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Chapter 8: Skills<br />

If a foe is grappled before their initiative,<br />

then the foe is allowed to make either a Brawling<br />

attack or a Strength sub-ability check versus the grappler,<br />

or 1 of the grapplers. If multiple grapplers<br />

have overbeared a foe, then 1 of the grapplers must<br />

be selected randomly. If the foe succeeds in either<br />

the Brawling attack or Strength check, then the randomly<br />

selected grappler is no longer in the gridlock.<br />

If Graphic Gore (see Chap. 10: Combat) occurs against<br />

the grappler, or the grappler has been smitten, then<br />

the grappler loses their next attack.<br />

If a human male successfully overbears a<br />

female, then it is possible that rape may occur. If a<br />

male seeks to have his way with a female at her expense<br />

and whether she likes it or not, he may attempt<br />

to Intimidate her to allow him to rape her<br />

without resistance. On the other hand, he may be<br />

enraged or prefer to continue without asking. If an<br />

Intimidation skill check is successful, then double<br />

the effective weight difference used in Overbearing<br />

above. In any case, he will have to overcome her<br />

clothing or armor. If naked, there is no modifier to<br />

the Rape roll. If either of them is wearing clothes,<br />

then the Rape roll suffers a + 2 penalty, + 6 for<br />

both. If either wears light armor, then the Rape<br />

roll suffers a + 3 penalty, + 6 for both. If either<br />

wears medium armor, then the Rape roll suffers a +<br />

6 penalty, + 9 for both. If either wears heavy armor,<br />

then the Rape roll suffers a + 9 penalty, + 18<br />

for both.<br />

The Rape roll consists of rolling 3d10, and<br />

the rapist wants to roll higher than 1/3 rd of the<br />

weight difference as used in Overbearing, doubled<br />

by Intimidation if used, and the roll is modified by<br />

clothing or armor. If the roll fails, then the female<br />

manages to escape from the clutches of the rapist,<br />

and 80% of the time manages to land a Brawling<br />

blow with Graphic Gore either to the manhood (01-<br />

50%) or testes (51-100%) of the would-be rapist.<br />

Further, if the roll fails then she either escapes prior<br />

to penetration (01-60%) or during the violation (61-<br />

100%). If the roll is successful, then the male does<br />

with her as he likes.<br />

398<br />

13. Brawling - Roll 1d100 and consult the table<br />

for the Brawling skill to determine location and damage.<br />

14. Belly-to-belly suplex - You have grabbed<br />

your foe from the front, grasping their torso and<br />

the ‘inside’ arm, depending on which way you decide<br />

to thrash them. For example, thrashing someone<br />

to the right would require you to grasp their left<br />

arm (inside arm) so that they are unable to block<br />

their fall, and vice versa. The foe suffers 2d8 subdual<br />

damage and also temporarily stunning them for 1d6<br />

rounds unless this action is so tastelessly pulverized<br />

upon a rock or some other solid bodily receptacle,<br />

which permits normal damage instead of subdual.<br />

15. Suplex (unreleased) - The foe is grabbed<br />

around the waist, whether arms are trapped or not<br />

and whether grabbed from behind or the front,<br />

hoisted into the air, hurled backwards (winner’s Dead<br />

Lift for Strength must exceed the foe’s weight by<br />

20%), and dropped on their head. This maneuver<br />

causes 3d10 damage. The foe may attempt to escape<br />

your grasp with a Wrestling check with a TH<br />

of 14, assuming your Strength scores are equal.<br />

Otherwise, apply the difference between these scores<br />

to the TH in the appropriate direction. If the check<br />

fails, then the foe loses 40% of their Strength each<br />

round a successful suplex is given until they pass<br />

out. If freed, then Strength returns at the same rate<br />

taken.<br />

16. Choking - The foe may attempt to escape<br />

with a successful Wrestling check at TH 18. Each<br />

round of being choked, the victim loses 10% of<br />

their potential LP in subdual damage. The choker<br />

may make a Crush Windpipe Check, which is TH<br />

30 - (choker’s Strength skill modifier - victim’s<br />

Strength skill modifier). If the choker crushes the<br />

windpipe of the victim, then the victim no longer<br />

needs to be choked manually, but will continue to<br />

lose LP and Strength until they die, unless somehow<br />

saved. If the windpipe is not crushed, then<br />

after the 1 st round of choking the victim loses<br />

(2d10)% of their Strength sub-ability points. The<br />

next round, the victim may again attempt escape,<br />

this time with a TH of 24. If failed, then the victim

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