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ironbound:rules:activities:break_free

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Break Free

You attempt to extract yourself from a physical struggle, an entangling effect, or a restrictive hold. This activity is used to end the Grappled, Immobilized, or Pinned conditions. If you have the Pinned condition, this is the only activity you are permitted to take. Roll+BOD. You suffer slight to this roll if the effect restraining you is significantly larger or stronger than yourself.

  • Complete Success: You break free of all restrictive conditions immediately. In addition, you select one Good Thing from the list below.
  • Success: You break free of all restrictive conditions.
  • Partial Success: You break free of one restrictive condition of your choice, but the effort is exhausting; you must select a Bad Thing from the list below.
  • Failure: You fail to break free and remain restrained.
  • Complete Failure: You fail to break free. In addition to remaining restrained, the struggle leaves you vulnerable; you must select a Bad Thing from the list below.

Good Things

  • You use your momentum to put distance between you and the source of the restraint, moving into an adjacent zone as a free action and without provoking Holds.
  • If you were Grappled by a creature, that creature is now knocked Prone.

Bad Things

  • You become Open until the end of your next turn.
  • If your Stamina is not depleted, you suffer 1d8 Stamina damage.
ironbound/rules/activities/break_free.1791592501.txt.gz ยท Last modified: by tailkinker