Special Attacks

## Summary

This page covers rules for all kinds of 'special attacks'. Special attacks may be performed by any character at any time. However, if the character in question does not have an appropriate *Technique* that creates the special attack they are considered non-proficient (Roll D12 rather than D20).

### Disarm

*Disarming is simply to remove an opponent’s weapon from their hand.*

To perform a *Disarm*:

* You must be adjacent to the adversary.
* You must have free hand or weapon capable of disarming.
	+ Some weapons grant bonuses or penalties to disarm attempts.
* You must make a *Skill* check (a *Dexterity* check if otherwise untrained). Unless you have a specific *Disarm* technique, shoving is non-proficient and attracts a *Fizzle Die*.
* If you exceed the target’s *Weapon Defence*, the *Disarm* is successful.
* After disarming an adversary, their weapon will drop to the ground at their feet.

### Distract

To perform a distract, you must be adjacent to the adversary. Unless you have a specific distract technique, distracting is non-proficient. The target must make a *Wit* save or be *Off-guard* against all creatures except the one distracting (i.e. allies).

 Non-Proficient

### Grapple

To perform a *Grapple*:

* You must make a Skill check (a *Strength* check if otherwise untrained). Unless you have a specific *Grapple* technique, grappling is non-proficient and attracts a *Fizzle Die*.
* If you exceed the target’s *Brute Defence*, the *Grapple* is successful.
* After succeeding at a Grapple if the opponent attempts to move, they must make a *Strength* check against your TS (whatever you performed the *Grapple* with) or the movement is cancelled.
* If you move, you can force the opponent to move with you by making a successful check (as above) against the opponent’s *Brute Defence*.

### Shove

To perform a *Shove*:

* You must be adjacent to the adversary.
* You must make a Skill check (a *Strength* check if otherwise untrained). Unless you have a specific *Shove* technique, shoving is non-proficient and attracts a *Fizzle Die*.
* If you exceed the target’s *Brute Defence*, the *Shove* is successful.
* After succeeding at a *Shove*, you may move your adversary backward 5 ft. If you beat your opponent by 5 or more, you may push them back an additional 5 ft.
* This character may follow the target. If the target would be pushed into a solid object, they instead suffer D4+*Strength* *Crushing* damage (plus an additional D4 for every 5 ft extra of the Shove).

### Sunder

*An attempt to smash, is to use one’s weapon to break and render useless an opponent’s weapon.*

To perform a *Smash*:

* You must be adjacent to the adversary.
* You must have free hand or weapon capable of Smashing.
	+ Some weapons grant bonuses or penalties to *Smash* attempts.
* You must make a Skill check (a *Strength* check if otherwise untrained). Unless you have a specific *Smash* technique, shoving is non-proficient and attracts a *Fizzle Die*.
* After successfully striking your opponent’s object, you must make a damage roll against the weapon (consult the Smash Table below for the TS)
* If the TS is beaten, the target object is Broken (cannot be used until repaired). On a Critical Success the item is Destroyed (beyond repair).

 Equal Material
 Stronger Material

If the TS is beaten, the target is *Broken* (cannot be used unless repaired). If a natural 20 is rolled, the item is *Destroyed* (cannot be repaired).

### Trip

To perform a *Trip*:

* You must be adjacent to the adversary.
* You must make a Skill check (a *Strength* check if otherwise untrained). Unless you have a specific *Trip* technique, shoving is non-proficient and attracts a *Fizzle Die*.
* If you exceed the target’s *Brute Defence*, the *Trip* is successful.
* After succeeding at a *Trip*, you may give the target the *Trip*.