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More info?)
unseenlibrarian@aol.com (Phillip Ames) wrote:
> Could anyone with a copy of Werewolf: The Wild West provide me with the rules
> for Lasso use, if any? I've got a character for an upcoming Changeling game
> that's based around the pulp western idiom, so obviously, roping would be good,
> but I'm having no luck finding a copy of the book and I can't order online
> (Lack of credit card or Paypal.).
Hey, that would have been cool.
There aren't any in canon, as far as I can tell, but you can try
these house rules out on your Storyteller:
* Roll Dexterity + Athletics for the attack.
* A loop of rope is more difficult to place than a care-
fully balanced throwing knife, so the difficulty is much
higher. The target number is the range in feet, rather
than yards, divided by the lariat thrower's Strength.
* A successful hit does not do damage in and of itself. A
successful hit result in the rope being looped around some
part of the target and the attacker pulling it taught. The
target is now effectively being 'grappled at a distance' by
the attacker, leaving the target vulnerable to harm on the
attacker's future actions.
* The target may attempt to break free. This requires that
a target beat the number of successes on the attackers roll
using Strength+Athletics. The rope must be kept taught, or
it is easily removed. If the attacker loses control of the
rope, the roll is made unopposed (the target might not free
himself on the first roll, but successes reduce the number
of successes the target must overcome on following rolls to
loosen the rope).
* The attacker can try to pull the target off balance, once
the target's snared. The attacker rolls Strength+Athletics
on an opposed roll. The attacker must net three successes
to jerk an opponent off his or her feet. This also applies
to unhorsing opponents; the Storyteller should factor in
the movement of the mount and the possibility of the rider
being trampled in setting a threshold and figuring damage.
Stunned/surprised opponents are usually not allowed opposed
rolls. If the opponent is not knocked down, he may still
suffer a penalty as described under the Body Slam maneuver.
* A lariat can be used to disarm an opponent. Disarming an
opponent by lariat is a bit like making a trick shot with a
firearm and disarming with a melee weapon combined. First,
the attack difficulty (target number) is raised by +2, to
reflect the difficulty in striking the weapon; the attacker
must roll Strength and score more successes than the target
has Strength to successfully disarm him. (I believe canon
makes disarming more difficult than this, but the rules are
ambiguous.)
I'm just making these rules up as I write them, so as to give you
a starting place. You/your Storyteller should tweak them to have
them better fit your game.
Vis Sierra