Sunday, May 29, 2011

Subdual Rules

The Warriors, if they choose to, can try to subdue a Monster instead of killing it.  One reason for subduing a Monster is so they can "bring them back alive" if a particular adventure calls for it.  Additionally, at least one new Event that I plan to publish requires that the Warriors subdue a Monster.  You can also say that the authorities in a Town or City might pay double (Town) or triple (City) the Gold value for high profile Monsters (characters, such as Gorgut, Skabnoze, etc.) that are brought in alive.  The problem, of course, is keeping the prisoner under control as you make your way back to civilization.

To subdue a Monster, a Warrior declares their intention and then makes a normal to-hit roll.  If the target has a higher Strength, the to-hit roll is made at a penalty equal to the Strength difference.  If the attack hits, roll damage normally, but the Warrior can "pull their punch" and apply a negative modifier to their damage roll of whatever value they desire.  This modifier must be declared before the damage roll is made.  If the attack brings the target to -3 Wounds or lower, then the Warrior hit just a bit too hard and killed their opponent outright.  However, if the target is brought to zero, -1, or -2 Wounds, the blow successfully subdued the target.

If the Warriors wish to keep their captive with them as they explore the dungeon, they must use Rope to keep the subdued Monster under control.  Additionally, one Warrior must be nominated to guard the subdued Monster as the Warriors move through the dungeon.  The subdued Monster always moves along with the Warrior guarding them.

A subdued Monster can be despatched at any time by any adjacent Warrior.  When this occurs the Warriors can retrieve their Rope, but should roll to see if it has broken like normal.


Back to Civilization


The last part of the subdual rules cover taking a captive Monster back to civilization.  As I mentioned earlier, you might put into effect a house rule that allows double the Gold value if a high profile Monster is brought in alive to a Town, and triple to a City.  If the Warriors get thrown off during their journey and end up in a Village, tough luck.

Each week of travel, a subdued Monster is allowed a chance to escape.  Follow these steps:
  • Draw a Warrior counter to determine the Warrior whose watch the escape attempt it taking place.
  • That Warrior must make a Willpower check (1d6 + Willpower, scoring 7 or higher).  If they pass the Check, they remain alert on their watch and the Monster cannot make an escape attempt.
  • If the Willpower Check fails, the Monster must complete both an Initiative Check and a Strength Check to get free of their bonds.

If the Monster manages to get free, roll on the table below:

1,2. The Warrior who was supposed to be on watch fell asleep!  The Monster gets an automatic Attack against each Warrior (roll for damage) before slipping away.  Since the Warriors are sleeping, they are not wearing their Armour so the damage is modified by Toughness only.
3,4. The Monster manages to grab a random Treasure from the Warrior on watch before making their escape.
5,6. The Monster slips away quietly into the wilderness, never(?) to be seen again.

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