Hard

Default: prerequisite skill-2.

Prerequisite: Acrobatics or any unarmed combat skill; cannot exceed prerequisite skill.

This represents special training at presenting little resistance to the force of a punch or other bludgeoning attack, resulting in less injury. Whenever you're hit by a crushing attack, you may roll against Roll with Blow to reduce damage.

Success means you take half damage (round up) before subtracting DR . . . but double the basic damage roll to calculate knockback (p. B378). This doubling is cumulative with the effects of attacks that normally cause extra knockback. Make a DX roll at -1 per yard of knockback to avoid falling down. Critical success on Roll with Blow means you take only 1 point of damage (extra knockback still applies).

Failure means you take normal damage and extra knockback. On a critical failure, you also fall down automatically and are physically stunned!

Roll with Blow is risky in places where knockback is likely to mean a collision. In a superhero game, the GM may let anyone learn this skill - people being knocked great distances into and through things is very much in-genre!

Self Defense For Women

Self Defense For Women

Stay Safe & Kick Butt Using Real-Life Self Defense Methods! No matter where you go or end up, you never know where there might be some element of danger lurking which is why it's crucial to know how to protect yourself in dangerous situations!

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