Tri-Stat dX Knockback rules revision By Zegon Destructacon In more cinematic games, targets of effects and attacks can get knocked back several meters from the lightest of attacks. There are two variations with this rule: One for far knockback effects, and one for lesser knockback effects. Special attacks with the Knockback ability follow these rules. Regardless, the base rules are the same, greater knockback just knocks back those hit further and harder. One final variation is used in many more 'anime-esque' games where the person knocked back recieves no damage from falling/impacting the surface after leaving huge craters. They're just that awesome. Greater Knockback: Under these rules, characters hit with attacks will usually go flying and sailing into buildings, the cieling, floor, bars, benches, tables, people, crowds, cows, katamari, or whatever else is in the way at high velocities. An attack can either knock an opponent back or not. The effect must be determined when the attack is made and cannot be changed. To calculate distance flown, first take the base damage the attack inflicted before armor, but after force fields. If the force field is full-impact, calculate this value without including force field blockage. Then subtract the target's body score from this number, and subtract 20 from this number for every level of immovable. Divide this resultant number by three, and round up to the nearest meter. The resulting number is the distance they will fly, in meters. Attacks that have the Knockback ability should be more potent in these rules, and so should cause 10x the normal knockback they normally would (Level 1 is 10 meters, level 2 is 30 meters, level 3 is 60 meters, and so on). Attacks with the knockback ability can also knock opponents in odd orientations (Straight up, spike down, torwards the attacker, etc). If an attack does this, it must be specified when the attack is made and cannot be changed later. To resist knockback, the defender is entitled to a Body (Strength or Endurance) roll. For every point he succeeds, he negates 1 meter of the knockback effect. A critical success negates all knockback except in extreme circumstances. If a character impacts a wall, the floor, or some other surface during their flight, they will likely take extra damage. Calculate how much damage they would take if flung up as if they fell that exact same distance. If into a wall, they take damage identical to falling the distance they have yet to travel (A character is knocked back 50 meters and impacts a solid brick wall 20 meters into his flight. He therefore takes damage as if he fell 30 meters). If spiked, add the distance they were going to travel to the distance they did travel and calculate damage from there. (A character is spiked 50 meters from 30 meters up, and thus takes damage as if he fell 80 meters). Lesser Knockback: Calculate this the same way as greater knockback with a few minor differences. First, find the base damage as before, except instead of dividing by three, divide by 20. Normal knockback in the SAWA rules applies as written in the SAWA document. Instead of rounding up, round down to the nearest meter. The resistance check negates a quarter-meter for every point the defender succeeds by. Calculate damage as normal. No-Damage Knockback: As Greater or Lesser Knockback, except do not calculate damage for impacting surfaces. The 'damage' caused by such impacts is minor at best, and is not kept track of.