Getting Hit: Knock-Back

When the POT or BP’s of damage of ANY blow successfully hitting a character (PC or NPC, equally) is greater than his (modified STA), he is automatically knocked back by one (1) foot per point by which it is greater. The force of the blow sends him staggering in a direction appropriate to that from which he was hit (GM’s discretion), regardless of whether any of the POT of the blow actually gets through the target’s armor to inflict a wound or not. This refers to the full, original POT of the blow, with no subtractions.

This is not a tactic, it is a basic effect of hitting a foe with great force or POT, especially one that is smaller than one’s self and/or only lightly armored.

IF a combatant is knocked back, he must make a successful AGL check to keep his feet vs. a Progressive DV based on the number of feet he has been knocked back, per foot.

Failure means the character hit stumbles and falls when he reaches the end of the distance he has been knocked back.

Success allows him to keep his feet when he gets there.

IF a character is knocked back but some unyielding barrier of some sort stops him from being physically moved the distance that would otherwise be required by the POT of the blow, the number of feet remaining when he hits the barrier and is stopped is added to the POT of the blow for purposes of determining its effect, especially when doing so results in the need for a P-RES check. Such an event could result in the need for a P-RES check from the blow where on its own, without hitting the barrier, the POT of the blow would not have been sufficient. Hitting the barrier or impediment might Stun the character that has been knocked back.

IF a target wearing street clothes is struck, 1/2 the number of layers worn is subtracted from the POT of the blow, BUT only against the first blow against attacks from edged weapons.

Rule of thumb: the higher the social class, the greater the number of layers of clothing, starting with one for the landbound, two in winter, two for free commoners, three in winter, three for the wealthy or noble, four in winter, four for great nobles or royals, five in winter