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==
==Martial Arts==
Use Knot-Tying to tie up a foe after entangling him with
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.
a whip (p. B406) or a lariat (p. B411). You must enter close
 
combat with him and roll a Regular Contest of Knot-Tying
See [[Binding]] for a more cinematic way to tie someone up with this skill.
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 (pp. 82-83) for a more cinematic way to tie
someone up with this skill.
{{unfinished}}
[[Category:Martial Arts]]
[[Category:Martial Arts]]

Latest revision as of 14:16, 13 September 2021

DX/Easy

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.