Tri-Stat dX Trick Defense rules addition By Zegon Destructacon Trick defenses are stunts and unusual manovures performed by the attacker to generally turn an opponent's attack back at them in some way. The combat technique Trick Defense can be used to reduce the penalties on these manovuers. Listed below are some common trick defenses and their effects. GMs and players are both encouraged to come up with trick defenses on their own. No matter how many levels a character has in Trick Defense, the penalties cannot ever be below +1. Trick Defense also counters penalties imposed on players who use Trick Attacks to make a defense harder. Commonly used trick defences should be noted on the character's sheet. Retributive Strike Penalty: +3X/2 Effect: Make a defense roll as normal with the listed penalty. If you fail, you take damage as normal. If you succeed by more than your opponent made their attack roll, you dodge and can immedeately counter with a normal attack of your own. They defend as normal, but this extra attack does not use up one of their defenses for the round when they attempt to defend, nor does the attack use one of your attacks for the round. Misplace Attack Penalty: +X Effect: Use this to cause an opponent to strike an unattended object/item near your vicinity when they miss you. You must succeed on your defense roll with the penalty in order for the opponent to hit the object. Smaller objects will, of course, be more difficult to do. The GM is free to impose up to an extra +X penalty, based on how small/mobile the unattended object is. Sometimes, of course, it's just plain impossable. Protect Another Penalty: +X/4 Effect: You block another from an attack aimed not at you, but at them. This is done by imposing yourself between the attack and them, by throwing something in the path of the attack, or by pulling them away. Either way, doing so is difficult. The further away they are, the harder this is to pull off, and an extra +X/4 is added to this penalty for every one the defender qualifies for: Concealed by trees, concealed by smoke (+X/2), out of reach in medium range, out of reach in long range (+X/2), awkward position. Doing this uses one of the character's defenses. If they have no more, then consider it a defense against an additional attack (with the +2X/5 penalty). Block from Prone Penalty: +2X/3 Effect: This is the ability to block from a prone position. Prone is usually lying down, but can also be defined in other ways. If also getting up from a prone position while defending, impose another +X/3 penalty for a total of +X. This lets you use a shield while in a prone position, or use some other object to defend yourself. Defend from Prone Penalty: +4X/3 Effect: You can defend while in a prone position by rolling, crawling, or whatever other means you have to avoid getting hit. If you are also attempting to get up while doing this, you take another +X/3 penalty for a total of +5X/3 penalty. Cross-skill Defense Penalty: +X/2 Effect: You can use a defense skill other than the one you can normally use given your weapon or situation. It's as if you're using that weapon while defending, but you still have a +X/2 penalty (Minimum +1). Do not add specializations when using this ability. Friendly Fire Penalty: +2X Effect: Using a defense you cause the opponent's attack to, against seemingly impossable odds, to attempt to hit their allies instead. Roll defense as normal, and if you succeed, the attack is directed at one of the opponent's allies (if they are a valid target). The opponent's ally is still permitted a defense roll. This uses a normal defense. If there are no valid targets in range, the attack simply misses.