Release
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Revision as of 14:22, 4 July 2013 by Kioshi (Talk | contribs) (Created page with '{| width="80%" |Catching live game is hard. Keeping game alive is harder. Letting it go without losing something like a hand or your life... is a bit of the crazy side. Ask…')
Catching live game is hard. Keeping game alive is harder. Letting it go without losing something like a hand or your life... is a bit of the crazy side. Ask a Hunter to let a hard-earned capture go, and they'll scoff at you, unless they've been lucky enough to do it before and get away clean. Nobody wants a feral, wounded, and more than a little angry creature loose among them, but sometimes... that's just what is needed to buy yourself a few moments to get away, or keep your enemies busy enough to save someone else. Giving up your catch is hard, which means a Hunter never does it without a good cause. |
System: If a 'Captured' animal is in inventory, roll Insight+Empathy+Release. On Success, 10 MP expenditure releases captured animal with 50% HP to fight for the Hunter for 1+ (Rank/8 rounds.) After those rounds pass, a second Insight+Empathy+Release roll must be made, with the target being the creature's original HP. If successful, the creature is recaptured, unless it is killed in combat. NOTE: The animal will have a permanent [Confuse] status, making it very possible that unless steps are taken, it'll attack anything in sight. |
Category: [Archery] |
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