|Success Level||End Roll||Attacker RT||Target RT||Other Effects on Target|
|Major Failure||< 0||5 sec||0 sec||None|
|Minor Failure||0 - 100||5 sec||0 sec||None|
|Minor Success||101 - 124||5 sec||3 sec||Causes 1 point of damage and a rank 1 neck wound.|
|Major Success||125+||5 sec||3 + (end roll - 120)/5 sec. (max 8)||Cause (endroll - 100)/5 damage and a rank 2 neck wound, bleeding 4 hp/round. Cannot speak (see below)|
Only a major success (125+) will prevent the target from speaking. A major success prevents the target from speaking until the neck wound is healed down from rank 2. For creatures, this only means no casting spells but for adventures this affects a larger amount of actions cannot be performed:
Attempting any of these actions only results in the message: "All you manage to do is cough up some blood." After healing the wound, it will take a few moments to the target to clear their throat before they can act normally.
Creatures that use this maneuver
The aiming system has trouble figuring out if you can reach the targets throat. This affects attackers of smaller races more than normal sized races.
Example: a forest gnome vs a Fire Salamander that is standing
H>appraise salamander The fire salamander is medium in size and about one foot high in its current state. The salamander is too easy for the likes of you! H>cman cutthroat The salamander's throat is too high to reach! H>ambush salamander neck You leap from hiding to attack! You swing a sharp black glaes knife at a fire salamander! AS: +136 vs DS: +34 with AvD: +25 + d100 roll: +5 = +132 ... and hit for 18 points of damage! Deft swing strikes the fire salamander's neck. Maybe not fatal but it's sure distracting. The fire salamander is stunned! Roundtime: 4 sec.
Trying to Cutthroat without hiding first:
R>cman cutthroat For this to work, you'll need to take your target by surprise. Try hiding first.
Trying to Cutthroat with a 2-handed edged weapon:
H>cman cutthroat The twohanded sword is too cumbersome to use with cutthroat.
Trying to Cutthroat with a non-edged weapon:
H>cman cutthroat The spiked club is not something that will cut a throat very well.
Attacker point of view, major success with flare and minor success:
[Roll result: 274 (open d100: 94) Bonus: 5] You spring from hiding and attempt to grasp Target by the chin while slitting his throat with your skinning knife! You slice deep into Target's vocal chords! ... 34 points of damage! ** Your skinning knife emits a searing bolt of lightning! ** ... 20 points of damage! Heavy shock gives Target fits! He is knocked to the ground! He is stunned!
[Roll result: 122 (open d100: 131) Penalties: 16] You spring from hiding and attempt to grasp Kembal by the chin while slitting his throat with your vaalorn bodice dagger! Your aim is slightly off and you only manage to inflict a minor flesh wound upon Kembal! ... 4 points of damage! Roundtime: 5 sec.
Target point of view, major success:
[Roll result: 146 (open d100: 82)] A triton executioner springs upon you from behind and attempts to slit your throat with his sharply tapered longsword! A triton executioner slices deep into your vocal chords! ... 9 points of damage! !>'Hey! All you manage to do is cough up some blood.
Target point of view, minor failure:
[Roll result: 86 (open d100: 56)] Attacker springs upon you from behind and attempts to slit your throat with his black rolaren longsword! You manage to fend off Attacker's attack! Roundtime: 7 sec.
Attacker point of view, major and minor failures:
[Roll result: -40 (open d100: 65) Penalties: 28] You spring from hiding and attempt to cut Kembal's throat! Unfortunately, your aim is off and your attack goes wide! Roundtime: 6 sec.
[Roll result: 44 (open d100: 65) Penalties: 28] You spring from hiding and attempt to grasp Kembal by the chin while slitting his throat with your vaalorn bodice dagger! Kembal manages to fend off your attack! Roundtime: 5 sec.
Trying to use the ASK verb:
[Adventurer's Guild, Lobby] Thick and windowless marble walls enclose this rather spacious lobby, which is liberally decorated with the mounted heads of both exotic and mundane beasts. The floor is covered with fine bearskin rugs and various specimens of antique dwarven stone furniture. Overhead, a massive candle-lit chandelier adequately illuminates the area and provides for the impressive shadows cast by the various stuffed beasts arrayed about the room. You also see the Hymore disk and Guild Taskmaster Dayle. Obvious exits: east, west, out !>ask dayle for bounty All you manage to do is cough up some blood.