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*Exceptional Success indicates a win (pin, headlock, grab-for-cover, or escape, etc) and the normal additional action (attack, move, etc), and no stun loss to the winner.<br> | *Exceptional Success indicates a win (pin, headlock, grab-for-cover, or escape, etc) and the normal additional action (attack, move, etc), and no stun loss to the winner.<br> | ||
Grapplers are Easy (3) Hand-to-hand targets, and Average (7) ranged targets to others, but attacks against them are at a -2 Step Skill Penalty. A Botch (1s or 2s) indicates you hit the opponent instead of your target.<br> | Grapplers are Easy (3) Hand-to-hand targets, and Average (7) ranged targets to others, but attacks against them are at a -2 Step Skill Penalty. A Botch (1s or 2s) indicates you hit the opponent instead of your target.<br> | ||
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'''PUSH/FLIP/TRIP'''<br> | '''PUSH/FLIP/TRIP'''<br> | ||
Attacker makes an unarmed attack (or melee if appropriate) versus the defender. In lieu of damage the attacker can push the opponent up to 5 feet. (Exceptional Success indicates defender automatic prone or push up to 10ft.) Otherwise, Defender must make an average agility/athletics roll (or the original attack roll whichever is higher) or be prone as well.<br> | Attacker makes an unarmed attack (or melee if appropriate) versus the defender. In lieu of damage the attacker can push the opponent up to 5 feet. (Exceptional Success indicates defender automatic prone or push up to 10ft.) Otherwise, Defender must make an average agility/athletics roll (or the original attack roll whichever is higher) or be prone as well.<br> |