Hard

Default: prerequisite skill Parry-1.

Prerequisite: Judo, Sumo Wrestling, or Wrestling; cannot exceed prerequisite Parry.

Trip lets you cause a two-legged foe to stumble and miss with a slam. It counts as a parry with the prerequisite skill.

Success means you avoid the slam and your attacker must make a DX or Acrobatics roll at -5 or fall down!

Per p. B376, a charging fighter's "effective weight" as a weapon equals his ST. Since your weight limit with an unarmed parry equals your Basic Lift, Trip fails automatically if your foe's effective weight exceeds your BL. At ST 8 and BL 13, you couldn't stop a ST 14+ opponent. With ST 14 and BL 39, only ST 40+ giants would be a problem.

Shield DB doesn't benefit Trip. You can't retreat for a bonus, either - or use a Slip or Sideslip (see Retreat Options, pp. 123-124). You can Dive by assuming a crawling posture across your foe's path. Apply the usual modifier to your roll and use 2xBL to determine whom you can trip.

You can't attack with Trip - use Sweep (see above) for that. However, you can use Trip to intercept someone running past you (not merely stepping) within a yard. On a battle map, that's through your hex or an adjacent hex. This works like a regular Trip and counts as a parry.

Trip can use many body parts: arms, legs, a hip, etc. You must Dive or use a free foot to intercept a runner who isn't trying to slam you.

The Ultimate Karate Bible

The Ultimate Karate Bible

Stop being the victim. Long lost manuscript will show you exactly how to humiliate your enemies with a few secret moves. Stop for a minute and picture this you're walking home alone one night. It's just a regular night like any other and you are eager to get home.

Get My Free Ebook


Post a comment