This skill encompasses several sub-skills. Each sub-skill is defined below.
Skill Roll – Rope Mastery skill roll is determined normally (rank x 5) but the modifying stat will changed depending on the action.
Climb Ropes – See Climbing skill for Climb Ropes information.
Horizontal Rope Movement – Horizontal rope movement is used for moving along a rope that stretches more or less horizontally rather than vertically. For example, a rope that runs across a chasm. There are several ways to move across a horizontal rope; walking (e.g., tightrope walking), hand over hand, hand over hand with feet, and hand over hand with feet and safety line. The applicable skill for tightrope walking is Acrobatics (q.v.). The higher of Acrobatics and Rope Mastery can also be used to determine TMR for Horizontal Rope Movement. TMR is the same for all of the three remaining methods for crossing. TMR is equal to Thick Rope TMR from the table above, +1. As with normal rope climbing, Partial or Near Success results in half or three quarters TMR for that round. Failure means a fall for hand over hand, and one quarter movement for
Blunder Fall (if safety line, need one round to right self)
Absolute Failure Fall for hand over hand.
Failure No Movement
Partial Success ½ TMR
Near Success ¾ TMR
Success Normal Movement
Absolute Success Normal Movement +1 TMR
Knot Tying – The Rope Master is a master of tying knots. Modifying stat for tying knots is DEX. Even at rank one, the Rope Master can tie a knot that won’t slip. Other knot tying activities will require a skill roll. These include tying someone up so they can’t escape, binding objects together with rope, etc. The following table can be used to determine how successful the Rope Master is at tying someone up.
| DEX Roll | 1st Attempt | Interval |
Blunder | 5x | Immediately | 1 round |
Absolute Failure | 4x | Immediately | 1 minute |
Failure | 3x | Immediately | 5 minutes |
Partial Success | 2x | 30 minutes | 15 minutes |
Near Success | 2x | 1 hour | 30 minutes |
Success | 1x | 2 hours | 1 hour |
Absolute Success | ½ x | 8 hours | 4 hours |
Note that tied up characters may attempt a PS roll to break the ropes that are holding them. As a general rule, only one such attempt can be made and the chance of success depends entirely on the quality and strength of the rope.
Make Rope – Rope Masters can make rope. Making a rope requires proper materials (hemp or silk) and a successful skill roll. The Rope Master determines the grade of rope that they wish to make, purchases the raw materials (one fifth the normal cost of the rope) and then spends (cost / 25) days making the rope.
Lasso – A Rope Master can attempt to lasso an creature or object. Base chance is 25% + DEX. Bonus per rank is 5% for an object.
Strike Chance is modified by the target’s defense. SC is also modified by –1 per foot. Minimum range is 5 feet. Maximum range is 40 feet. For inanimate objects, the GM may assign a defense based on size or difficulty in lassoing the object. In the case of a successful lasso against a hostile target, the following table is used.
Roll | Location | Effect | To Escape |
1 | Neck | May pull target to ground if attacker PS greater than target PS-5. 1d3 Fatigue per action (choking). | Cut rope or remove lasso (PS vs. PS) |
2-4 | Upper Body | Upper arms pinned. May pull target to ground if attacker PS greater than target PS-3. | Cut rope or remove lasso (PS vs. PS) |
5 | Right Arm | Cannot use right arm. May pull target to ground if attacker PS greater than target PS. | Cut rope or remove lasso (PS vs. PS) or 3x AG roll to pull arm out of lasso. |
6 | Left Arm | Cannot use left arm. May pull target to ground if attacker PS greater than target PS. | Cut rope or remove lasso (PS vs. PS) or 3x AG roll to pull arm out of lasso. |
7-8 | Middle Body | Arms pinned. May pull target to ground if attacker PS greater than target PS-3. | 2x PS roll to free arms. |
9 | Lower Body | May pull target to ground if attacker PS greater than target PS. | Cut rope or remove lasso (PS vs. PS) |
10 | Legs | May pull target to the ground | Cut rope or remove lasso (PS vs. PS) |
To cut the rope, the target must have an edged weapon in hand and must make a 2x AG roll. To remove the lasso, the target rolls a d10 and adds his PS. The attacker rolls 2d10 and adds his PS. If the target’s result is higher, he has removed the lasso. Any attempt to extricate oneself from a lasso takes a full action.
Escape From Rope Bonds - A rope master's intimate knowledge of ropes offers him a better chance at escaping from rope bonds (i.e., being tied up with rope). Anyone can attempt to escape from rope bonds by simply wearing them down. This process takes time and requires a DEX roll, as indicated below. A rope master can subtract his rank from his die roll.
DEX Roll Result | Time Required to Break Free |
0 or less | 1d6 minutes |
1/4 DEX roll | 2d6 minutes |
1/2 DEX roll | 4d6 minutes |
1x DEX roll | 6d6 minutes |
2x DEX roll | 2d6 x 5 minutes |
3x DEX roll | 2d6 x 10 minutes |
4x DEX roll | 2d6 x 15 minutes |
5x DEX roll | 2d6 x 20 minutes |
6x DEX roll or higher | 2d6 x 30 minutes |
Natural 96 or higher | The ropes are too tight to get out of without help |
|