Wheeling Sweep
WaterDescrição
Grappling and throwing are important parts of the repertoire of most combatants, as few strikes do more harm than an enemy’s own momentum directed toward the ground. Kicking an enemy’s leg out from beneath them or seizing a striking arm can quickly lay even a tough foe low.
Regras
- Ativação
As an Attack and Movement action targeting a character with silhouette 2 or lower using your unarmed punch profile, you may make a Martial Arts [Unarmed] (Water) check targeting one character at range 0. The TN of this check is equal to your target’s vigilance.
- Efeitos
If you succeed, you hurl your target 1 range band in the direction of your choice, plus 1 range band for every two bonus successes. Your target suffers the effects of falling the distance they were moved (see page 269 of the core rulebook).
Novas oportunidades
- : Choose one character within a number of range bands equal to the distance you threw the target. Instead of hurling your original target into the ground, you hurl the target at that character, who must resist with a TN 4 Fitness check (Earth 3, Fire 6) or suffer the same amount of damage the original target suffers from falling and the Prone condition.
- +: Reduce the physical damage your target suffers from falling this way by 2 per spent this way.
Texto do livro
Path of Waves – The Essential Guide to Rōnin · Chapter 3: New Player Options › New Techniques › New Kata › Close Combat Kata · p. 91
Mostrar o texto como impresso
Grappling and throwing are important parts of the repertoire of most combatants, as few strikes do more harm than an enemy’s own momentum directed toward the ground. Kicking an enemy’s leg out from beneath them or seizing a striking arm can quickly lay even a tough foe low.
Activation: As an Attack and Movement action targeting a character with silhouette 2 or lower using your unarmed punch profile, you may make a Martial Arts [Unarmed] (Water) check targeting one character at range 0. The TN of this check is equal to your target’s vigilance.
Effects: If you succeed, you hurl your target 1 range band in the direction of your choice, plus 1 range band for every two bonus successes. Your target suffers the effects of falling the distance they were moved (see page 269 of the core rulebook).
New Opportunities
: Choose one character within a number of range bands equal to the distance you threw the target. Instead of hurling your original target into the ground, you hurl the target at that character, who must resist with a TN 4 Fitness check (Earth 3, Fire 6) or suffer the same amount of damage the original target suffers from falling and the Prone condition.
+: Reduce the physical damage your target suffers from falling this way by 2 per spent this way.
