Difference between revisions of "Entanglement"

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Becoming entangled in something like a net or whip or trap means a character suffers penalties to many actions and movement may be halted entirely.  The exact penalties are particular to each method of entanglement.
 
Becoming entangled in something like a net or whip or trap means a character suffers penalties to many actions and movement may be halted entirely.  The exact penalties are particular to each method of entanglement.
  
When an attacker attempts to entangle an opponent with a weapon, the attacker makes an attack roll.  If the defender fails to evade the attack by means of a dodge or parry, the defender is considered entangled.  To stop the entanglement, the defender needs to succeed an Agility + Escape or Muscle + Athletics check to escape or break the bonds.  
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When an attacker attempts to entangle an opponent with a weapon, the attacker makes an attack roll.  If the defender fails to evade the attack by means of a dodge or parry, the defender is considered entangled.  To stop the entanglement, the defender needs to succeed a [[Thievery]] or [[Smash]] check to escape or break the bonds.  
  
 
====Manacles====
 
====Manacles====
Normal manacles (handcuffs, leg-irons) cannot be put on by means of an attack.  If an opponent has been pinned, the manacles can be applied, if the target is unwilling.  If the target is willing to be hand-cuffed, there is no check involved.  While hand-cuffed, movement is not impaired, but any attack, defense, or skill rolls requiring the use of hands is at a -4 penalty.  While in leg-irons, the character's speed is halved and any rolls involving the use of legs or feet is at a -4 penalty.  If the character wears both leg-irons and hand-cuffs then speed is halved and the character takes -8 to any rolls which require freedom of movement.  Rolls to escape from or break open the manacles is not impaired in this way.  The DL for breaking basic manacles is 25, and the DL for breaking well-made ones is 30.  Wriggling free of manacles has a DL of 20.  Normal manacles obviously do no damage and have no Hurt score.
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Normal manacles (handcuffs, leg-irons) cannot be put on by means of an attack.  If an opponent has been pinned, the manacles can be applied, if the target is unwilling.  If the target is willing to be hand-cuffed, there is no check involved.  While hand-cuffed, movement is not impaired, but any attack, defense, or skill rolls requiring the use of hands is at a −4 penalty.  While in leg-irons, the character's [[speed]] is halved and any rolls involving the use of legs or feet is at a −4 penalty.  If the character wears both leg-irons and hand-cuffs then speed is halved and the character takes −8 to any rolls which require freedom of movement.  Rolls to escape from or break open the manacles are not impaired in this way.  The DL for breaking basic manacles is 20, and the DL for breaking well-made ones is 30.  Wriggling free of manacles has a DL of 25.  Normal manacles obviously do no damage and have no Hurt score.
  
 
====Nets====
 
====Nets====
Regular nets do no damage on their own, though a magic net or one studded with barbs might.  A net is a ranged weapon like an arrow and so once a net has been cast on a target, an attacker needs another net if they want to net someone else.  A character entangled in a net cannot move from the spot and is at a -4 to rolls which require freedom of movement.  The DL for escaping a net is 18.  Ripping the net and busting out carries a DL of 20.  Nets cannot be parried.  
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Regular nets do no damage on their own, though a magic net or one studded with barbs might.  A net is a ranged weapon like an arrow and so once a net has been cast on a target, an attacker needs another net if they want to net someone else.  A character entangled in a net cannot move from the spot and is at a −4 to rolls which require freedom of movement.  The DL for escaping a net is 18.  Ripping the net and busting out carries a DL of 20.  Nets cannot be parried.  
  
 
====Whips and Chains====
 
====Whips and Chains====
 
Whips and chains both do a bit of damage, and are employed a little differently than a net.  Whips and chains can be used over and over again.  When a defender has become entangled with a whip or chain, they cannot move away from the attacker so long as the attacker maintains a hold on the entangling weapon.  The defender can move forward or in a circle around the attacker, but cannot move further away.   
 
Whips and chains both do a bit of damage, and are employed a little differently than a net.  Whips and chains can be used over and over again.  When a defender has become entangled with a whip or chain, they cannot move away from the attacker so long as the attacker maintains a hold on the entangling weapon.  The defender can move forward or in a circle around the attacker, but cannot move further away.   
  
Additionally, an attacker can make special called shots with a whip or chain.  With a successful called shot to the neck the attacker can attempt to choke the target, similar to choking while in a grab.  As long as the target does not escape the entanglement, the attacker can make an attack roll where the target adds neither agility or dodge to the defense roll and may not parry.  If the attack is successful, the defender suffers no damage, but begins to move down the Knock-out Track.  Called shots which entangle limbs holding weapons mean the target takes a -4 to use that weapon so long as the defender remains entangled.   
+
Additionally, an attacker can make special called shots with a whip or chain.  With a successful called shot to the neck the attacker can attempt to choke the target, similar to choking while in a grab.  As long as the target does not escape the entanglement, the attacker can make an attack roll where the target adds neither Agility or Dodge to the defense roll and may not parry.  If the attack is successful, the defender suffers no damage, but begins to move down the Knock-out Track.  Called shots which entangle limbs holding weapons mean the target takes a −4 to use that weapon so long as the defender remains entangled.   
  
Finally, an attacker who has entangled an opponent with a whip or chain can try to pull them closer with opposed Muscle + Athletics checks.  For each five points the attacker's roll exceeds the entangled character's, the target is pulled five feet closer to the attacker.  Weak attackers should beware of this tactic since if the roll is failed, the defender can pull the attacker!  This action costs 4 AP.
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Finally, an attacker who has entangled an opponent with a whip or chain can try to pull them closer with opposed [[Lift]] checks.  For each point the attacker's roll exceeds the entangled character's, the target is pulled one foot closer to the attacker.  Weak attackers should beware of this tactic since if the roll is failed, the defender can pull the attacker!  This action costs 4 AP.
  
A defender who is entangled with a whip or chain can also attempt to yank the weapon out of the attacker's hand.  This isn't a typical disarm action, since the defender technically already has the weapon in hand (or on leg, or around torso, or whatever).  The attacker and defender make opposed Muscle + Athletics checks and the winner gets the weapon.
+
A defender who is entangled with a whip or chain can also attempt to yank the weapon out of the attacker's hand.  This isn't a typical disarm action, since the defender technically already has the weapon in hand (or on leg, or around torso, or whatever).  The attacker and defender make opposed [[Smash]] checks and the winner gets the weapon.
  
 
====Spells====
 
====Spells====

Revision as of 22:49, 24 January 2011

Becoming entangled in something like a net or whip or trap means a character suffers penalties to many actions and movement may be halted entirely. The exact penalties are particular to each method of entanglement.

When an attacker attempts to entangle an opponent with a weapon, the attacker makes an attack roll. If the defender fails to evade the attack by means of a dodge or parry, the defender is considered entangled. To stop the entanglement, the defender needs to succeed a Thievery or Smash check to escape or break the bonds.

Manacles

Normal manacles (handcuffs, leg-irons) cannot be put on by means of an attack. If an opponent has been pinned, the manacles can be applied, if the target is unwilling. If the target is willing to be hand-cuffed, there is no check involved. While hand-cuffed, movement is not impaired, but any attack, defense, or skill rolls requiring the use of hands is at a −4 penalty. While in leg-irons, the character's speed is halved and any rolls involving the use of legs or feet is at a −4 penalty. If the character wears both leg-irons and hand-cuffs then speed is halved and the character takes −8 to any rolls which require freedom of movement. Rolls to escape from or break open the manacles are not impaired in this way. The DL for breaking basic manacles is 20, and the DL for breaking well-made ones is 30. Wriggling free of manacles has a DL of 25. Normal manacles obviously do no damage and have no Hurt score.

Nets

Regular nets do no damage on their own, though a magic net or one studded with barbs might. A net is a ranged weapon like an arrow and so once a net has been cast on a target, an attacker needs another net if they want to net someone else. A character entangled in a net cannot move from the spot and is at a −4 to rolls which require freedom of movement. The DL for escaping a net is 18. Ripping the net and busting out carries a DL of 20. Nets cannot be parried.

Whips and Chains

Whips and chains both do a bit of damage, and are employed a little differently than a net. Whips and chains can be used over and over again. When a defender has become entangled with a whip or chain, they cannot move away from the attacker so long as the attacker maintains a hold on the entangling weapon. The defender can move forward or in a circle around the attacker, but cannot move further away.

Additionally, an attacker can make special called shots with a whip or chain. With a successful called shot to the neck the attacker can attempt to choke the target, similar to choking while in a grab. As long as the target does not escape the entanglement, the attacker can make an attack roll where the target adds neither Agility or Dodge to the defense roll and may not parry. If the attack is successful, the defender suffers no damage, but begins to move down the Knock-out Track. Called shots which entangle limbs holding weapons mean the target takes a −4 to use that weapon so long as the defender remains entangled.

Finally, an attacker who has entangled an opponent with a whip or chain can try to pull them closer with opposed Lift checks. For each point the attacker's roll exceeds the entangled character's, the target is pulled one foot closer to the attacker. Weak attackers should beware of this tactic since if the roll is failed, the defender can pull the attacker! This action costs 4 AP.

A defender who is entangled with a whip or chain can also attempt to yank the weapon out of the attacker's hand. This isn't a typical disarm action, since the defender technically already has the weapon in hand (or on leg, or around torso, or whatever). The attacker and defender make opposed Smash checks and the winner gets the weapon.

Spells

Entanglement from a magical attack is treated like whichever weapon it resembles most, and the target may be subject to damage if they cannot escape the entanglement.

Unwinding

It costs 6 AP to intentionally unwind or disentangle your own weapon or tool from something and you have to be able to reach where it is caught. If you have entangled an opponent, you can go ahead and try to walk up and ask for your whip or net back, but expect a punch in the face and obscene hand gestures for your effort.