Knot-Tying: Difference between revisions
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''Modifiers:'' +1 per level of [[High Manual Dexterity]], or -3 per level of [[Ham-Fisted]]. | ''Modifiers:'' +1 per level of [[High Manual Dexterity]], or -3 per level of [[Ham-Fisted]]. | ||
==Martial Arts== | |||
Use Knot-Tying to tie up a foe after entangling him with a [[whip]] or a [[lariat]]. You must enter close combat with him and roll a [[Regular Contest]] of Knot-Tying vs. his [[DX]] or best [[grappling skill]] each turn. This counts as an [[Attack]]. If you win, you bind his arms to his sides. If you lose, he's free of your weapon. | |||
See [[Binding]] for a more cinematic way to tie someone up with this skill. | |||
[[Category:Martial Arts]] |
Latest revision as of 14:16, 13 September 2021
Defaults: DX-4, Climbing-4, or Seamanship-4.
This is the ability to tie a wide variety of knots quickly and efficiently. A successful skill roll lets you make a noose, tie someone up, etc. If you bind someone using this skill, he must win a Quick Contest of Escape vs. your Knot-Tying skill to free himself.
Modifiers: +1 per level of High Manual Dexterity, or -3 per level of Ham-Fisted.
Martial Arts
Use Knot-Tying to tie up a foe after entangling him with a whip or a lariat. You must enter close combat with him and roll a Regular Contest of Knot-Tying vs. his DX or best grappling skill each turn. This counts as an Attack. If you win, you bind his arms to his sides. If you lose, he's free of your weapon.
See Binding for a more cinematic way to tie someone up with this skill.