Entanglement

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You can try to Grab a combatant with more than just your hands! All kinds of weapons are meant to aid in keeping someone grabbed or entangled.

Whips and Chains

Weapons like whips and chains are well-suited to grabs and grant a bonus to the Grip check (see the Equipment chapter). On top of that, you can grab a combatant further away than you can with Hand-to-hand alone if the weapon has such reach.

Once an opponent is grabbed, any of the actions listed above are doable with the following exceptions.

  • Release – It costs 4 AP to intentionally unwind or disentangle your own weapon or tool from an object or combatant, and you have to be able to reach where it is caught. If it's attached to an opponent, you can go ahead and try to walk up and ask for your whip back, but expect a punch in the face and obscene hand gestures for your effort.
  • Throw – Unless you're directly adjacent to the defender, you cannot throw them away from you, however you can pull them closer instead (if your roll is high enough, potentially right past you). If you do throw a defender, your whip or chain will still be attached.
  • Pry – You can only try to pry something out of a defender's hand if they're directly adjacent to you and you have a free hand.
  • Entangle – If you used your whip or chain to grab an opponent, you can't use it to entangle them. You can, however, try to entangle them normally using a Grip check (with no weapon bonus) if they are directly adjacent to you.

Once grabbed, the defender can escape using either Might or Thievery, as per usual. If using Thievery, the defender can uncoil the weapon or wriggle free. If using Might, the defender actually pulls the weapon out of the attacker's hand.

An attacker can attempt to entangle an opponent directly with a successful called shot to the throat. Once an opponent is entangled in this manner, the actions listed above that can be performed on entangled opponents are doable with the following exceptions.

  • Squeeze – This cannot be performed with a whip or chain.
  • Choke – This can be done normally.
  • Human Shield – You can only use a defender as cover if they're directly adjacent to you.

Nets

A net is a ranged weapon like an arrow and so once a net has been hurled at a target, an attacker needs another net if they want to net someone else. A net can also be used in melee to ensnare an opponent. Thrown nets cannot be parried. Most nets have an attached rope by which the attacker can maintain a hold on the defender.

To escape a net, the defender can roll either Might or Thievery as per usual, but instead of attempting to beat the attacker's Grip check, a net has a fixed difficulty. The Thievery DL for escaping a net is 18. Ripping the net and busting out carries a Might DL of 20.

Manacles

Normal manacles (handcuffs, leg-irons) cannot be put on by means of an attack. If an opponent has been grabbed, 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.