Cman Concept: Play Dead 03/10/2017 04:10 PM CST
The adventured uses Play Dead to lose the interest of the critter. This works best on humanoids and magical critters more than animals. If it works the trick will get the enemy to cease targeting. It will function something like a 'Hide' feature but with the caveat that when the trick is over, the user must flee to an adjacent room (or other exit). This is an emergency utility to escape a death. When activated it will be possible to activate other signs (particularly for bleeders/HP gains so they don't bleed or poison out). They must be absolutely still and the gamble with it is they will be 'sniffed out' for being alive. If this occurs they will be in a stance dependent upon their Rank Skill set parameters with a chance to parry built or hide built into the manuever.

So for example, the adventurer is at 32hps suffering a major -10 bleeder and has 7 critters in the room. They break a stun and activate Play Dead. The adventurer falls to the ground in a dramatic but believable way with careful attention paid to how they position themselves on the ground so they might be defending themselves readily by it if the ruse fails. They have 5 Rank of play Dead which gives them a Guarded Stance if the trick fails and they are attacked. If they had a Rank 1 they would be forced into Offensive. The ruse works this time and 7 critters fail to perceive the adventurer as alive. Adventurer manages to Play Dead long enough to engineer a fast escape route while the critters have lost their interest. Breaking the Play Dead gets them to crawl into the next room without detection by the critters.

This can be a random exit path with a small RT, so they make it and can possibly ring out, hide or whatever.

Rogues, Rangers
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