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2015 Weather Generator
A 03 - Jotunheim
A 04 - Kara Sea
A 05 - Laptev Sea
A 06 - Laokkoy
Ability Score Checker
Affect Normal Fires
Mammal Behaviour I
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Describes a situation where a combatant falls helplessly to the ground due to a full stop while moving at
or from being
while moving at a speed faster than normal. At the moment prior to tumbling (when it is, in fact, going to happen), then the combatant must make a
. Success indicates that the combatant has been able to roll with the fall, taking no damage - but a failure indicates that the combatant has become tangled in their own feet or landed poorly, so as to take 1d4 damage.
When tumbling, regardless of the damage taken, combatants move forward one
along their line of travel before coming to a complete stop. If this final movement ends in the combatant entering a hex occupied by an enemy, then the
must move back one hex to make room for the tumbling combatant. If this backward movement puts the enemy in jeopardy, such as forcing them off a drop or into deep water, the enemy is entitled to a dexterity check to permit side-stepping the tumbling combatant.
If the enemy is twice or more the size of the tumbled combatant, they will not give ground. See
Crashes & Collisions
Once a combatant has tumbled, attackers are permitted a +4 to hit bonus if it is possible to do so for their attacks until the tumbled combatant is able to take action. Thus, if the tumbled character can be stunned, the +4 bonus is extended to the next round.
Movement in Combat
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