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 at a [[Thievery]] (wriggling) or [[ | + | 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 at a [[Thievery]] (wriggling) or [[Might]] (breaking) check to escape or break the bonds. |
====Manacles==== | ====Manacles==== | ||
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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 a Damage roll. The defender rolls Guard as usual. If the Damage succeeds, the defender suffers no damage, but begins to move down the [[Knockout 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 a Damage roll. The defender rolls Guard as usual. If the Damage succeeds, the defender suffers no damage, but begins to move down the [[Knockout 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 [[ | + | Finally, an attacker who has entangled an opponent with a whip or chain can try to pull them closer with opposed [[Might]] 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! The difference in the rolls is how many feet the target is pulled. This action costs 4 AP to initiate. |
− | Being entangled by a whip or chain also impairs one's balance. A trip attempt made against an entangled defender (using the entangled weapon, of course) requires a [[ | + | Being entangled by a whip or chain also impairs one's balance. A trip attempt made against an entangled defender (using the entangled weapon, of course) requires a [[Might]] check (plus any bonus the weapon might have for trip attempts) opposed by a [[Gymnastics]] check. This is the same as a trip roll without the need to try to hit the target, since they are already entangled. |
====Spells==== | ====Spells==== |
Revision as of 19:24, 2 April 2015
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 at a Thievery (wriggling) or Might (breaking) 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 Harm 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.
If a net has an attached rope or cord by which the net can be dragged, the netted character can be pulled along against their will.
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 a Damage roll. The defender rolls Guard as usual. If the Damage succeeds, the defender suffers no damage, but begins to move down the Knockout 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 Might 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! The difference in the rolls is how many feet the target is pulled. This action costs 4 AP to initiate.
Being entangled by a whip or chain also impairs one's balance. A trip attempt made against an entangled defender (using the entangled weapon, of course) requires a Might check (plus any bonus the weapon might have for trip attempts) opposed by a Gymnastics check. This is the same as a trip roll without the need to try to hit the target, since they are already entangled.
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.