Skidding

To skid across slippery ground, you must have moved toward it last turn. Make a DX or DX-based Skating roll at the surface's combat penalty for bad footing - usually -2 (p. B547) - each turn. You may kneel or go prone as a free action without affecting speed. On the first turn of skidding, success lets you slide the distance you moved toward the slick area last turn; on later turns, you travel half as far as on the previous turn (round down). This is instead of running as described in Bad Footing (p. B387). Failure means you fall if standing, stop otherwise. Critical failure means you wipe out and collide with the ground (see Immovable Objects, p. B431).

The Ultimate Karate Bible

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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.

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