Cover

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COVER One Action




You hold a gun drawn on an opponent, or press a knife against their back, ready to strike in an instant.

Make the attack roll normally, however, the attack does not go off. Instead, the attacker chooses to withhold the attack and “cover” the target. This is like someone with a gun pointing it at a target and shouting “freeze!” If the initial attack roll is successful, the attacker may use the readied attack at any time against the target with the normal result from the initial attack roll. If the initial attack roll was a critical hit, then the covering attack is also a critical hit, if it is made.

If your opponent attempts an action, he must succeed at an opposed check to break the cover or the attack will go off.

Failure: If this maneuver fails, your attack does not go off, or misses your opponent instead of hitting.

Examples: Use Might to break away from a foe holding a knife to your throat. Use Infiltration to slip out of a sniper’s sights. Use Expertise (Tactics) to dodge behind moving cover at the perfect moment. Use Persuasion to trick an enemy into lowering his guard.

Special: A Persuasion check to intimidate check made while covered suffers a –2 penalty (since the attacker is clearly in a superior position).

d20 Advanced: Part II
Chapter VII: Combat Combat Sequence | Combat Statistics | Actions | Action Descriptions | Damage | Tactical Movement and Options | Maneuvers
Chapter VIII: Environments Zones | Terrain Effects | Climate Effects | Conditions
Chapter IX: Dramatic Interactions Dramatic Interaction | Interaction Types | Reputation | Mental Strain | Taint | Examples of Taint
Part I: Characters | Part II: Action | Part III: Running the Game

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