11-21-2006, 11:06 AM | #1 |
Grim Reaper
Join Date: Aug 2004
Location: Italy
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How would you model Saudi Arabia beheading in GURPS?
In Saudi Arabia the executioner often use a one-handed traditional scimitar weighting about 3-4 lbs. There is no wooden block, the prisoner just kneels with his head low. (see non graphic image here and here)
Also according to reports "normally it takes just one swing of the sword to sever the head" (from here), but "sometimes more than one stroke is needed to sever the head" (from Amnesty). So if a skilled executioner is employed then one blow is usually sufficient, even if there is no block holding the neck. Given the above information: 1) How many HPs would you give to neck? 2) How would you model the above in GURPS?
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11-21-2006, 11:12 AM | #2 |
Join Date: Sep 2004
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Re: How would you model Saudi Arabia beheading in GURPS?
I believe Kromm has mentioned before treating "ideal" circumstances like that as an automatic "triple damage" result, just as if the person had rolled a crit.
At that point, taking triple cutting damage to the neck, the head falling off is a special effect. |
11-21-2006, 11:34 AM | #3 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: How would you model Saudi Arabia beheading in GURPS?
Quote:
Those who want to postulate monstrous guys with 20 HP and HT 18 will be introduced to my bigger executioner with ST 13 and a very fine blade, who will do 2d+4 and average 66 points a chop.
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11-21-2006, 11:40 AM | #4 |
Join Date: Aug 2004
Location: Upper Marlboro, MD
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Re: How would you model Saudi Arabia beheading in GURPS?
1d+5 -- wouldn't that be trimmed to 2d+1 making an average 8 damage on a 3-13 range? That amounts to 6-26 (16 average) to an unarmored neck. Trippled that comes to 18 to 78 (48 average).
Unless I am missing something. Which is certainly possible. (edit: 1d+5 is reduced by the +4 to 2d+1, not 2d+2) Last edited by KDLadage; 11-21-2006 at 11:44 AM. |
11-21-2006, 11:42 AM | #5 | |
Join Date: Sep 2004
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Re: How would you model Saudi Arabia beheading in GURPS?
Quote:
(Edit: Although for situations like this where the "damage" is almost a routine process, I could see keeping the 1d+5 as is.) Last edited by laserdog; 11-21-2006 at 11:47 AM. |
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11-21-2006, 11:43 AM | #6 |
Join Date: Aug 2004
Location: Upper Marlboro, MD
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Re: How would you model Saudi Arabia beheading in GURPS?
Perhaps... but I thought the rule was +4 = +1d; +7 = +2d.
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11-21-2006, 11:45 AM | #7 | |
Join Date: Mar 2006
Location: Iceland*
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Re: How would you model Saudi Arabia beheading in GURPS?
Quote:
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11-21-2006, 11:48 AM | #8 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: How would you model Saudi Arabia beheading in GURPS?
Quote:
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11-21-2006, 11:59 AM | #9 |
Join Date: Aug 2004
Location: Upper Marlboro, MD
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Re: How would you model Saudi Arabia beheading in GURPS?
Yes... no other adds are being applied however, so it is being done last.
Optional? I thought it was a standard, core rule. Will need to check my books again when I get home. |
11-21-2006, 12:01 PM | #10 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: How would you model Saudi Arabia beheading in GURPS?
My suggestion: Steal from the Forced Entry skill as well.
Professional Skill (Execution): IQ/A This is the knowledge of how to kill another person quickly and cleanly in a controlled situation. It is of no use if you do not have complete control of your target and access to appropriate equipment (i.e., an executioner's sword as opposed to a normal combat-oriented sword, a chopping block, etc.) Add +1 per die to the damage done to the subject if you know this skill at IQ+1, or +2 per die if you know it at IQ+2 or better. Decapitation takes at least five minutes to set up (use standard rules for reducing or taking more time) and requires a roll against this skill as well as an attack roll against the subject's neck (almost always an All-Out Attack after Evaluating, net modifier +2). If both rolls are successful, the damage is tripled (for a net x6)! That's fairly generous, but frankly, for executions that don't involve supernatural targets, I'd usually just call it death by fiat anyways. Brings the range of damage from 36-66 up to 48-78 for a skilled executioner, the average of which is enough to easily auto-kill a HT 10 man. A poor damage roll or higher HT target allows for survival rolls, which might necessitate another chop.
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