Overbearing Procedures

Virtually all creatures can make one overbearing attack each round. As explained in
Chapter Two, overbearing requires an attack roll vs. Armor Class 10. Adjustments for Dexterity and magic apply to the defender’s Armor Class.

If the attack hits, there is an opposed Strength roll to determine if the defender keeps her feet. A list of modifiers (expanded from
Chapter Two) is included below:

· 4-point bonus or penalty per size difference of the largest attacker versus the defender;

· +1 bonus per additional attacker;

· –4 penalty if defender has more than two legs;

· –4 penalty if the defender is legless (snake, worm, slug);

· –4 penalty if the defender is generally amorphous (ooze, slime, jelly).*

*Creatures that qualify for this modifier also get the modifier for having no legs, for a total penalty of –8.

If the defender wins the opposed Strength roll, she stays on her feet and the attackers remain in their squares. The defender remains clear and can finish the round normally. If the attackers win, they (or as many as will fit) enter the defender’s square and everyone falls in a heap with the attackers on top. The overborne character takes no damage. Note that attackers in squares adjacent to the defender can contribute to overbearing attacks even if they can’t enter the defender’s square.

If defender is overborne, she loses all actions for the remainder of the round and her actions are severely limited the next round; the character is grappled and cannot move or make any attacks (including attacks of opportunity) until she gets free.

A defender who has been knocked down by an overbearing attack can be pinned if she is successfully overborne again in the following round. Overborne defenders can do nothing until the pin is resolved.

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