Escape: Difference between revisions
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{{Skill}}{{DX/Hard | {{Skill}}{{DX/Hard}} | ||
''Default:'' {{DX-6}}. | ''Default:'' {{DX-6}}. | ||
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''Modifiers:'' +3 for [[Flexibility]] or +5 for [[Double-Jointed]]; any bonus for [[Slippery]]. | ''Modifiers:'' +3 for [[Flexibility]] or +5 for [[Double-Jointed]]; any bonus for [[Slippery]]. | ||
{{Criminal/Street Skill}} | |||
{{Spy Skill}} |
Latest revision as of 09:25, 19 January 2014
Default: DX-6.
This is the ability to slip out of ropes, handcuffs, and similar restraints. The first attempt to escape takes one minute; each subsequent attempt takes 10 minutes.
The GM may apply a penalty for particularly secure bonds. For instance, modern police handcuffs would give -5 to Escape. You suffer only half these penalties if you dislocate the restrained limb (usually an arm). This requires (20 - skill) minutes of concentration, minimum one minute and a Will roll. However, if you fail your Escape roll by 3 or more when dislocating a limb, the limb suffers 1d damage. On a critical failure, you automatically take enough damage to cripple the limb!
Modifiers: +3 for Flexibility or +5 for Double-Jointed; any bonus for Slippery.