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|---|
| -0
| | -2
| | -4
| | not visible
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