FASERIP

PARRY and blocking an attack

Parrying

Parrying is similar to the existing Interposing rule (page 33 of the FASERIP RPG rulebook) but with important differences.

Without Powers or Specialist skills providing extra help, all characters can try ONE Parry per round. This is in addition to whatever action they were already taking. In effect, the Parry is a "goalkeeping" free extra action.

The Parry means they Interpose on an attack that has succeeded against themselves or another character. If they are Parrying an attack on another character they must be able to reach that character in the same round AND before making their Parry attempt make a successful Interposing roll.

A Parry is simply getting a weapon or object (or a superhuman body if unarmed, such as catching a weapon or shot in one's hand) in the way of an incoming attack. This requires a standard attack roll with the incoming attack as the target. If there no other modifiers then this is treated as an attack on the character who you are Parrying. For a large missile or other large object about to hit, the attack is always made as against the missile itself.

If the Parry is successful, the incoming attack does its damage to the weapon, item or character who Parried and not the original character.

Because a Parry is unanticipated it is NOT the same as attempting to Catch (FASERIP RPG rulebook page 32) an attack.