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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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