Whip
Traits
Entrapping
If used defensively to parry an attack, treat the attack being parried as one size smaller than it actually is. Weapons already Small in size are unaffected. In addition, it allows the use of the Pin Weapon special effect without needing to roll a Critical.
Flexible
If the opponent is using a shield to parry, the shield is considered on size smaller than it actually is.
Offensive
The weapons cannot be used to parry
Combat Effects
Entangle
General, Weapon Specific (Nets, Whips, etc)
Allows a character wielding an entangling weapon, such as a whip or net, to immobilize the location struck. An entangled arm cannot use whatever it is holding; a snared leg prevents the target from moving, whilst an enmeshed head, ches, or abdomen makes all skill rolls one grade harder. On their following turn the weilder may spend an Action Point to make an automatic Trip Opponent Attempt. An entangled victim can attempt to free themselves on their turn by either attemptiong an opposed roll using Brawn to yank free, or win a Special Effect and select Damage Weapon, Disarm Opponent, or Slip Free.
Stun Location
Offensive, Weapon Specific (Bludgeoning)
The attacker can use a bludgeoning weapon to temporarily stun the body part struck. If the blow overcomes Armor Pointts and injures the target, the defender must make an opposed roll of Endurance vs. the original attack roll. If the defender fails, then the Hit Location is incapacitated for a number of turns equal to the damage inflicted. A blow to the torso causes the defender to stagger winded, only able to defend. A head shot renders the foe briefly insensible.
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