Holding Prisoners and Being Captive

d-and-d-fyxt-rpg-prisoner-captiveThere comes a time when a game will deal with prisoners or being captive. This can be an important part of role play experience if it’s done correctly.

In the Fyxt Role Play Game System, we tackle this problem with a simple solution: When PCs and NPCs are taken prisoner, they are considered to be Captive. When a character is Captive, the kinds of Actions they can take are limited. The Fyxt Role Play Game System makes it easy to have the interesting role play that surrounds situations involving prisoners.

  1. Take prisoner in Turn Time making them Captive.
  2. Set Escape Check when they become Captive.
  3. Captive rolls against Escape Check to escape.

Taking a Captive

There are two ways to take a Captive. First, they can choose to be taken Captive, such as surrendering to police. Second, unconscious characters or NPCs can automatically be taken Captive. Overpowering someone in order to make them a Captive falls under the second way: attacking them and rendering them unconscious.

In the Fyxt RPG the Game Mode must change to Turn Time before any character can be taken Captive. Taking someone Captive requires concentration and time to make sure they are properly bound, restrained, or otherwise detained.

After the character or NPC has become a Captive, they are likely going to want to escape. To determine if an escape attempt is successful, the character or NPC taking the target Captive has two choices:

  1. Use the basic non-rolling method to set the Escape Check.  Use the level of the character who took the target Captive, plus 20. A seventh level character would give their Captive an Escape Check of 27.
  2. The character taking the target Captive can roll a skill roll to set the Escape Check. The GM should determine which skill is most relevant for the situation.
    • Subterfuge should apply to most situations and should be used as the normal Escape Check skill.
    • Athletics could be used if a character is physically restraining the target.
    • Scholar could be used if they are kept in a force field.
    • Religion may be used if a demon is kept inside the confines of a powerful religious symbol.

Once the character chooses which way they would like to determine the Escape Check, it should be noted, both the method and the result.

The final Escape Check number will be what a Captive needs to roll to escape.

Fyxt Items, Specialties, and Powers may modify the Escape Check. There are many items that can be used which have standard Escape Checks. Some of these are listed below for easy reference.

Name Check Cost Example
Minor Lock 20 20 Basic Iron Shackles, Sisters Diary Latch, or Glove Compartment Door
Lesser Lock 25 50 Handcuffs, Gate Locks, or Crude Jail Cells
Improved Lock 35 100 Standard House and Store Locks
Greater Lock 50 250 Upper Class Houses, Jewelry Stores, or Home Safe
Superior Lock 70 500 Security Door, Luxury Car Ignition, or Bank Vault

Being a Captive Character

When a character is Captive, they are very limited in what they can do. The GM will have to make decisions depending on the specifics of the character’s Captive state. Can they speak? Can they see? Are they able to move?

Here are some guidelines that should be followed when a character is Captive. They are very limited in what they normally can do.

  • Cannot use most Actions. Powers, Combat Maneuvers, and Basic Attacks cannot be used.
  • Can use Minor Actions. Basic Minor Actions are available such as speaking, eating, dropping items etc.
  • Can use Move Actions. A character may be able to move around depending on the situation.
  • Minus the Captive’s Tier to Defenses. As a Captive, characters suffer their Character Tier to all Defenses.

The GM can make some changes or additions to being Captive but these will all depend on the different circumstances of the specific adventure in a Fyxt game. It is always best to keep it as simple as possible. A GM should try their best to keep erroneous additions out of being a Captive and escaping.

Escape Being a Captive

Being a prisoner is never fun. Here is how a character who is Captive can attempt to make an escape.

As the gaming group plays out the situation, smart decisions and the timing of Actions is vital. Captives are unlikely to be able to escape during an interrogation or while the guard is standing outside of the cell. GM’s may assign penalties to the Captive or bonuses to others when they have the advantage in this type of situation. Or worse those holding the prisoners will attack those they see are trying to escape. But when the night comes and the guards fall asleep the Captive can find an unhindered time to try to make their escape.

To escape being Captive, the character will roll against the Escape Check. If the skill roll is equal to or higher than the Escape Check, the character escapes. The character can use the Skills below for the Escape Check.

  • Athletics Check – This check is used to physically break things to get out. This may be break the rope bonds, bend the shackles to slip out wrists, or the bash down jail cell door.
  • Subterfuge Check – This check is used to physically disable and disarm whatever is keeping you captive. This may be to untie the rope bonds, unlock the shackles, or hack the keypad on the security door.

Failing an Escape Check as a Captive

In the event that the Captive fails one of these checks they may have the opportunity to use the other one against the same Escape Check. Perhaps they can break the shackles instead of picking them. These opportunities are determined by the GM.Failed Escape Checks are similar to failed skill checks. When you fail you cannot attempt the same check until circumstances change. In the case of Escape Checks a new day is considered changing circumstances and another escape attempt can be made. The GM may allow further attempts should the circumstances change such as being handcuffed (First Attempt), then interrogated, then put into a jail cell (Second Chance).

Succeeding an Escape Check as a Captive

When a character succeeds against an Escape Check they are no longer Captive for that specific situation.The GM will tell the character if they are still Captive or not. A Captive character may have to make several checks. An example of this would be to roll to see if they can remove the shackles and then again to open their prison cell.As the character makes successful Escape Checks it is the GM’s responsibility to tell them when they are no longer considered Captive. The best way to determine this is as a GM consider if the character is still easy to control or otherwise at the mercy of their captors. If the character just gets out of their shackles but is still in a prison cell, the answer should be “Yes”. However, if the character that is Captive escapes the cell, the answer would then be “No” as they can now physically attack guards and are not at their captor’s mercy anymore.Once the GM decides that the character is no longer Captive, they can again begin to use their Powers and other abilities as normal. The character may still be limited if they are missing all their equipment but they can act normally.

Fyxt’s Easy Prisoner Mechanic

As you can see, the process and mechanics involved with prisoners is pretty simple.

In the Fyxt RPG, we aren’t afraid to have any kind of role play situation. With Fyxt, a group of gamers can easily take prisoners or become prisoners themselves and continue to keep the game going. First, establish when a player is Captive. Then the Captive just needs to roll against this Escape Check to be free once again. This simple mechanic should be able to be used in any number of situations. The flexibility of the Fyxt Role Play Game System shines through with the Captive mechanic. This allows players and GM’s alike to use their limitless imaginations to push their role play games to the next level, while driving their own enjoyment of role play gaming ever forward.