Coordination - Escape Restraints
No all combat encounters are about killing. Sometimes,
the goal is to subdue the enemy. From there, they might
be interrogated for information or traded for a ransom.
While secured cells are the best way to keep someone
from escaping, such conveniences are not always at
hand. Therefore, restraints, such as manacles or rope
bindings are a good alternative to prevent people from
running away.
The difficulty is based on the type of restrains used to
prevent the character from running away.
EXAMPLE #1 OF AN ESCAPE RESTRAINTS CHECK
Sophitia and her family have been captured by bandit raiders and brought into their camp for interrogation.
Sophitia, like her companions, is tied to a chair.
One by one, the captors are taking one member of
the squad elsewhere and they are not seen after that.
Sophitia doesn't intend to wait for her turn and tries to
free herself.
Her feet and hands are both bound. Her hands are
tied together behind her back, as well as to the chair.
Her ankles are separately tied to the chair's legs.
The GM calls for a Daunting (dddd) Coordination
check since she cannot move her hands at all.
The roll generates fat. Since she failed the roll,
she cannot free herself. Sophitia's player spends the a to
have her character rocking the chair hard, breaking
the rusted bolts holding it to the floor. As the captor
comes back into the room to take her away, she
stands up and throws herself at them, pushing them
against the wall and they both fall to the floor. The
t is spent so that the chair shatters upon impact.
Sophitia stands up, her hands are still tied behind her
back but her ankles are free, yet still impaired by the
loose ropes. As her captor stands up as well, Sophitia is
ready to fight her way out. Yet, due to the loose bindings
still around her ankles, the GM adds a b on
her first combat check. After that, her kicks will have
thrown the ropes away. The combat encounter starts
and both roll initiative.
EXAMPLE #2 OF AN ESCAPE RESTRAINTS CHECK
Cervantes is a member of a pirate ship's crew that has
been pillaging merchant vessels and coastal communities
for years. In their last raid, Cervantes tried to hide some loot for himself, hoping to sail off on
his own. Unfortunately, he was caught by the ship's
quartermaster and brought up to the captain, who
opted for severe punishment so others wouldn't try
similar. Cervantes' hands are bound and he has to walk
the plank. Despite his protests and attempts to avoid
his grim fate, he is pushed off the plank under the
cheerful cries of the crew.
Cervantes is now underwater, trying to free himself so
he can swim back to the shore. The GM calls for an
Average (dd) Coordination check. They add a b
to the pool as the murky water impedes James' vision
and another b since he has to swim and hold his
breath while trying to free himself. Because James
can bring his hands to his mouth and use his teeth,
b is added to the pool.
The check generates sshh. Cervantes succeeds in
freeing himself. In his hurry, he wounds himself and
the GM spends a h to have him suffer a strain. The
other h is spent so that the ship had already put
some distance between it and the land since they got
aboard and Cervantes will have to swim a long distance
to get back on the shore, which will surely exhaust
him. But Cervantes has escaped a grim death at the bottom of the sea.
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