Jan 21, 2016 11:36:07 GMT
Rope Action:
Round Turn
Round Turn
Melee | Supplementary |
Rookie | Universal |
Description
After setting themselves in between two people the user of this technique will grab them both with rope and pull them in while ducking. This causes the two targets to hit each other at such a pace that it would be akin to receiving a blow from a Rookie level attack. Meaning that they could have a mild concussion if their head collided as well as a sense of dizziness and bruising. After colliding both targets will be sent back ten feet. This technique can also be used to force a person to collide with an object though it will not be as effective this way.
Rope Action: Bowline Knot
Mid | Supplementary |
Rookie | Universal |
Description
The user launches a bit of rope that fly through the air at amazing speed before hitting the target. Once the rope comes in contact with the target it will send them back several feet (the max being ten) and tie itself around some kind of object like a pole or bars effectively immobilizing the target. With the absence of anything to tie itself to the rope will wrap around itself. At this level the user can only manage simple knots from long distance which means that if their hands are free (or even just one) the target would easily be able to untie themselves. The user can create makeshift handcuffs by throwing two bits of rope at the same time though at this level two is the maximum.
Rope Action: Hook, Line and Sinker
Mid | Offensive |
Rookie | Universal |
Description
Using a single strand of rope the user will ensnare the target before throwing them, in an over the shoulder manner, into the air and into the nearest solid object be it a wall or the ground. At this level this technique would cause bruising and may even pull a muscle if the target is ensnared by one of their limbs due to the jerking motion of the throw.
Rope Action:
Top Knot
Top Knot
Mid | Offensive |
Rookie | Universal |
Description
Using a single strand of rope the user will spiral said rope up the targets body wrapping them in the rope. Once completely wrapped up in the rope the user will forcibly pull the rope causing the target to spin out. This will cause dizziness which will make the target uncoordinated and makes it easy to follow up with additional attacks. This technique is doubly dangerous if used on a target in the air as it also causes them to spin through the air and fall to the ground hard.
Rope Action: Shrouds and Rat-line Knot
Mid | Supplementary |
Rookie | Universal |
Description
The user creates a net out of rope. This net can be used a either a Rookie level defense or to restrain one target. If used as a defense the net will be tied tight so that whatever the net is trying to stop will not be able to get through the holes in the net. If used as a restraint the rope will be tied thicker and heavy in order to stop movement. As a defense it hinder other Rookie level attacks though Intermediate attacks go right through it without even slowing down. As a restraint the target will not be able to remove the net unless without much effort or using a Rookie level technique to get out (or if they have at least Rookie level strength SA).
coded by ulla