Impact Zone

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Impact Zone (Physical) by Mephisto

May be taken as a secondary Skill.

Most characters know they are going to get hit. Dealing with getting hit is an important skill. This skill represents characters that can fall, get punched, deal with impact blasts and being shot out of a cannon. It's mostly about turning, taking impact in such a way the body absorbs it in the least damaging method possible.

Training in this skill requires a fair amount of physical abuse. The character is expected to be hit, to determine how best to absorb the damage and not let it faze him or her. Keep in mind this is impact, not being cut or irradiated with some kind of energy, just kinetic damage. The skill imparts some important information to the character.

Being hit by a knockdown attack, provided the character has some groundfighting attack like Brazilian Jiu Jitsu, Kempo, Judo, or Wrestling will not lose a melee attack. Also the character can use the kinetic energy to perform a defensive back flip, somersault or handstand as a defensive move. Using a Defensive Move however means that no roll can be made for Roll With Punch/Fall/Impact, and opting for Breakfall means that the character loses a melee attack but lands on his or her feet.

A Roll With Punch/Fall/Impact is only applicable if the character chooses an Automatic Parry, Traditional Dodge, or a failed Maintain Balance Roll. Equally important is that in a normal kinetic attack, the character on a successful Roll With Punch/Fall/Impact suffers no damage at all, just a loss of position against the opponent. A tackle might push the character into a tight position but won't do any physical damage.

Bonuses:

+2 to Roll With Punch/Fall/Impact, +1 at levels 4, 11 and 14.
+2D6 S.D.C.
Half damage from failed Roll With Punch/Fall/Impact failed rolls.
+1 to Strike with Groundfighting skills on a failed Initiative roll.
+3 to Save vs. Pain.