Garrote: Difference between revisions
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Since this is a '''Surprise''' scenario (p 393) [[http://forums.sjgames.com/showthread.php?p=1087210 forum thread]]: | Since this is a '''Surprise''' scenario (p 393) [[http://forums.sjgames.com/showthread.php?p=1087210 forum thread]]: | ||
If | If victim is ''asleep'' or ''non-adventurer'' (peasant, buffoon, etc), and lacks Combat Reflexes, then it is Total Surprise and the attack succeeds as no defense is possible. Victim takes the Do Nothing maneuver for 1d seconds, and then can attempt IQ rolls to act normally every second thereafter. | ||
Otherwise, If my target is an alert guard or adventurer expecting trouble, and I have successfully Stealthed up behind him, and made my Garrote check against his neck, then I have surprised him and he is mentally stunned. | |||
He can attempt to parry (with a hand or ready weapon of reach C) at -3, but first he has a chance to roll out of stun. Combat Reflexes gives a +6 to this roll. If he fails, he is at an additional -4 to parry, for a total of -7. | |||
If | |||
If the parry succeeds, the Victim manages to put his hand or weapon between his throat and the garrote, and choking and suffocation do not occur, but if the Attacker is using a wire garrote, it will damage the Victim's hand. | If the parry succeeds, the Victim manages to put his hand or weapon between his throat and the garrote, and choking and suffocation do not occur, but if the Attacker is using a wire garrote, it will damage the Victim's hand. |
Revision as of 15:17, 5 December 2010
Not a house rule, but a summary of complex book rules (p 404):
You can only attack an unaware or helpless target.
You must attack the neck (-5). AOA at +4 is fine.
Roll against Garrote skill to hit. If you succeed:
Since this is a Surprise scenario (p 393) [forum thread]:
If victim is asleep or non-adventurer (peasant, buffoon, etc), and lacks Combat Reflexes, then it is Total Surprise and the attack succeeds as no defense is possible. Victim takes the Do Nothing maneuver for 1d seconds, and then can attempt IQ rolls to act normally every second thereafter.
Otherwise, If my target is an alert guard or adventurer expecting trouble, and I have successfully Stealthed up behind him, and made my Garrote check against his neck, then I have surprised him and he is mentally stunned.
He can attempt to parry (with a hand or ready weapon of reach C) at -3, but first he has a chance to roll out of stun. Combat Reflexes gives a +6 to this roll. If he fails, he is at an additional -4 to parry, for a total of -7.
If the parry succeeds, the Victim manages to put his hand or weapon between his throat and the garrote, and choking and suffocation do not occur, but if the Attacker is using a wire garrote, it will damage the Victim's hand.
On the turn of the attack, and every subsequent turn the Attacker may choke the Victim (p370) and get a +3 to ST in the ensuing quick contest.
Choke:
- Quick Contest: Attacker's ST+3 versus the higher of Victim's ST or HT.
- If Attacker wins, Victim takes damage equal to margin of victory.
Damage is crushing (x 1.5 to neck) if using rope or cutting (x2 to neck) if using wire.
In addition, Victim begins to suffocate (p436).
Suffocation:
- Victim loses 1 FP/second
- At 0FP, Victim must make a Will check every second or fall unconscious.
After rolling out of stun if necessary, to Break Free, Victim must win a Quick Contest of ST-5, Judo-3, or Wrestling-3 against Attacker's Garrote skill.